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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.GLES31;
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import android.opengl.Matrix;
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import org.distorted.library.effect.MatrixEffect;
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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 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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// 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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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 = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
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static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE; // number of attributes of a 'normal' vertex
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static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_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 TRAN_SIZE = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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private static final int VERT_SIZE = VERT_ATTRIBS*BYTES_PER_FLOAT;
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors?
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private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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private int mNumVertices;
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private float[] mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
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private float mInflate;
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private float mBoundingX, mBoundingY, mBoundingZ;
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private float mStretchX, mStretchY, mStretchZ;
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private class Component
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{
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private int mEndIndex;
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private float[] mTextureMap;
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Component()
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{
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mTextureMap = new float[8];
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mTextureMap[ 0] = 0.0f; // LD_X
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mTextureMap[ 1] = 0.0f; // LD_Y
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mTextureMap[ 2] = 0.0f; // LU_X
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mTextureMap[ 3] = 1.0f; // LU_Y
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mTextureMap[ 4] = 1.0f; // RU_X
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mTextureMap[ 5] = 1.0f; // RU_Y
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mTextureMap[ 6] = 1.0f; // RD_X
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mTextureMap[ 7] = 0.0f; // RD_Y
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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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mTextureMap = new float[8];
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System.arraycopy(original.mTextureMap,0,mTextureMap,0,8);
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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(float bx, float by, float bz)
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{
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mBoundingX = bx/2;
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mBoundingY = by/2;
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mBoundingZ = bz/2;
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mStretchX = 1.0f;
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mStretchY = 1.0f;
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mStretchZ = 1.0f;
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mShowNormals = false;
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mInflate = 0.0f;
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mComponent = new ArrayList<>();
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mComponent.add(new Component());
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mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
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mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.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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mBoundingX = original.mBoundingX;
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mBoundingY = original.mBoundingY;
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mBoundingZ = original.mBoundingZ;
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mStretchX = original.mStretchX;
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mStretchY = original.mStretchY;
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mStretchZ = original.mStretchZ;
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mShowNormals = original.mShowNormals;
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mInflate = original.mInflate;
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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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mVBO = new InternalBuffer(GLES31.GL_ARRAY_BUFFER , GLES31.GL_STATIC_READ);
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mTFO = new InternalBuffer(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, GLES31.GL_STATIC_READ);
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System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,original.mNumVertices*VERT_ATTRIBS);
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setAttribs(mVertAttribs);
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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[] vertexAttribs)
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{
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mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
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mVertAttribs = vertexAttribs;
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mComponent.get(0).mEndIndex = mNumVertices;
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FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
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attribs.put(vertexAttribs).position(0);
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mVBO.setData(mNumVertices*VERT_SIZE, attribs);
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mTFO.setData(mNumVertices*TRAN_SIZE, null );
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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 int getTFO()
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{
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return mTFO.mIndex[0];
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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 int getNumVertices()
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{
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return mNumVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Each mesh has its 'bounding box' - return half of its X-length.
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* <p>
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* In case of all 'simple' Meshes, the bounding box is always 1x1x1 (Sphere, Cubes) or 1x1x0
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* (Rectangles, Triangles, Quad - i.e. all 'flat' Meshes). But this can be something else in case of
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* MeshComponent.
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*/
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public float getBoundingX()
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{
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return mBoundingX*mStretchX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Each mesh has its 'bounding box' - return half of its Y-length.
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*/
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public float getBoundingY()
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{
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return mBoundingY*mStretchY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Each mesh has its 'bounding box' - return half of its Z-length.
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*/
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public float getBoundingZ()
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{
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return mBoundingZ*mStretchZ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by
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* different factors in x and y (or z) directions. If we also wanted do display some vertex effects
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* done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round,
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* (i.e the same in x and y directions) then doing so without this method would be impossible.
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*
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* This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied
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* by those factors in the very first line of the Vertex Shader, before any Effects are done on it.
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* Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually
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* want to display the Mesh on, and this way we can achieve a round Distort bulge!
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*
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* This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap
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* this mesh is textured with - and this lets us work with all Effects in natural, pixel units.
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*
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* @param sx stretch factor in x.
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* @param sy stretch factor in y.
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* @param sz stretch factor in z.
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*/
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public void setStretch(float sx, float sy, float sz)
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{
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mStretchX = sx;
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mStretchY = sy;
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mStretchZ = sz;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the x-factor set by setStretch().
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*/
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public float getStretchX()
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{
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return mStretchX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the y-factor set by setStretch().
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*/
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public float getStretchY()
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{
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return mStretchY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Returns the z-factor set by setStretch().
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*/
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public float getStretchZ()
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{
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return mStretchZ;
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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 bindVertexAttribs(DistortedProgram program)
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{
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mVBO.mIndex[0] );
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GLES31.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
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GLES31.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
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GLES31.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
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GLES31.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
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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 bindTransformAttribs(DistortedProgram program)
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{
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mTFO.mIndex[0] );
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GLES31.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, 0);
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GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, 0);
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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 setInflate(float inflate)
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{
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mInflate = inflate;
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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 float getInflate()
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{
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return mInflate;
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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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* When rendering this Mesh, do we want to render the Normal vectors as well?
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* <p>
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* Will work only on OpenGL ES >= 3.0 devices.
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*
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* @param show Controls if we render the Normal vectors or not.
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*/
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public void setShowNormals(boolean show)
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{
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mShowNormals = (DistortedLibrary.GLSL >= 300 && show);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* When rendering this mesh, should we also draw the normal vectors?
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*
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* @return <i>true</i> if we do render normal vectors
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*/
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public boolean getShowNormals()
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{
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return mShowNormals;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Release all internal resources.
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*/
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public void markForDeletion()
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{
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mVertAttribs = null;
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mVBO.markForDeletion();
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mTFO.markForDeletion();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Apply all Effects to the vertex mesh. Overwrite the mesh in place.
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* <p>
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* This is a static, permanent modification of the vertices contained in this Mesh. If the effects
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* contain any Dynamics, they will be evaluated at 0.
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*
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* Please note that calling this once with the complete list of Effects will be much faster than
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* calling it repeatedly with one Effect at a time, as we have to reallocate the array of vertices
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* each time.
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*/
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public void apply(MatrixEffect[] effects)
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{
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float[][] matrix = new float[effects.length][16];
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float[] tmp;
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float[] array = new float[4];
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float x,y,z;
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int numEffects = 0;
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for(MatrixEffect eff: effects)
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{
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if( eff!=null )
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{
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Matrix.setIdentityM(matrix[numEffects],0);
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eff.compute(array,0,0,0);
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eff.apply(matrix[numEffects], array, 0);
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numEffects++;
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}
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}
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for(int index=0; index<mNumVertices*VERT_ATTRIBS; index+=VERT_ATTRIBS )
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{
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for(int mat=0; mat<numEffects; mat++)
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{
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tmp = matrix[mat];
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x = mVertAttribs[index+POS_ATTRIB ];
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y = mVertAttribs[index+POS_ATTRIB+1];
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z = mVertAttribs[index+POS_ATTRIB+2];
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mVertAttribs[index+POS_ATTRIB ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z + tmp[12];
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mVertAttribs[index+POS_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z + tmp[13];
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mVertAttribs[index+POS_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z + tmp[14];
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x = mVertAttribs[index+NOR_ATTRIB ];
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y = mVertAttribs[index+NOR_ATTRIB+1];
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z = mVertAttribs[index+NOR_ATTRIB+2];
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mVertAttribs[index+NOR_ATTRIB ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
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mVertAttribs[index+NOR_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
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mVertAttribs[index+NOR_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
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x = mVertAttribs[index+INF_ATTRIB ];
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419
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y = mVertAttribs[index+INF_ATTRIB+1];
|
420
|
z = mVertAttribs[index+INF_ATTRIB+2];
|
421
|
|
422
|
mVertAttribs[index+INF_ATTRIB ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
|
423
|
mVertAttribs[index+INF_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
|
424
|
mVertAttribs[index+INF_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
|
425
|
}
|
426
|
}
|
427
|
|
428
|
FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
429
|
attribs.put(mVertAttribs).position(0);
|
430
|
|
431
|
mVBO.setData(mNumVertices*VERT_SIZE, attribs);
|
432
|
mTFO.setData(mNumVertices*TRAN_SIZE, null );
|
433
|
}
|
434
|
|
435
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
436
|
/**
|
437
|
* Join a list of Meshes into this one.
|
438
|
* <p>
|
439
|
* Please note that calling this once with the complete list of Meshes will be much faster than
|
440
|
* calling it repeatedly with one Mesh at a time, as we have to reallocate the array of vertices
|
441
|
* each time.
|
442
|
*/
|
443
|
public void join(MeshBase[] meshes)
|
444
|
{
|
445
|
MeshBase mesh;
|
446
|
Component comp;
|
447
|
int com, num, len = meshes.length;
|
448
|
int origVertices = mNumVertices;
|
449
|
|
450
|
// compute new numVertices; take care of Components
|
451
|
mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
|
452
|
com = mComponent.size();
|
453
|
mComponent.get(com-1).mEndIndex = mNumVertices;
|
454
|
|
455
|
for(int i=0; i<len; i++)
|
456
|
{
|
457
|
mesh = meshes[i];
|
458
|
com = mesh.mComponent.size();
|
459
|
|
460
|
for(int j=0; j<com; j++)
|
461
|
{
|
462
|
comp = new Component(mesh.mComponent.get(j));
|
463
|
comp.mEndIndex += mNumVertices;
|
464
|
mComponent.add(comp);
|
465
|
}
|
466
|
|
467
|
num = mesh.mNumVertices;
|
468
|
mNumVertices+= (i<len-1 ? ( num%2==1 ? num+2 : num+1 ) : num);
|
469
|
}
|
470
|
|
471
|
// allocate new attrib array
|
472
|
float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
|
473
|
num = origVertices;
|
474
|
|
475
|
System.arraycopy(mVertAttribs, 0, newAttribs, 0, VERT_ATTRIBS*num);
|
476
|
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
477
|
origVertices++;
|
478
|
|
479
|
if( num%2==1 )
|
480
|
{
|
481
|
System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
482
|
origVertices++;
|
483
|
}
|
484
|
|
485
|
for(int i=0; i<len; i++)
|
486
|
{
|
487
|
mesh = meshes[i];
|
488
|
num = mesh.mNumVertices;
|
489
|
|
490
|
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS );
|
491
|
origVertices++;
|
492
|
System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*num);
|
493
|
origVertices+=num;
|
494
|
|
495
|
if( i<len-1 )
|
496
|
{
|
497
|
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
498
|
origVertices++;
|
499
|
|
500
|
if( num%2==1 )
|
501
|
{
|
502
|
System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(num-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
|
503
|
origVertices++;
|
504
|
}
|
505
|
}
|
506
|
}
|
507
|
|
508
|
if( origVertices!=mNumVertices )
|
509
|
{
|
510
|
android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
|
511
|
}
|
512
|
|
513
|
mVertAttribs = newAttribs;
|
514
|
|
515
|
FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
516
|
attribs.put(mVertAttribs).position(0);
|
517
|
|
518
|
mVBO.setData(mNumVertices*VERT_SIZE, attribs);
|
519
|
mTFO.setData(mNumVertices*TRAN_SIZE, null );
|
520
|
}
|
521
|
|
522
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
523
|
/**
|
524
|
* Sets texture maps for all components of this mesh.
|
525
|
* <p>
|
526
|
* Please note that calling this once with the complete list of Maps will be much faster than
|
527
|
* calling it repeatedly with one Maps at a time, as we have to reallocate the array of vertices
|
528
|
* each time.
|
529
|
*/
|
530
|
public void setTextureMap(float[][] maps)
|
531
|
{
|
532
|
int components = mComponent.size();
|
533
|
|
534
|
for(int comp=0; comp<components; comp++)
|
535
|
{
|
536
|
|
537
|
}
|
538
|
}
|
539
|
}
|
540
|
|
541
|
|
542
|
|