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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.examples.meshfile;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectQuaternion;
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import org.distorted.library.effect.VertexEffectScale;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class FactoryCubit
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{
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static final float SQ5 = (float)Math.sqrt(5);
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static final float SIN18 = (SQ5-1)/4;
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static final float COS18 = (float)(0.25f*Math.sqrt(10.0f+2.0f*SQ5));
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private static final float[] mBuffer = new float[3];
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private static final float[] mQuat1 = new float[4];
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private static final float[] mQuat2 = new float[4];
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private static final float[] mQuat3 = new float[4];
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private static final Static1D RADIUS = new Static1D(1);
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private static FactoryCubit mThis;
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private static class FaceInfo
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{
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float[] vertices;
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float vx,vy,vz;
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float scale;
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float qx,qy,qz,qw;
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boolean flip;
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}
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private static final ArrayList<FaceInfo> mFaceInfo = new ArrayList<>();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactoryCubit()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static FactoryCubit getInstance()
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{
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if( mThis==null ) mThis = new FactoryCubit();
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return mThis;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// H - height of the band in the middle
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// alpha - angle of the edge [0,90]
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// dist - often in a polygon the distance from edge to center is not 1, but something else.
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// This is the distance.
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// K - where to begin the second, much more flat part of the band. [0,1]
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// N - number of bands. N>=3
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//
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// theory: two distinct parts to the band:
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// 1) (0,B) - steep
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// 2) (B,1) - flat
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//
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// In first part, we have y = g(x) ; in second - y = g(f(x)) where
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//
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// g(x) = sqrt( R^2 - (x-D)^2 ) - R*cos(alpha)
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// f(x) = ((D-B)/(1-B)*x + B*(1-D)/(1-B)
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// h(x) = R*(sin(alpha) - sin(x))
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// R = H/(1-cos(alpha))
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// D = H*sin(alpha)
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// B = h(K*alpha)
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//
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// The N points are taken at:
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//
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// 1) in the second part, there are K2 = (N-3)/3 such points
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// 2) in the first - K1 = (N-3) - K2
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// 3) also, the 3 points 0,B,1
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//
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// so we have the sequence A[i] of N points
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//
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// 0
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// h((i+1)*(1-K)*alpha/(K1+1)) (i=0,1,...,K1-1)
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// B
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// (1-B)*(i+1)/(K2+1) + B (i=0,i,...,K2-1)
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// 1
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float f(float D, float B, float x)
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{
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return ((D-B)*x + B*(1-D))/(1-B);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float g(float R, float D, float x, float cosAlpha)
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{
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float d = x-D;
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return (float)(Math.sqrt(R*R-d*d)-R*cosAlpha);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float h(float R, float sinAlpha, float x)
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{
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return R*(sinAlpha-(float)Math.sin(x));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] computeBands(float H, int alpha, float dist, float K, int N)
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{
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float[] bands = new float[2*N];
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bands[0] = 1.0f;
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bands[1] = 0.0f;
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float beta = (float)Math.atan(dist*Math.tan(Math.PI*alpha/180));
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float sinBeta = (float)Math.sin(beta);
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float cosBeta = (float)Math.cos(beta);
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float R = cosBeta<1.0f ? H/(1.0f-cosBeta) : 0.0f;
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float D = R*sinBeta;
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float B = h(R,sinBeta,K*beta);
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if( D>1.0f )
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{
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for(int i=1; i<N; i++)
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{
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bands[2*i ] = (float)(N-1-i)/(N-1);
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bands[2*i+1] = H*(1-bands[2*i]);
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}
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}
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else
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{
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int K2 = (int)((N-3)*K);
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int K1 = (N-3)-K2;
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for(int i=0; i<=K1; i++)
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{
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float angle = K*beta + (1-K)*beta*(K1-i)/(K1+1);
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float x = h(R,sinBeta,angle);
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bands[2*i+2] = 1.0f - x;
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bands[2*i+3] = g(R,D,x,cosBeta);
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}
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for(int i=0; i<=K2; i++)
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{
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float x = (1-B)*(i+1)/(K2+1) + B;
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bands[2*K1+2 + 2*i+2] = 1.0f - x;
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bands[2*K1+2 + 2*i+3] = g(R,D,f(D,B,x),cosBeta);
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}
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}
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bands[2*N-2] = 0.0f;
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bands[2*N-1] = H;
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return bands;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void roundCorners(MeshBase mesh, Static3D center, Static3D[] vertices, float strength, float regionRadius)
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{
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Static4D reg= new Static4D(0,0,0,regionRadius);
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float centX = center.get0();
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float centY = center.get1();
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float centZ = center.get2();
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for (Static3D vertex : vertices)
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{
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float x = strength*(centX - vertex.get0());
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float y = strength*(centY - vertex.get1());
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float z = strength*(centZ - vertex.get2());
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VertexEffect effect = new VertexEffectDeform(new Static3D(x,y,z), RADIUS, vertex, reg);
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mesh.apply(effect);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean areColinear(float[][] vertices, int index1, int index2, int index3)
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{
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float x1 = vertices[index1][0];
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float y1 = vertices[index1][1];
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float z1 = vertices[index1][2];
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float x2 = vertices[index2][0];
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float y2 = vertices[index2][1];
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float z2 = vertices[index2][2];
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float x3 = vertices[index3][0];
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float y3 = vertices[index3][1];
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float z3 = vertices[index3][2];
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float v1x = x2-x1;
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float v1y = y2-y1;
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float v1z = z2-z1;
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float v2x = x3-x1;
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float v2y = y3-y1;
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float v2z = z3-z1;
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float A = (float)Math.sqrt( (v1x*v1x+v1y*v1y+v1z*v1z) / (v2x*v2x+v2y*v2y+v2z*v2z) );
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//android.util.Log.e("D", "("+x1+","+y1+","+z1+") , ("+x2+","+y2+","+z2+") , ("+x3+","+y3+","+z3+")" );
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//boolean result = (v1x==A*v2x && v1y==A*v2y && v1z==A*v2z);
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//android.util.Log.e("D", "are those colinear? : "+result);
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return (v1x==A*v2x && v1y==A*v2y && v1z==A*v2z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeNormalVector(float[][] vertices, int index1, int index2, int index3)
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{
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float x1 = vertices[index1][0];
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float y1 = vertices[index1][1];
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float z1 = vertices[index1][2];
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float x2 = vertices[index2][0];
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float y2 = vertices[index2][1];
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float z2 = vertices[index2][2];
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float x3 = vertices[index3][0];
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float y3 = vertices[index3][1];
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float z3 = vertices[index3][2];
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float v1x = x2-x1;
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float v1y = y2-y1;
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float v1z = z2-z1;
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float v2x = x3-x1;
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float v2y = y3-y1;
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float v2z = z3-z1;
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mBuffer[0] = v1y*v2z - v2y*v1z;
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mBuffer[1] = v1z*v2x - v2z*v1x;
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mBuffer[2] = v1x*v2y - v2x*v1y;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return quat1*quat2
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private static void quatMultiply( float[] quat1, float[] quat2, float[] result )
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{
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float qx = quat1[0];
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float qy = quat1[1];
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float qz = quat1[2];
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float qw = quat1[3];
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float rx = quat2[0];
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float ry = quat2[1];
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float rz = quat2[2];
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float rw = quat2[3];
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result[0] = rw*qx - rz*qy + ry*qz + rx*qw;
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result[1] = rw*qy + rz*qx + ry*qw - rx*qz;
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result[2] = rw*qz + rz*qw - ry*qx + rx*qy;
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result[3] = rw*qw - rz*qz - ry*qy - rx*qx;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void fitInSquare(FaceInfo info, float[][] vert3D)
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{
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float minX = Float.MAX_VALUE;
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float maxX =-Float.MAX_VALUE;
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float minY = Float.MAX_VALUE;
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float maxY =-Float.MAX_VALUE;
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for (float[] vert : vert3D)
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{
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float x = vert[0];
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float y = vert[1];
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if (x > maxX) maxX = x;
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if (x < minX) minX = x;
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if (y > maxY) maxY = y;
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if (y < minY) minY = y;
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}
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info.scale = Math.max(maxX-minX,maxY-minY);
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int len = vert3D.length;
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info.vertices = new float[2*len];
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for( int vertex=0; vertex<len; vertex++ )
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{
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info.vertices[2*vertex ] = vert3D[vertex][0] / info.scale;
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info.vertices[2*vertex+1] = vert3D[vertex][1] / info.scale;
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}
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info.flip = false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void constructNew(FaceInfo info, final float[][] vert3D)
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{
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// compute center of gravity
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info.vx = 0.0f;
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info.vy = 0.0f;
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info.vz = 0.0f;
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int len = vert3D.length;
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for (float[] vert : vert3D)
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{
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info.vx += vert[0];
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info.vy += vert[1];
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info.vz += vert[2];
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}
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info.vx /= len;
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info.vy /= len;
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info.vz /= len;
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// move all vertices so that their center of gravity is at (0,0,0)
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for (int i=0; i<len; i++)
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{
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vert3D[i][0] -= info.vx;
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vert3D[i][1] -= info.vy;
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vert3D[i][2] -= info.vz;
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}
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// find 3 non-colinear vertices
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int foundIndex = -1;
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for(int vertex=2; vertex<len; vertex++)
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{
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if( !areColinear(vert3D,0,1,vertex) )
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{
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foundIndex = vertex;
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break;
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}
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}
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// compute the normal vector
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if( foundIndex==-1 )
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{
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throw new RuntimeException("all vertices colinear");
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}
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computeNormalVector(vert3D,0,1,foundIndex);
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// rotate so that the normal vector becomes (0,0,1)
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float axisX = -mBuffer[1];
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float axisY = mBuffer[0];
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float axisZ = 0.0f;
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float vecLen = mBuffer[0]*mBuffer[0] + mBuffer[1]*mBuffer[1] + mBuffer[2]*mBuffer[2];
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vecLen = (float)Math.sqrt(vecLen);
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mBuffer[0] /= vecLen;
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mBuffer[1] /= vecLen;
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mBuffer[2] /= vecLen;
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float axiLen = axisX*axisX + axisY*axisY + axisZ*axisZ;
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axiLen = (float)Math.sqrt(axiLen);
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axisX /= axiLen;
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axisY /= axiLen;
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axisZ /= axiLen;
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float cosTheta = mBuffer[2];
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float sinTheta = axiLen / vecLen;
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mQuat1[0] = axisX*sinTheta;
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mQuat1[1] = axisY*sinTheta;
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mQuat1[2] = axisZ*sinTheta;
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mQuat1[3] = cosTheta;
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mQuat2[0] = axisX*sinTheta;
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mQuat2[1] = axisY*sinTheta;
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mQuat2[2] = axisZ*sinTheta;
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mQuat2[3] = -cosTheta;
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for (float[] vert : vert3D)
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{
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quatMultiply(mQuat1, vert, mQuat3);
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quatMultiply(mQuat3, mQuat2, vert);
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}
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// fit the whole thing in a square and remember the scale & 2D vertices
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fitInSquare(info, vert3D);
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// remember the rotation
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info.qx = mQuat1[0];
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info.qy = mQuat1[1];
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info.qz = mQuat1[2];
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info.qw =-mQuat1[3];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float computeCos(float x1, float y1, float x2, float y2, float len1, float len2)
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{
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return (x1*x2+y1*y2) / (len1*len2);
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}
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422
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///////////////////////////////////////////////////////////////////////////////////////////////////
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423
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// sin of (signed!) angle between vectors (x1,y1) and (x2,y2), counterclockwise!
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424
|
|
425
|
private float computeSin(float x1, float y1, float x2, float y2, float len1, float len2)
|
426
|
{
|
427
|
return (x2*y1-x1*y2) / (len1*len2);
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
|
432
|
private void rotateAllVertices(float[] result, int len, float[] vertices, float sin, float cos)
|
433
|
{
|
434
|
for(int i=0; i<len; i++)
|
435
|
{
|
436
|
result[2*i ] = vertices[2*i ]*cos - vertices[2*i+1]*sin;
|
437
|
result[2*i+1] = vertices[2*i ]*sin + vertices[2*i+1]*cos;
|
438
|
}
|
439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
|
443
|
private boolean isScaledVersionOf(float[] v1, float[] v2, int len)
|
444
|
{
|
445
|
float EPSILON = 0.001f;
|
446
|
float scale = v1[0]!=0.0f ? v2[0]/v1[0] : v2[1]/v1[1];
|
447
|
|
448
|
for(int i=1; i<len; i++)
|
449
|
{
|
450
|
float horz = v2[2*i ] - scale*v1[2*i ];
|
451
|
float vert = v2[2*i+1] - scale*v1[2*i+1];
|
452
|
|
453
|
if( horz>EPSILON || horz<-EPSILON || vert>EPSILON || vert<-EPSILON ) return false;
|
454
|
}
|
455
|
|
456
|
return true;
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
|
461
|
private void mirrorAllVertices(float[] output, int len, float[] input)
|
462
|
{
|
463
|
for(int vertex=0; vertex<len; vertex++)
|
464
|
{
|
465
|
output[2*vertex ] = input[2*vertex ];
|
466
|
output[2*vertex+1] =-input[2*vertex+1];
|
467
|
}
|
468
|
}
|
469
|
|
470
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
471
|
|
472
|
private void correctInfo(FaceInfo info, float[] rotatedVertices, int len, float[] originalVertices, float sin, float cos, boolean flip)
|
473
|
{
|
474
|
info.flip = flip;
|
475
|
|
476
|
System.arraycopy(originalVertices, 0, info.vertices, 0, 2*len);
|
477
|
|
478
|
float scale = rotatedVertices[0]!=0.0f ? originalVertices[0]/rotatedVertices[0] :
|
479
|
originalVertices[1]/rotatedVertices[1];
|
480
|
info.scale *= scale;
|
481
|
|
482
|
mQuat1[0] = 0.0f;
|
483
|
mQuat1[1] = 0.0f;
|
484
|
mQuat1[2] = sin;
|
485
|
mQuat1[3] = cos;
|
486
|
|
487
|
mQuat2[0] = info.qx;
|
488
|
mQuat2[1] = info.qy;
|
489
|
mQuat2[2] = info.qz;
|
490
|
mQuat2[3] = info.qw;
|
491
|
|
492
|
quatMultiply( mQuat1, mQuat2, mQuat3 );
|
493
|
|
494
|
info.qx = mQuat3[0];
|
495
|
info.qy = mQuat3[1];
|
496
|
info.qz = mQuat3[2];
|
497
|
info.qw = mQuat3[3];
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
|
502
|
private boolean foundVertex(FaceInfo info, float[] buffer, int len, boolean inverted, float[] vertices, float[] vert2D, float lenVert)
|
503
|
{
|
504
|
for(int vertex=0; vertex<len; vertex++)
|
505
|
{
|
506
|
float xR = vertices[2*vertex ];
|
507
|
float yR = vertices[2*vertex+1];
|
508
|
float lenRotV = (float)Math.sqrt(xR*xR+yR*yR);
|
509
|
float cos = computeCos(xR,yR,vert2D[0],vert2D[1], lenRotV, lenVert);
|
510
|
float sin = computeSin(xR,yR,vert2D[0],vert2D[1], lenRotV, lenVert);
|
511
|
|
512
|
rotateAllVertices(buffer,len,vertices,sin,cos);
|
513
|
|
514
|
if( isScaledVersionOf(buffer,vert2D,len) )
|
515
|
{
|
516
|
correctInfo(info,buffer,len,vert2D,sin,cos,inverted);
|
517
|
return true;
|
518
|
}
|
519
|
}
|
520
|
|
521
|
return false;
|
522
|
}
|
523
|
|
524
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
525
|
|
526
|
private boolean tryFindingRotation(final FaceInfo info, final float[] vert2D)
|
527
|
{
|
528
|
int len = vert2D.length/2;
|
529
|
|
530
|
if( len == info.vertices.length/2 )
|
531
|
{
|
532
|
float[] tmp1 = new float[2*len];
|
533
|
float lenVert = (float)Math.sqrt(vert2D[0]*vert2D[0] + vert2D[1]*vert2D[1]);
|
534
|
if( foundVertex(info,tmp1,len,false,info.vertices,vert2D,lenVert) ) return true;
|
535
|
float[] tmp2 = new float[2*len];
|
536
|
mirrorAllVertices(tmp2,len,info.vertices);
|
537
|
if( foundVertex(info,tmp1,len,true ,tmp2 ,vert2D,lenVert) ) return true;
|
538
|
}
|
539
|
|
540
|
return false;
|
541
|
}
|
542
|
|
543
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
544
|
|
545
|
private float[][] constructVert(float[][] vertices, int[] index)
|
546
|
{
|
547
|
int len = index.length;
|
548
|
float[][] ret = new float[len][4];
|
549
|
|
550
|
for(int i=0; i<len; i++)
|
551
|
{
|
552
|
ret[i][0] = vertices[index[i]][0];
|
553
|
ret[i][1] = vertices[index[i]][1];
|
554
|
ret[i][2] = vertices[index[i]][2];
|
555
|
ret[i][3] = 1.0f;
|
556
|
}
|
557
|
|
558
|
return ret;
|
559
|
}
|
560
|
|
561
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
562
|
|
563
|
private void prepareFaceInfo( final float[][] vertices, final int[][] indexes)
|
564
|
{
|
565
|
mFaceInfo.clear();
|
566
|
|
567
|
int numFaces = indexes.length;
|
568
|
FaceInfo info;
|
569
|
|
570
|
for(int face=0; face<numFaces; face++)
|
571
|
{
|
572
|
FaceInfo newInfo = new FaceInfo();
|
573
|
int[] index = indexes[face];
|
574
|
float[][] vert = constructVert(vertices,index);
|
575
|
constructNew(newInfo,vert);
|
576
|
|
577
|
for(int previous=0; previous<face; previous++)
|
578
|
{
|
579
|
info = mFaceInfo.get(previous);
|
580
|
if( tryFindingRotation(info,newInfo.vertices) ) break;
|
581
|
}
|
582
|
|
583
|
mFaceInfo.add(newInfo);
|
584
|
}
|
585
|
}
|
586
|
|
587
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
588
|
|
589
|
MeshBase createRoundedSolid(final float[][] vertices, final int[][] vertIndexes, final float[][] bands, final int[] bandIndexes)
|
590
|
{
|
591
|
int EFFECTS_PER_FACE = 3;
|
592
|
|
593
|
prepareFaceInfo(vertices,vertIndexes);
|
594
|
|
595
|
int numFaces = vertIndexes.length;
|
596
|
float[] band, bandsComputed;
|
597
|
MeshBase[] meshes = new MeshBase[numFaces];
|
598
|
FaceInfo info;
|
599
|
|
600
|
for(int face=0; face<numFaces; face++)
|
601
|
{
|
602
|
info = mFaceInfo.get(face);
|
603
|
band = bands[bandIndexes[face]];
|
604
|
bandsComputed = computeBands( band[0], (int)band[1], band[2], band[3], (int)band[4]);
|
605
|
meshes[face] = new MeshPolygon(info.vertices,bandsComputed,(int)band[5],(int)band[6]);
|
606
|
meshes[face].setEffectAssociation(0,(1<<face),0);
|
607
|
}
|
608
|
|
609
|
MeshBase mesh = new MeshJoined(meshes);
|
610
|
VertexEffect[] effects = new VertexEffect[EFFECTS_PER_FACE*numFaces];
|
611
|
Static3D center = new Static3D(0,0,0);
|
612
|
|
613
|
for(int face=0; face<numFaces; face++)
|
614
|
{
|
615
|
int assoc = (1<<face);
|
616
|
info = mFaceInfo.get(face);
|
617
|
|
618
|
Static3D move3D= new Static3D(info.vx,info.vy,info.vz);
|
619
|
Static3D scale = new Static3D(info.scale,info.scale, info.flip ? -info.scale : info.scale);
|
620
|
Static4D quat = new Static4D(info.qx,info.qy,info.qz,info.qw);
|
621
|
|
622
|
effects[EFFECTS_PER_FACE*face ] = new VertexEffectScale(scale);
|
623
|
effects[EFFECTS_PER_FACE*face+1] = new VertexEffectQuaternion(quat,center);
|
624
|
effects[EFFECTS_PER_FACE*face+2] = new VertexEffectMove(move3D);
|
625
|
|
626
|
effects[EFFECTS_PER_FACE*face ].setMeshAssociation(assoc,-1);
|
627
|
effects[EFFECTS_PER_FACE*face+1].setMeshAssociation(assoc,-1);
|
628
|
effects[EFFECTS_PER_FACE*face+2].setMeshAssociation(assoc,-1);
|
629
|
}
|
630
|
|
631
|
for( VertexEffect effect : effects ) mesh.apply(effect);
|
632
|
|
633
|
return mesh;
|
634
|
}
|
635
|
}
|