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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 1e672c1d

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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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import android.opengl.GLES30;
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import android.util.Log;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.main.DistortedLibrary;
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import org.distorted.library.main.InternalBuffer;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.type.Static4D;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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public abstract class MeshBase
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   {
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   static final float DEFAULT_ASSOCIATION = 0xffffffff;
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   // sizes of attributes of an individual vertex.
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   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
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   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   private static final int ASS_DATA_SIZE= 1; // association, a single float
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
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   static final int TEX_ATTRIB   = 0;
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   static final int ASS_ATTRIB   = TEX_DATA_SIZE;
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   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
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   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + ASS_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TAG = ASS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT;
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   private boolean mShowNormals;              // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
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   private float[] mVertAttribs2;             // packed: TexS,TexT
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   private float mInflate;
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   private boolean mNeedsAdjustment;
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   private static class Component
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     private EffectQueueVertex mQueue;
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     Component(int end)
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       {
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       mEndIndex  = end;
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       mTextureMap= new Static4D(0,0,1,1);
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       mQueue     = new EffectQueueVertex();
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       }
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     Component(Component original)
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       {
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       mEndIndex = original.mEndIndex;
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       float x = original.mTextureMap.get0();
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       float y = original.mTextureMap.get1();
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       float z = original.mTextureMap.get2();
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       float w = original.mTextureMap.get3();
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       mTextureMap = new Static4D(x,y,z,w);
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       mQueue = new EffectQueueVertex(original.mQueue);
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       }
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     void setMap(Static4D map)
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       {
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       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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       }
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     }
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   private ArrayList<Component> mComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase()
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     {
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     mShowNormals     = false;
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     mInflate         = 0.0f;
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     mNeedsAdjustment = false;
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     mComponent       = new ArrayList<>();
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original)
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     {
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     mShowNormals     = original.mShowNormals;
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     mInflate         = original.mInflate;
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     mNeedsAdjustment = original.mNeedsAdjustment;
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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     mNumVertices = original.mNumVertices;
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     mVertAttribs1= new float[mNumVertices*VERT1_ATTRIBS];
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     mVertAttribs2= new float[mNumVertices*VERT2_ATTRIBS];
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     System.arraycopy(original.mVertAttribs1,0,mVertAttribs1,0,mNumVertices*VERT1_ATTRIBS);
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     System.arraycopy(original.mVertAttribs2,0,mVertAttribs2,0,mNumVertices*VERT2_ATTRIBS);
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
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     {
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     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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     mVertAttribs1= vert1Attribs;
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     mVertAttribs2= vert2Attribs;
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     mComponent.add(new Component(mNumVertices));
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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   void join(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int numComponents, numVertices, numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     // compute new numVertices; take care of Components
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     if( origVertices>0 )
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       {
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       numComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numComponents = mesh.mComponent.size();
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       for(int j=0; j<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += mNumVertices;
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         mComponent.add(comp);
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         }
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       numVertices = mesh.mNumVertices;
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       if( mNumVertices==0 )
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         {
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         if( numMeshes>1 )
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            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
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         else
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            mNumVertices +=  numVertices;
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         }
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       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
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       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
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       }
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     // allocate new attrib array
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     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
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     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
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     numVertices = origVertices;
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     if( origVertices>0 )
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       {
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       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                         0, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                         0, VERT2_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         }
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
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         {
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         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
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         {
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         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
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           {
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           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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           origVertices++;
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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
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       {
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       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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       }
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     mVertAttribs1 = newAttribs1;
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     mVertAttribs2 = newAttribs2;
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void copyTransformToVertex()
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     {
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     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
303
                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
304
     if( buffer!=null )
305
       {
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       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
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       mVBO1.update(mVertAttribs1);
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       }
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     else
311
       {
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       int error = GLES30.glGetError();
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       Log.e("mesh", "failed to map tf buffer, error="+error);
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       }
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     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
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       {
322
       mComponent.get(i).mQueue.removeAll(false);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
328
 * Not part of public API, do not document (public only because has to be used from the main package)
329
 *
330
 * @y.exclude
331
 */
332
   public void computeQueue()
333
     {
334
     int numComp = mComponent.size();
335

    
336
     for(int i=0; i<numComp; i++)
337
       {
338
       mComponent.get(i).mQueue.compute(1);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
344
 * Not part of public API, do not document (public only because has to be used from the main package)
345
 *
346
 * @y.exclude
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 */
348
   public void sendQueue()
349
     {
350
     int numComp = mComponent.size();
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352
     for(int i=0; i<numComp; i++)
353
       {
354
       mComponent.get(i).mQueue.send(0.0f,3);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
360
 * Not part of public API, do not document (public only because has to be used from the main package)
361
 *
362
 * @y.exclude
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 */
364
   public int getTFO()
365
     {
366
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
367
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
371
 * Not part of public API, do not document (public only because has to be used from the main package)
372
 *
373
 * @y.exclude
374
 */
375
   public int getNumVertices()
376
     {
377
     return mNumVertices;
378
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
382
 * Not part of public API, do not document (public only because has to be used from the main package)
383
 *
384
 * @y.exclude
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 */
386
   public void bindVertexAttribs(DistortedProgram program)
387
     {
388
     if( mNeedsAdjustment )
389
       {
390
       mNeedsAdjustment = false;
391
       DistortedLibrary.adjustVertices(this);
392
       }
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394
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
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     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
396

    
397
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
398
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
399
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
400
     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
401
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
402
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
403
     GLES30.glVertexAttribPointer(program.mAttribute[4], ASS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
404
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
405
     }
406

    
407
///////////////////////////////////////////////////////////////////////////////////////////////////
408
/**
409
 * Not part of public API, do not document (public only because has to be used from the main package)
410
 *
411
 * @y.exclude
412
 */
413
   public void bindTransformAttribs(DistortedProgram program)
414
     {
415
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
416

    
417
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
418
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
419
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
420
     }
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422
///////////////////////////////////////////////////////////////////////////////////////////////////
423
/**
424
 * Not part of public API, do not document (public only because has to be used from the main package)
425
 *
426
 * @y.exclude
427
 */
428
   public void setInflate(float inflate)
429
     {
430
     mInflate = inflate;
431
     }
432

    
433
///////////////////////////////////////////////////////////////////////////////////////////////////
434
/**
435
 * Not part of public API, do not document (public only because has to be used from the main package)
436
 *
437
 * @y.exclude
438
 */
439
   public float getInflate()
440
     {
441
     return mInflate;
442
     }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445
// PUBLIC API
446
///////////////////////////////////////////////////////////////////////////////////////////////////
447
/**
448
 * When rendering this Mesh, do we want to render the Normal vectors as well?
449
 * <p>
450
 * Will work only on OpenGL ES >= 3.0 devices.
451
 *
452
 * @param show Controls if we render the Normal vectors or not.
453
 */
454
   public void setShowNormals(boolean show)
455
     {
456
     mShowNormals = show;
457
     }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460
/**
461
 * When rendering this mesh, should we also draw the normal vectors?
462
 *
463
 * @return <i>true</i> if we do render normal vectors
464
 */
465
   public boolean getShowNormals()
466
     {
467
     return mShowNormals;
468
     }
469

    
470
///////////////////////////////////////////////////////////////////////////////////////////////////
471
/**
472
 * Release all internal resources.
473
 */
474
   public void markForDeletion()
475
     {
476
     mVertAttribs1 = null;
477
     mVertAttribs2 = null;
478

    
479
     mVBO1.markForDeletion();
480
     mVBO2.markForDeletion();
481
     mTFO.markForDeletion();
482
     }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485
/**
486
 * Apply a Vertex Effect to the vertex mesh.
487
 * <p>
488
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
489
 * contain any Dynamics, the Dynamics will be evaluated at 0.
490
 *
491
 * We would call this several times building up a list of Effects to do. This list of effects gets
492
 * lazily executed only when the Mesh is used for rendering for the first time.
493
 *
494
 * @param effect Vertex Effect to apply to the Mesh.
495
 */
496
   public void apply(VertexEffect effect)
497
     {
498
     int numComp = mComponent.size();
499

    
500
     for(int i=0; i<numComp; i++)
501
       {
502
       mComponent.get(i).mQueue.add(effect);
503
       }
504

    
505
     mNeedsAdjustment = true;
506
     }
507

    
508
///////////////////////////////////////////////////////////////////////////////////////////////////
509
/**
510
 * Sets texture maps for (some of) the components of this mesh.
511
 * <p>
512
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
513
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
514
 * upper-left quadrant of the texture.
515
 * <p>
516
 * Probably the most common user case would be sending as many maps as there are components in this
517
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
518
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
519
 * of the 2nd and 4rd one, call this with
520
 * maps = new Static4D[4]
521
 * maps[0] = null
522
 * maps[1] = the map for the 2nd component
523
 * maps[2] = null
524
 * maps[3] = the map for the 4th component
525
 *
526
 * A map's width and height have to be non-zero (but can be negative!)
527
 *
528
 * @param maps List of texture maps to apply to the texture's components.
529
 */
530
   public void setTextureMap(Static4D[] maps)
531
     {
532
     int num_comp = mComponent.size();
533
     int num_maps = maps.length;
534
     int min = Math.min(num_comp, num_maps);
535
     int vertex = 0;
536
     Static4D newMap, oldMap;
537
     Component comp;
538
     float newW, newH, ratW, ratH, movX, movY;
539

    
540
     for(int i=0; i<min; i++)
541
       {
542
       newMap = maps[i];
543
       comp = mComponent.get(i);
544

    
545
       if( newMap!=null )
546
         {
547
         newW = newMap.get2();
548
         newH = newMap.get3();
549

    
550
         if( newW!=0.0f && newH!=0.0f )
551
           {
552
           oldMap = comp.mTextureMap;
553
           ratW = newW/oldMap.get2();
554
           ratH = newH/oldMap.get3();
555
           movX = newMap.get0() - ratW*oldMap.get0();
556
           movY = newMap.get1() - ratH*oldMap.get1();
557

    
558
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
559
             {
560
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
561
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
562
             }
563
           comp.setMap(newMap);
564
           }
565
         }
566

    
567
       vertex= comp.mEndIndex+1;
568
       }
569

    
570
     mVBO2.invalidate();
571
     }
572

    
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574
/**
575
 * Return the texture map of one of the components.
576
 *
577
 * @param component The component number whose texture map we want to retrieve.
578
 */
579
   public Static4D getTextureMap(int component)
580
     {
581
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
582
     }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585
/**
586
 * Set Effect association.
587
 *
588
 * This creates an association between a Component of this Mesh and a Vertex Effect.
589
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
590
 * vertices of Components such that (effect assoc) & (component assoc) != 0. (see VertexEffect.retSection() )
591
 *
592
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
593
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
594
 */
595
  public void setEffectAssociation(int component, int association)
596
    {
597
    int num = mComponent.size();
598

    
599
    if( component>=0 && component<num )
600
      {
601
      int sta = component>0 ? mComponent.get(component-1).mEndIndex+1 : 0;
602
      int end = mComponent.get(component).mEndIndex;
603

    
604
      sta = sta*VERT2_ATTRIBS + ASS_ATTRIB;
605
      end = end*VERT2_ATTRIBS + ASS_ATTRIB;
606

    
607
      for(int i=sta; i<=end; i+=VERT2_ATTRIBS)
608
        {
609
        mVertAttribs2[i] = association;
610
        }
611

    
612
      mVBO2.invalidate();
613
      }
614
    }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617
/**
618
 * Deep copy
619
 */
620
   public abstract MeshBase deepCopy();
621
   }
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