76 |
76 |
private int mEndIndex;
|
77 |
77 |
private float[] mTextureMap;
|
78 |
78 |
|
79 |
|
Component()
|
|
79 |
Component(int end)
|
80 |
80 |
{
|
81 |
|
mTextureMap = new float[8];
|
82 |
|
|
83 |
|
mTextureMap[ 0] = 0.0f; // LD_X
|
84 |
|
mTextureMap[ 1] = 0.0f; // LD_Y
|
85 |
|
mTextureMap[ 2] = 0.0f; // LU_X
|
86 |
|
mTextureMap[ 3] = 1.0f; // LU_Y
|
87 |
|
mTextureMap[ 4] = 1.0f; // RU_X
|
88 |
|
mTextureMap[ 5] = 1.0f; // RU_Y
|
89 |
|
mTextureMap[ 6] = 1.0f; // RD_X
|
90 |
|
mTextureMap[ 7] = 0.0f; // RD_Y
|
|
81 |
mEndIndex = end;
|
|
82 |
|
|
83 |
mTextureMap = new float[4];
|
|
84 |
mTextureMap[0] = 0.0f; // LowerLeft_X
|
|
85 |
mTextureMap[1] = 0.0f; // LowerLeft_Y
|
|
86 |
mTextureMap[2] = 1.0f; // Width
|
|
87 |
mTextureMap[3] = 1.0f; // Height
|
91 |
88 |
}
|
92 |
89 |
Component(Component original)
|
93 |
90 |
{
|
94 |
91 |
mEndIndex = original.mEndIndex;
|
95 |
|
mTextureMap = new float[8];
|
96 |
|
System.arraycopy(original.mTextureMap,0,mTextureMap,0,8);
|
|
92 |
mTextureMap = new float[4];
|
|
93 |
System.arraycopy(original.mTextureMap,0,mTextureMap,0,4);
|
|
94 |
}
|
|
95 |
|
|
96 |
void setMap(float[] newMap)
|
|
97 |
{
|
|
98 |
mTextureMap = newMap;
|
97 |
99 |
}
|
98 |
100 |
}
|
99 |
101 |
|
... | ... | |
113 |
115 |
|
114 |
116 |
mShowNormals = false;
|
115 |
117 |
mInflate = 0.0f;
|
116 |
|
mComponent = new ArrayList<>();
|
117 |
|
mComponent.add(new Component());
|
|
118 |
mComponent = new ArrayList<>();
|
118 |
119 |
|
119 |
120 |
mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
|
120 |
121 |
mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
|
... | ... | |
151 |
152 |
setAttribs(mVertAttribs);
|
152 |
153 |
}
|
153 |
154 |
|
|
155 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
156 |
// change mVertAttribs from index 'begin' to index 'end' (inclusive) to the new Texture Map.
|
|
157 |
// x varies from -mBoundingX to +mBoundingX; y accordingly.
|
|
158 |
|
|
159 |
private void changeTextureMap( float[] newMap, float[] oldMap, int begin, int end)
|
|
160 |
{
|
|
161 |
|
|
162 |
}
|
|
163 |
|
|
164 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
165 |
|
|
166 |
int numComponents()
|
|
167 |
{
|
|
168 |
return mComponent.size();
|
|
169 |
}
|
|
170 |
|
|
171 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
172 |
|
|
173 |
void setBounding(float bx, float by, float bz)
|
|
174 |
{
|
|
175 |
mBoundingX = bx/2;
|
|
176 |
mBoundingY = by/2;
|
|
177 |
mBoundingZ = bz/2;
|
|
178 |
}
|
|
179 |
|
154 |
180 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
155 |
181 |
// when a derived class is done computing its mesh, it has to call this method.
|
156 |
182 |
|
... | ... | |
159 |
185 |
mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
|
160 |
186 |
mVertAttribs = vertexAttribs;
|
161 |
187 |
|
162 |
|
mComponent.get(0).mEndIndex = mNumVertices;
|
|
188 |
mComponent.add(new Component(mNumVertices));
|
163 |
189 |
|
164 |
190 |
FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
165 |
191 |
attribs.put(vertexAttribs).position(0);
|
... | ... | |
169 |
195 |
}
|
170 |
196 |
|
171 |
197 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
172 |
|
/**
|
173 |
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
174 |
|
*
|
175 |
|
* @y.exclude
|
176 |
|
*/
|
177 |
|
public int getTFO()
|
178 |
|
{
|
179 |
|
return mTFO.mIndex[0];
|
180 |
|
}
|
|
198 |
// called from MeshJoined
|
181 |
199 |
|
182 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
183 |
|
/**
|
184 |
|
* Not part of public API, do not document (public only because has to be used from the main package)
|
185 |
|
*
|
186 |
|
* @y.exclude
|
187 |
|
*/
|
188 |
|
public int getNumVertices()
|
|
200 |
void join(MeshBase[] meshes)
|
189 |
201 |
{
|
190 |
|
return mNumVertices;
|
191 |
|
}
|
|
202 |
MeshBase mesh;
|
|
203 |
Component comp;
|
|
204 |
int com, num, len = meshes.length;
|
|
205 |
int origVertices = mNumVertices;
|
192 |
206 |
|
193 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
194 |
|
/**
|
195 |
|
* Each mesh has its 'bounding box' - return half of its X-length.
|
196 |
|
* <p>
|
197 |
|
* In case of all 'simple' Meshes, the bounding box is always 1x1x1 (Sphere, Cubes) or 1x1x0
|
198 |
|
* (Rectangles, Triangles, Quad - i.e. all 'flat' Meshes). But this can be something else in case of
|
199 |
|
* MeshComponent.
|
200 |
|
*/
|
201 |
|
public float getBoundingX()
|
202 |
|
{
|
203 |
|
return mBoundingX*mStretchX;
|
204 |
|
}
|
|
207 |
// compute new numVertices; take care of Components
|
205 |
208 |
|
206 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
207 |
|
/**
|
208 |
|
* Each mesh has its 'bounding box' - return half of its Y-length.
|
209 |
|
*/
|
210 |
|
public float getBoundingY()
|
211 |
|
{
|
212 |
|
return mBoundingY*mStretchY;
|
213 |
|
}
|
|
209 |
if( origVertices>0 )
|
|
210 |
{
|
|
211 |
com = mComponent.size();
|
|
212 |
mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
|
|
213 |
mComponent.get(com-1).mEndIndex = mNumVertices;
|
|
214 |
}
|
214 |
215 |
|
215 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
216 |
|
/**
|
217 |
|
* Each mesh has its 'bounding box' - return half of its Z-length.
|
218 |
|
*/
|
219 |
|
public float getBoundingZ()
|
220 |
|
{
|
221 |
|
return mBoundingZ*mStretchZ;
|
222 |
|
}
|
|
216 |
for(int i=0; i<len; i++)
|
|
217 |
{
|
|
218 |
mesh = meshes[i];
|
|
219 |
com = mesh.mComponent.size();
|
223 |
220 |
|
224 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
225 |
|
/**
|
226 |
|
* Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by
|
227 |
|
* different factors in x and y (or z) directions. If we also wanted do display some vertex effects
|
228 |
|
* done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round,
|
229 |
|
* (i.e the same in x and y directions) then doing so without this method would be impossible.
|
230 |
|
*
|
231 |
|
* This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied
|
232 |
|
* by those factors in the very first line of the Vertex Shader, before any Effects are done on it.
|
233 |
|
* Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually
|
234 |
|
* want to display the Mesh on, and this way we can achieve a round Distort bulge!
|
235 |
|
*
|
236 |
|
* This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap
|
237 |
|
* this mesh is textured with - and this lets us work with all Effects in natural, pixel units.
|
238 |
|
*
|
239 |
|
* @param sx stretch factor in x.
|
240 |
|
* @param sy stretch factor in y.
|
241 |
|
* @param sz stretch factor in z.
|
242 |
|
*/
|
243 |
|
public void setStretch(float sx, float sy, float sz)
|
244 |
|
{
|
245 |
|
mStretchX = sx;
|
246 |
|
mStretchY = sy;
|
247 |
|
mStretchZ = sz;
|
248 |
|
}
|
|
221 |
for(int j=0; j<com; j++)
|
|
222 |
{
|
|
223 |
comp = new Component(mesh.mComponent.get(j));
|
|
224 |
comp.mEndIndex += mNumVertices;
|
|
225 |
mComponent.add(comp);
|
|
226 |
}
|
249 |
227 |
|
250 |
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
251 |
|
/**
|
252 |
|
* Returns the x-factor set by setStretch().
|
253 |
|
*/
|
254 |
|
public float getStretchX()
|
255 |
|
{
|
256 |
|
return mStretchX;
|
|
228 |
num = mesh.mNumVertices;
|
|
229 |
mNumVertices+= (i<len-1 ? ( num%2==1 ? num+2 : num+1 ) : num);
|
|
230 |
}
|
|
231 |
|
|
232 |
// allocate new attrib array
|
|
233 |
float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
|
|
234 |
num = origVertices;
|
|
235 |
|
|
236 |
if( origVertices>0 )
|
|
237 |
{
|
|
238 |
System.arraycopy(mVertAttribs, 0, newAttribs, 0, VERT_ATTRIBS*num);
|
|
239 |
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
|
240 |
origVertices++;
|
|
241 |
|
|
242 |
if( num%2==1 )
|
|
243 |
{
|
|
244 |
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
|
245 |
origVertices++;
|
|
246 |
}
|
|
247 |
}
|
|
248 |
|
|
249 |
for(int i=0; i<len; i++)
|
|
250 |
{
|
|
251 |
mesh = meshes[i];
|
|
252 |
num = mesh.mNumVertices;
|
|
253 |
|
|
254 |
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
|
255 |
origVertices++;
|
|
256 |
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*num);
|
|
257 |
origVertices+=num;
|
|
258 |
|
|
259 |
if( i<len-1 )
|
|
260 |
{
|
|
261 |
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
|
262 |
origVertices++;
|
|
263 |
|
|
264 |
if( num%2==1 )
|
|
265 |
{
|
|
266 |
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
|
267 |
origVertices++;
|
|
268 |
}
|
|
269 |
}
|
|
270 |
}
|
|
271 |
|
|
272 |
if( origVertices!=mNumVertices )
|
|
273 |
{
|
|
274 |
android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
|
|
275 |
}
|
|
276 |
|
|
277 |
mVertAttribs = newAttribs;
|
|
278 |
|
|
279 |
FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
|
280 |
attribs.put(mVertAttribs).position(0);
|
|
281 |
|
|
282 |
mVBO.setData(mNumVertices*VERT_SIZE, attribs);
|
|
283 |
mTFO.setData(mNumVertices*TRAN_SIZE, null );
|
257 |
284 |
}
|
258 |
285 |
|
259 |
286 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
260 |
287 |
/**
|
261 |
|
* Returns the y-factor set by setStretch().
|
|
288 |
* Not part of public API, do not document (public only because has to be used from the main package)
|
|
289 |
*
|
|
290 |
* @y.exclude
|
262 |
291 |
*/
|
263 |
|
public float getStretchY()
|
|
292 |
public int getTFO()
|
264 |
293 |
{
|
265 |
|
return mStretchY;
|
|
294 |
return mTFO.mIndex[0];
|
266 |
295 |
}
|
267 |
296 |
|
268 |
297 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
269 |
298 |
/**
|
270 |
|
* Returns the z-factor set by setStretch().
|
|
299 |
* Not part of public API, do not document (public only because has to be used from the main package)
|
|
300 |
*
|
|
301 |
* @y.exclude
|
271 |
302 |
*/
|
272 |
|
public float getStretchZ()
|
|
303 |
public int getNumVertices()
|
273 |
304 |
{
|
274 |
|
return mStretchZ;
|
|
305 |
return mNumVertices;
|
275 |
306 |
}
|
276 |
307 |
|
277 |
308 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
... | ... | |
378 |
409 |
{
|
379 |
410 |
float[][] matrix = new float[effects.length][16];
|
380 |
411 |
float[] tmp;
|
381 |
|
float[] array = new float[4];
|
|
412 |
float[] array = new float[7];
|
382 |
413 |
float x,y,z;
|
383 |
414 |
int numEffects = 0;
|
384 |
415 |
|
... | ... | |
434 |
465 |
|
435 |
466 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
436 |
467 |
/**
|
437 |
|
* Join a list of Meshes into this one.
|
|
468 |
* Sets texture maps for all components of this mesh.
|
438 |
469 |
* <p>
|
439 |
|
* Please note that calling this once with the complete list of Meshes will be much faster than
|
440 |
|
* calling it repeatedly with one Mesh at a time, as we have to reallocate the array of vertices
|
|
470 |
* Please note that calling this once with the complete list of Maps will be much faster than
|
|
471 |
* calling it repeatedly with one Maps at a time, as we have to reallocate the array of vertices
|
441 |
472 |
* each time.
|
|
473 |
* 'maps' needs to be maps[NumComponentsInThisMesh][4]. [0] is the lower-left corner's X, [1]- its Y,
|
|
474 |
* [2] - width, [3] - height of the map.
|
|
475 |
* For example map[0] = new float { 0.0, 0.5, 0.5, 0.5 } sets the 0th component texture map to the
|
|
476 |
* upper-left quadrant of the texture.
|
442 |
477 |
*/
|
443 |
|
public void join(MeshBase[] meshes)
|
|
478 |
public void setTextureMap(float[][] maps)
|
444 |
479 |
{
|
445 |
|
MeshBase mesh;
|
446 |
|
Component comp;
|
447 |
|
int com, num, len = meshes.length;
|
448 |
|
int origVertices = mNumVertices;
|
449 |
|
|
450 |
|
// compute new numVertices; take care of Components
|
451 |
|
mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
|
452 |
|
com = mComponent.size();
|
453 |
|
mComponent.get(com-1).mEndIndex = mNumVertices;
|
454 |
|
|
455 |
|
for(int i=0; i<len; i++)
|
456 |
|
{
|
457 |
|
mesh = meshes[i];
|
458 |
|
com = mesh.mComponent.size();
|
459 |
|
|
460 |
|
for(int j=0; j<com; j++)
|
461 |
|
{
|
462 |
|
comp = new Component(mesh.mComponent.get(j));
|
463 |
|
comp.mEndIndex += mNumVertices;
|
464 |
|
mComponent.add(comp);
|
465 |
|
}
|
466 |
|
|
467 |
|
num = mesh.mNumVertices;
|
468 |
|
mNumVertices+= (i<len-1 ? ( num%2==1 ? num+2 : num+1 ) : num);
|
469 |
|
}
|
470 |
|
|
471 |
|
// allocate new attrib array
|
472 |
|
float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
|
473 |
|
num = origVertices;
|
|
480 |
int num_comp = mComponent.size();
|
|
481 |
int num_maps = maps.length;
|
|
482 |
int min = num_comp<num_maps ? num_comp : num_maps;
|
|
483 |
int lastEnd = 0;
|
474 |
484 |
|
475 |
|
System.arraycopy(mVertAttribs, 0, newAttribs, 0, VERT_ATTRIBS*num);
|
476 |
|
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
477 |
|
origVertices++;
|
478 |
|
|
479 |
|
if( num%2==1 )
|
480 |
|
{
|
481 |
|
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
482 |
|
origVertices++;
|
483 |
|
}
|
484 |
|
|
485 |
|
for(int i=0; i<len; i++)
|
|
485 |
for(int i=0; i<min; i++)
|
486 |
486 |
{
|
487 |
|
mesh = meshes[i];
|
488 |
|
num = mesh.mNumVertices;
|
489 |
|
|
490 |
|
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
491 |
|
origVertices++;
|
492 |
|
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*num);
|
493 |
|
origVertices+=num;
|
494 |
|
|
495 |
|
if( i<len-1 )
|
|
487 |
if( maps[i]!=null )
|
496 |
488 |
{
|
497 |
|
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
498 |
|
origVertices++;
|
499 |
|
|
500 |
|
if( num%2==1 )
|
501 |
|
{
|
502 |
|
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
503 |
|
origVertices++;
|
504 |
|
}
|
|
489 |
Component comp = mComponent.get(i);
|
|
490 |
changeTextureMap(maps[i],comp.mTextureMap,lastEnd,comp.mEndIndex);
|
|
491 |
comp.setMap(maps[i]);
|
|
492 |
lastEnd = comp.mEndIndex;
|
505 |
493 |
}
|
506 |
494 |
}
|
507 |
495 |
|
508 |
|
if( origVertices!=mNumVertices )
|
509 |
|
{
|
510 |
|
android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
|
511 |
|
}
|
512 |
|
|
513 |
|
mVertAttribs = newAttribs;
|
514 |
|
|
515 |
496 |
FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
516 |
497 |
attribs.put(mVertAttribs).position(0);
|
517 |
498 |
|
... | ... | |
521 |
502 |
|
522 |
503 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
523 |
504 |
/**
|
524 |
|
* Sets texture maps for all components of this mesh.
|
|
505 |
* Each mesh has its 'bounding box' - return half of its X-length.
|
525 |
506 |
* <p>
|
526 |
|
* Please note that calling this once with the complete list of Maps will be much faster than
|
527 |
|
* calling it repeatedly with one Maps at a time, as we have to reallocate the array of vertices
|
528 |
|
* each time.
|
|
507 |
* In case of all 'simple' Meshes, the bounding box is always 1x1x1 (Sphere, Cubes) or 1x1x0
|
|
508 |
* (Rectangles, Triangles, Quad - i.e. all 'flat' Meshes). But this can be something else in case of
|
|
509 |
* MeshComponent.
|
529 |
510 |
*/
|
530 |
|
public void setTextureMap(float[][] maps)
|
|
511 |
public float getBoundingX()
|
|
512 |
{
|
|
513 |
return mBoundingX*mStretchX;
|
|
514 |
}
|
|
515 |
|
|
516 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
517 |
/**
|
|
518 |
* Each mesh has its 'bounding box' - return half of its Y-length.
|
|
519 |
*/
|
|
520 |
public float getBoundingY()
|
|
521 |
{
|
|
522 |
return mBoundingY*mStretchY;
|
|
523 |
}
|
|
524 |
|
|
525 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
526 |
/**
|
|
527 |
* Each mesh has its 'bounding box' - return half of its Z-length.
|
|
528 |
*/
|
|
529 |
public float getBoundingZ()
|
|
530 |
{
|
|
531 |
return mBoundingZ*mStretchZ;
|
|
532 |
}
|
|
533 |
|
|
534 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
535 |
/**
|
|
536 |
* Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by
|
|
537 |
* different factors in x and y (or z) directions. If we also wanted do display some vertex effects
|
|
538 |
* done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round,
|
|
539 |
* (i.e the same in x and y directions) then doing so without this method would be impossible.
|
|
540 |
*
|
|
541 |
* This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied
|
|
542 |
* by those factors in the very first line of the Vertex Shader, before any Effects are done on it.
|
|
543 |
* Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually
|
|
544 |
* want to display the Mesh on, and this way we can achieve a round Distort bulge!
|
|
545 |
*
|
|
546 |
* This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap
|
|
547 |
* this mesh is textured with - and this lets us work with all Effects in natural, pixel units.
|
|
548 |
*
|
|
549 |
* @param sx stretch factor in x.
|
|
550 |
* @param sy stretch factor in y.
|
|
551 |
* @param sz stretch factor in z.
|
|
552 |
*/
|
|
553 |
public void setStretch(float sx, float sy, float sz)
|
531 |
554 |
{
|
532 |
|
int components = mComponent.size();
|
|
555 |
mStretchX = sx;
|
|
556 |
mStretchY = sy;
|
|
557 |
mStretchZ = sz;
|
|
558 |
}
|
533 |
559 |
|
534 |
|
for(int comp=0; comp<components; comp++)
|
535 |
|
{
|
|
560 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
561 |
/**
|
|
562 |
* Returns the x-factor set by setStretch().
|
|
563 |
*/
|
|
564 |
public float getStretchX()
|
|
565 |
{
|
|
566 |
return mStretchX;
|
|
567 |
}
|
536 |
568 |
|
537 |
|
}
|
|
569 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
570 |
/**
|
|
571 |
* Returns the y-factor set by setStretch().
|
|
572 |
*/
|
|
573 |
public float getStretchY()
|
|
574 |
{
|
|
575 |
return mStretchY;
|
|
576 |
}
|
|
577 |
|
|
578 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
579 |
/**
|
|
580 |
* Returns the z-factor set by setStretch().
|
|
581 |
*/
|
|
582 |
public float getStretchZ()
|
|
583 |
{
|
|
584 |
return mStretchZ;
|
538 |
585 |
}
|
539 |
586 |
}
|
540 |
587 |
|
New MeshJoined.
Test app says it's not working - bug in MeshBase.join().