Revision 15873844
Added by Leszek Koltunski over 9 years ago
| src/main/java/org/distorted/library/DistortedCubesGrid.java | ||
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| 413 | 413 |
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| 414 | 414 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 415 | 415 |
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private int addFrontVertex(int corner, int vertex, float centerX, float centerY, float vectZ, int col, int row, float[] position, float[] normal, float[] texture)
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private int addFrontVertex(int corner, int vertex, float vectZ, int col, int row, float[] position, float[] normal, float[] texture) |
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| 417 | 417 |
{
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remainingVert--; |
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/* |
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float x=0,y=0; |
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int index=0; |
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switch(corner) |
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{
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case NW: android.util.Log.e("CUBES", "adding NW vertex!");
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case NW: x = (float)col/mCols; |
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y = (float)row/mRows; |
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index = 0; |
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break; |
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case SW: android.util.Log.e("CUBES", "adding SW vertex!");
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case SW: x = (float)col/mCols; |
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y = (float)(row+1)/mRows; |
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index = 1; |
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break; |
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case SE: android.util.Log.e("CUBES", "adding SE vertex!");
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case NE: x = (float)(col+1)/mCols; |
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y = (float)row/mRows; |
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index = 2; |
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break; |
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case NE: android.util.Log.e("CUBES", "adding NE vertex!");
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case SE: x = (float)(col+1)/mCols; |
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y = (float)(row+1)/mRows; |
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index = 3; |
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break; |
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} |
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*/ |
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switch(corner) |
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{
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case NW: position[3*vertex ] = (centerX-0.5f)/mCols; |
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position[3*vertex+1] = (centerY+0.5f)/mRows; |
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position[3*vertex+2] = vectZ; |
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normal[3*vertex ] = mNormalX[0]; |
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normal[3*vertex+1] = mNormalY[0]; |
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normal[3*vertex+2] = mNormalZ[0]; |
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texture[2*vertex ] = (float)col/mCols; |
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texture[2*vertex+1] = (float)row/mRows; |
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return vertex+1; |
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case SW: position[3*vertex ] = (centerX-0.5f)/mCols; |
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position[3*vertex+1] = (centerY-0.5f)/mRows; |
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position[3*vertex+2] = vectZ; |
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normal[3*vertex ] = mNormalX[1]; |
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normal[3*vertex+1] = mNormalY[1]; |
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normal[3*vertex+2] = mNormalZ[1]; |
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texture[2*vertex ] = (float)col/mCols; |
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texture[2*vertex+1] = (float)(row+1)/mRows; |
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return vertex+1; |
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case NE: position[3*vertex ] = (centerX+0.5f)/mCols; |
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position[3*vertex+1] = (centerY+0.5f)/mRows; |
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position[3*vertex+2] = vectZ; |
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normal[3*vertex ] = mNormalX[2]; |
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normal[3*vertex+1] = mNormalY[2]; |
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normal[3*vertex+2] = mNormalZ[2]; |
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texture[2*vertex ] = (float)(col+1)/mCols; |
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texture[2*vertex+1] = (float)row/mRows; |
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return vertex+1; |
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case SE: position[3*vertex ] = (centerX+0.5f)/mCols; |
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position[3*vertex+1] = (centerY-0.5f)/mRows; |
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position[3*vertex+2] = vectZ; |
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normal[3*vertex ] = mNormalX[3]; |
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normal[3*vertex+1] = mNormalY[3]; |
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normal[3*vertex+2] = mNormalZ[3]; |
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texture[2*vertex ] = (float)(col+1)/mCols; |
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texture[2*vertex+1] = (float)(row+1)/mRows; |
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return vertex+1; |
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} |
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return vertex; |
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position[3*vertex ] = x-0.5f; |
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position[3*vertex+1] = 0.5f-y; |
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position[3*vertex+2] = vectZ; |
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normal[3*vertex ] = mNormalX[index]; |
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normal[3*vertex+1] = mNormalY[index]; |
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normal[3*vertex+2] = mNormalZ[index]; |
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texture[2*vertex ] = x; |
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texture[2*vertex+1] = y; |
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return vertex+1; |
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| 473 | 453 |
} |
| 474 | 454 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 480 | 460 |
boolean seenLand=false; |
| 481 | 461 |
boolean lastBlockIsNE = false; |
| 482 | 462 |
boolean currentBlockIsNE; |
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float centerX, centerY; |
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| 484 | 463 |
float vectZ = front?FRONTZ:BACKZ; |
| 485 | 464 |
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//android.util.Log.d("CUBES", "buildFrontBack");
|
| ... | ... | |
| 496 | 475 |
if( current%2 == 1 ) |
| 497 | 476 |
{
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| 498 | 477 |
currentBlockIsNE = isNE(i,j); |
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centerX = j-(mCols-1.0f)/2.0f; |
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centerY = (mRows-1.0f)/2.0f-i; |
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| 501 | 478 |
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if( !seenLand && !front && ((vertex%2==1)^currentBlockIsNE) ) |
| 503 | 480 |
{
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| ... | ... | |
| 511 | 488 |
if( (last!=current) || (lastBlockIsNE^currentBlockIsNE) ) |
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{
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| 513 | 490 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
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vertex= addFrontVertex( currentBlockIsNE ? NW:SW, vertex, centerX, centerY, vectZ, j, i, position, normal, texture);
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vertex= addFrontVertex( currentBlockIsNE ? NW:SW, vertex, vectZ, j, i, position, normal, texture); |
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| 515 | 492 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
| 516 | 493 |
if( (lastBlockIsNE^currentBlockIsNE) |
| 517 | 494 |
|| (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture); |
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vertex= addFrontVertex( currentBlockIsNE ? SW:NW, vertex, centerX, centerY, vectZ, j, i, position, normal, texture);
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vertex= addFrontVertex( currentBlockIsNE ? SW:NW, vertex, vectZ, j, i, position, normal, texture); |
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| 519 | 496 |
} |
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vertex= addFrontVertex( currentBlockIsNE ? NE:SE, vertex, centerX, centerY, vectZ, j, i, position, normal, texture);
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vertex= addFrontVertex( currentBlockIsNE ? SE:NE, vertex, centerX, centerY, vectZ, j, i, position, normal, texture);
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vertex= addFrontVertex( currentBlockIsNE ? NE:SE, vertex, vectZ, j, i, position, normal, texture); |
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vertex= addFrontVertex( currentBlockIsNE ? SE:NE, vertex, vectZ, j, i, position, normal, texture); |
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| 522 | 499 |
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| 523 | 500 |
seenLand = true; |
| 524 | 501 |
lastBlockIsNE = currentBlockIsNE; |
Also available in: Unified diff
Simplify and spped up the DistortedCubes target.