Revision 0f10a0b6
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/mesh/MeshJoined.java | ||
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*/ |
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public MeshJoined(MeshBase[] meshes) |
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{ |
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super(1,1,1);
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super(); |
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join(meshes); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Sets the lengths of the bounding box. |
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* <p> |
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* The 'bounding box' is an imaginary rectanguloid of size (bx,by,bz) inside of which this Mesh |
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* fits tightly. |
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* 'Normal' 3D meshes (e.g. Sphere) have this equal to 1,1,1. 'Normal' flat meshes (e.g. Quad) - |
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* to 1,1,0. Here however we are joining several, probably already changed by MatrixEffects, |
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* Meshes together. If the result fits into the standard 1,1,1 (recommended!) - we don't need to |
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* call this function at all. |
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* |
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* @param bx x-length of the bounding box |
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* @param by y-length of the bounding box |
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* @param bz z-length of the bounding box |
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*/ |
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public void setBounding(float bx, float by, float bz) |
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{ |
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super.setBounding(bx,by,bz); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Return how many basic Meshes is this Mesh joined from. |
Also available in: Unified diff
A lot of changes.
1) main vertex shader: remove support for degree_object. This functionality will hopefully come back when we introduce other than circular regions.
2) MeshBase: remove the need to set a Bounding box (this is the point of the whole thing - we wanted to get rid of this so that the advances in MeshJoined will be easier)
3) Set ground for removing the MeshBase.setStretch / getStretch (another thing needed to advance MeshJoined )
4) since we removed the Bounding box, we need to change the DEFORN effect to have 1 additional parameter, the 'radius' which takes over the function of the bounding box in the vertex shader.
5) since the'res no bounding box, simplify the postprocessing Halo (remove EffectQueueMatrix.magnify() )
6) adjust applications.
After this we will hopefully be ready to introduce MeshBase.preApply(VertexEffect), i.e. bending several simple Meshes with any VertexEffect - including the freshly-introduced PseudoMatrix-Vertex effects like VertexEffectScale - and then combining them into one MeshJoined.