Revision 12e379d6
Added by Leszek Koltunski over 5 years ago
| src/main/java/org/distorted/library/mesh/MeshFlat.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2016 Leszek Koltunski // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// Distorted 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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// Distorted 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 Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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package org.distorted.library.mesh; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create a flat, rectangular grid. |
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* <p> |
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* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
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* effects to it, use MeshFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
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*/ |
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public class MeshFlat extends MeshBase |
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{
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private int mCols, mRows; |
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private int remainingVert; |
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private int numVertices; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Create a flat, full grid. |
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private void computeNumberOfVertices(int cols, int rows) |
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{
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mRows=rows; |
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mCols=cols; |
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if( cols==1 && rows==1 ) |
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{
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numVertices = 4; |
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} |
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else |
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{
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numVertices = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) + |
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(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1); |
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} |
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//android.util.Log.e("MeshFlat","vertices="+numVertices+" rows="+mRows+" cols="+mCols);
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remainingVert = numVertices; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int addVertex(int vertex, float x, float y, float[] attribs) |
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{
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remainingVert--; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB ] = x-0.5f; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB ] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB ] = (x-0.5f); |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y); |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f ; // Inflated surface needs to be slightly in front |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB ] = x; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y; |
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return vertex+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int repeatLast(int vertex, float[] attribs) |
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{
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//android.util.Log.e("MeshFlat", "repeating last vertex!");
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if( vertex>0 ) |
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{
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remainingVert--; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB+1]; |
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vertex++; |
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} |
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return vertex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void buildGrid(float[] attribs) |
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{
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boolean lastBlockIsNE = false; |
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boolean currentBlockIsNE; |
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int vertex = 0; |
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float x,y; |
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final float X = 1.0f/mCols; |
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final float Y = 1.0f/mRows; |
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//android.util.Log.d("MeshFlat", "buildGrid");
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y = 0.0f; |
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for(int row=0; row<mRows; row++) |
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{
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x = 0.0f; |
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for(int col=0; col<mCols; col++) |
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{
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currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
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if( col==0 || (lastBlockIsNE^currentBlockIsNE) ) |
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs); |
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), attribs); |
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs); |
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if( lastBlockIsNE^currentBlockIsNE) vertex = repeatLast(vertex,attribs); |
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), attribs); |
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} |
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), attribs); |
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), attribs); |
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lastBlockIsNE = currentBlockIsNE; |
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x+=X; |
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} |
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y+=Y; |
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} |
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//android.util.Log.d("MeshFlat", "buildGrid done");
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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private static String debug(float[] val, int stop) |
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{
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String ret=""; |
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for(int i=0; i<val.length; i++) |
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{
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if( i%stop==0 ) ret+="\n"; |
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ret+=(" "+val[i]);
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} |
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return ret; |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Creates the underlying grid of vertices, normals and texture coords. |
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* |
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* @param cols Number of columns in the grid. |
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* @param rows Number of rows in the grid. |
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*/ |
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public MeshFlat(int cols, int rows) |
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{
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super(0.0f); |
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computeNumberOfVertices(cols,rows); |
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float[] attribs= new float[VERT_ATTRIBS*numVertices]; |
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buildGrid(attribs); |
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//android.util.Log.e("MeshFlat", "dataLen="+numVertices);
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//android.util.Log.d("MeshFlat", "attribs: "+debug(attribs,VERT_ATTRIBS) );
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if( remainingVert!=0 ) |
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android.util.Log.d("MeshFlat", "remainingVert " +remainingVert );
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setAttribs(attribs); |
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} |
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} |
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| src/main/java/org/distorted/library/mesh/MeshQuad.java | ||
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* Create a quad, i.e. two triangles with vertices at (+-0.5,+-0.5). |
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* <p> |
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* Mainly to have a simple example showing how to create a Mesh; otherwise a MeshQuad can be perfectly |
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* emulated by a MeshFlat(1,1) or a MeshCubes(1,1,0).
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* emulated by a MeshRectangles(1,1) or a MeshCubes(1,1,0).
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*/ |
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public class MeshQuad extends MeshBase |
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{
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| src/main/java/org/distorted/library/mesh/MeshRectangles.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2016 Leszek Koltunski // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
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// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
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// You should have received a copy of the GNU General Public License // |
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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package org.distorted.library.mesh; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create a flat, rectangular grid. |
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* <p> |
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* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
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* effects to it, use MeshRectangles(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
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*/ |
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public class MeshRectangles extends MeshBase |
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{
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private int mCols, mRows; |
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private int remainingVert; |
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private int numVertices; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Create a flat, full grid. |
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private void computeNumberOfVertices(int cols, int rows) |
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{
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mRows=rows; |
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mCols=cols; |
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if( cols==1 && rows==1 ) |
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{
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numVertices = 4; |
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} |
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else |
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{
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numVertices = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) + |
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(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1); |
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} |
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//android.util.Log.e("MeshRectangles","vertices="+numVertices+" rows="+mRows+" cols="+mCols);
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remainingVert = numVertices; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int addVertex(int vertex, float x, float y, float[] attribs) |
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{
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remainingVert--; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB ] = x-0.5f; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB ] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB ] = (x-0.5f); |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y); |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f ; // Inflated surface needs to be slightly in front |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB ] = x; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y; |
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return vertex+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int repeatLast(int vertex, float[] attribs) |
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{
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//android.util.Log.e("MeshRectangles", "repeating last vertex!");
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if( vertex>0 ) |
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{
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remainingVert--; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + POS_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + NOR_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+1]; |
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = attribs[VERT_ATTRIBS*(vertex-1) + INF_ATTRIB+2]; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB ] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB ]; |
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs[VERT_ATTRIBS*(vertex-1) + TEX_ATTRIB+1]; |
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vertex++; |
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} |
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return vertex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void buildGrid(float[] attribs) |
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{
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boolean lastBlockIsNE = false; |
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boolean currentBlockIsNE; |
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int vertex = 0; |
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float x,y; |
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final float X = 1.0f/mCols; |
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final float Y = 1.0f/mRows; |
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//android.util.Log.d("MeshRectangles", "buildGrid");
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y = 0.0f; |
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for(int row=0; row<mRows; row++) |
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{
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x = 0.0f; |
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for(int col=0; col<mCols; col++) |
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{
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currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
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if( col==0 || (lastBlockIsNE^currentBlockIsNE) ) |
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs); |
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), attribs); |
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs); |
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if( lastBlockIsNE^currentBlockIsNE) vertex = repeatLast(vertex,attribs); |
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vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), attribs); |
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} |
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), attribs); |
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vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), attribs); |
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lastBlockIsNE = currentBlockIsNE; |
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x+=X; |
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} |
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y+=Y; |
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} |
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//android.util.Log.d("MeshRectangles", "buildGrid done");
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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private static String debug(float[] val, int stop) |
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{
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String ret=""; |
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|
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for(int i=0; i<val.length; i++) |
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{
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if( i%stop==0 ) ret+="\n"; |
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ret+=(" "+val[i]);
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} |
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return ret; |
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} |
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*/ |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 177 |
/** |
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| 178 |
* Creates the underlying grid of vertices, normals and texture coords. |
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| 179 |
* |
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| 180 |
* @param cols Number of columns in the grid. |
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* @param rows Number of rows in the grid. |
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*/ |
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public MeshRectangles(int cols, int rows) |
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{
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super(0.0f); |
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computeNumberOfVertices(cols,rows); |
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float[] attribs= new float[VERT_ATTRIBS*numVertices]; |
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buildGrid(attribs); |
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//android.util.Log.e("MeshRectangles", "dataLen="+numVertices);
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//android.util.Log.d("MeshRectangles", "attribs: "+debug(attribs,VERT_ATTRIBS) );
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if( remainingVert!=0 ) |
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android.util.Log.d("MeshRectangles", "remainingVert " +remainingVert );
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setAttribs(attribs); |
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} |
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} |
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Also available in: Unified diff
Rename MeshFlat MeshRectangles.