Revision 15ed35e6
Added by Leszek Koltunski about 6 years ago
src/main/java/org/distorted/library/mesh/MeshCubes.java | ||
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// TODO |
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// Texturing of side walls still not quite right. Example: |
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// 5x5x4 : |
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// |
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// 1 1 1 1 1 |
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// 1 0 0 0 1 |
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// 1 0 0 0 1 |
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// 1 0 0 0 1 |
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// 1 1 1 1 1 |
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// |
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// - then the right and bottom internal walls don't look right. |
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private void addSideVertex(Edge curr, boolean back, int slice, int side, float[] attribs) |
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{ |
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//android.util.Log.e("CUBES", "adding Side vertex!"); |
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float x, y, z; |
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int row, col; |
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float tmp1, tmp2; |
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int row, col, texX, texY; |
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switch(curr.side) |
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{ |
... | ... | |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInfCorr*mInflateY[row][col]/2.0f; |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = mInfCorr*z; |
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///////////////////////////////////////////////////////////////// |
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// clever stuff so that the sides of the mesh are textured nicely |
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tmp1 = (float)(row-slice)/mRows; |
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tmp2 = tmp1+1.0f; |
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if( tmp2 != (int)tmp2 ) |
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{ |
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if( tmp2<0.0f ) tmp2 = tmp2 - (int)tmp2 + 1.0f; |
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else tmp2 = tmp2 - (int)tmp2; |
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if( ((int)tmp1)%2 != 0 ) tmp2 = 1.0f-tmp2; |
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} |
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else |
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{ |
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tmp2 = ((int)tmp2)%2; |
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if( tmp2<0.0f ) tmp2= -tmp2; |
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} |
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///////////////////////////////////////////////////////////////// |
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// end clever stuff |
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texY = (mRows-row+slice)%(2*mRows); |
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if( texY>mRows ) texY = 2*mRows-texY; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = x; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = (float)texY/mRows; |
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break; |
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case SOUTH: row = curr.row+1; |
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col = (back ? (curr.col+1):(curr.col)); |
... | ... | |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInfCorr*mInflateY[row][col]/2.0f; |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = mInfCorr*z; |
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///////////////////////////////////////////////////////////////// |
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// clever stuff so that the sides of the mesh are textured nicely |
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tmp1 = (float)(row+slice)/mRows; |
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tmp2 = tmp1-1.0f; |
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if( tmp2 != (int)tmp2 ) |
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{ |
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if( tmp2<0.0f ) tmp2 = tmp2 - (int)tmp2 + 1.0f; |
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else tmp2 = tmp2 - (int)tmp2; |
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if( ((int)tmp1)%2 == 0 ) tmp2 = 1.0f-tmp2; |
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} |
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else |
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{ |
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tmp2 = ((int)tmp2)%2; |
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if( tmp2<0.0f ) tmp2= -tmp2; |
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} |
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///////////////////////////////////////////////////////////////// |
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// end clever stuff |
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texY = (mRows-row+slice)%(2*mRows); |
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if( texY>mRows ) texY = 2*mRows-texY; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = x; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = (float)texY/mRows; |
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|
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break; |
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case WEST : row = (back ? (curr.row+1):(curr.row)); |
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col = curr.col; |
... | ... | |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInfCorr*mInflateY[row][col]/2.0f; |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = mInfCorr*z; |
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///////////////////////////////////////////////////////////////// |
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// clever stuff so that the sides of the mesh are textured nicely |
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tmp1 = (float)(col-slice)/mCols; |
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tmp2 = tmp1+1.0f; |
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texX = (col+slice)%(2*mCols); |
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if( texX>mCols ) texX = 2*mCols-texX; |
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if( tmp2 != (int)tmp2 ) |
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{ |
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if( tmp2<0.0f ) tmp2 = tmp2 - (int)tmp2 + 1.0f; |
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else tmp2 = tmp2 - (int)tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = (float)texX/mCols; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = 1.0f-y; |
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if( ((int)tmp1)%2 != 0 ) tmp2 = 1.0f-tmp2; |
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} |
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else |
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{ |
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tmp2 = ((int)tmp2)%2; |
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if( tmp2<0.0f ) tmp2= -tmp2; |
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} |
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///////////////////////////////////////////////////////////////// |
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// end clever stuff |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = 1.0f - y; |
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break; |
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case EAST : row = (back ? (curr.row):(curr.row+1)); |
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col = (curr.col+1); |
... | ... | |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+1] = mInfCorr*mInflateY[row][col]/2.0f; |
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attribs[VERT_ATTRIBS*currVert + INF_ATTRIB+2] = mInfCorr*z; |
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///////////////////////////////////////////////////////////////// |
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// clever stuff so that the sides of the mesh are textured nicely |
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tmp1 = (float)(col+slice)/mCols; |
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tmp2 = tmp1-1.0f; |
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texX = (col+slice)%(2*mCols); |
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if( texX>mCols ) texX = 2*mCols-texX; |
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if( tmp2 != (int)tmp2 ) |
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{ |
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if( tmp2<0.0f ) tmp2 = tmp2 - (int)tmp2 + 1.0f; |
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else tmp2 = tmp2 - (int)tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = (float)texX/mCols; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = 1.0f-y; |
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if( ((int)tmp1)%2 == 0 ) tmp2 = 1.0f-tmp2; |
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} |
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else |
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{ |
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tmp2 = ((int)tmp2)%2; |
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if( tmp2<0.0f ) tmp2= -tmp2; |
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} |
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///////////////////////////////////////////////////////////////// |
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// end clever stuff |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB ] = tmp2; |
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attribs[VERT_ATTRIBS*currVert + TEX_ATTRIB+1] = 1.0f - y; |
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break; |
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} |
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MeshCubes: Correct texturing of side walls. Everything should be correct now.