Revision 26df012c
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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33 | 33 |
/** |
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* Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue. |
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* <p> |
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* The queues hold actual effects to be applied to a given (DistortedTexture,GridObject) combo.
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|
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* The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
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|
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*/ |
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public class DistortedEffects |
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{ |
... | ... | |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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void drawPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df, long currTime)
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void drawPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df, long currTime)
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|
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{ |
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GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
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|
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void drawNoEffectsPriv(float halfInputW, float halfInputH, GridObject grid, DistortedFramebuffer df)
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void drawNoEffectsPriv(float halfInputW, float halfInputH, MeshObject grid, DistortedFramebuffer df)
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{ |
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GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
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src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
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* Must be called from a thread holding OpenGL Context. |
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* |
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* @param tex input Texture to use. |
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* @param grid Class descendant from GridObject
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* @param grid Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering |
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* @param time Current time, in milliseconds. |
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*/ |
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public void renderTo(DistortedTexture tex, GridObject grid, DistortedEffects effects, long time)
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public void renderTo(DistortedTexture tex, MeshObject grid, DistortedEffects effects, long time)
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{ |
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tex.createTexture(); |
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tex.setAsInput(); |
... | ... | |
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* @param fbo The Framebuffer (previously created with the first constructor, drawing FROM the screen |
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* is unsupported!) whose COLOR attachment 0 will be used as input texture. |
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* Please note that rendering from an FBO to itself is unsupported by OpenGL! |
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* @param grid Class descendant from GridObject
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* @param grid Class descendant from MeshObject
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* @param effects The DistortedEffects to use when rendering |
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* @param time Current time, in milliseconds. |
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*/ |
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public void renderTo(DistortedFramebuffer fbo, GridObject grid, DistortedEffects effects, long time)
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public void renderTo(DistortedFramebuffer fbo, MeshObject grid, DistortedEffects effects, long time)
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{ |
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fbo.createFBO(); |
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src/main/java/org/distorted/library/DistortedTexture.java | ||
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* |
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* @return depth of the Object, in pixels. |
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*/ |
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public int getDepth(GridObject grid)
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public int getDepth(MeshObject grid)
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{ |
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return grid==null ? 0 : (int)(mSizeX*grid.zFactor); |
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} |
src/main/java/org/distorted/library/DistortedTree.java | ||
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private static HashMap<ArrayList<Long>,NodeData> mMapNodeID = new HashMap<>(); |
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private static long mNextNodeID =0; |
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private GridObject mGrid;
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private MeshObject mGrid;
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private DistortedEffects mEffects; |
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private DistortedTexture mTexture; |
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private NodeData mData; |
... | ... | |
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* |
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* @param texture DistortedTexture to put into the new Node. |
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* @param effects DistortedEffects to put into the new Node. |
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* @param grid GridObject to put into the new Node.
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* @param grid MeshObject to put into the new Node.
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*/ |
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public DistortedTree(DistortedTexture texture, DistortedEffects effects, GridObject grid)
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public DistortedTree(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
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{ |
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mTexture= texture; |
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mEffects= effects; |
... | ... | |
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* |
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* @param texture DistortedTexture to initialize our child Node with. |
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* @param effects DistortedEffects to initialize our child Node with. |
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* @param grid GridObject to initialize our child Node with.
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* @param grid MeshObject to initialize our child Node with.
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* @return the newly constructed child Node, or null if we couldn't allocate resources. |
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*/ |
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public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, GridObject grid)
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public synchronized DistortedTree attach(DistortedTexture texture, DistortedEffects effects, MeshObject grid)
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{ |
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ArrayList<Long> prev = generateIDList(); |
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src/main/java/org/distorted/library/GridCubes.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2016 Leszek Koltunski // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// Distorted is free software: you can redistribute it and/or modify // |
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// it under the terms of the GNU General Public License as published by // |
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// the Free Software Foundation, either version 2 of the License, or // |
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// (at your option) any later version. // |
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// // |
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// Distorted is distributed in the hope that it will be useful, // |
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// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
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// GNU General Public License for more details. // |
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// // |
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// You should have received a copy of the GNU General Public License // |
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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package org.distorted.library; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.util.ArrayList; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create a 3D grid composed of Cubes. |
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* <p> |
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* Any subset of a MxNx1 cuboid is possible. |
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*/ |
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public class GridCubes extends GridObject |
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{ |
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private static final float R = 0.0f;//0.2f; |
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private static final float FRONTZ = 0.5f; |
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private static final float BACKZ =-0.5f; |
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private static final int NORTH = 0; |
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private static final int WEST = 1; |
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private static final int EAST = 2; |
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private static final int SOUTH = 3; |
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private static final boolean BACK = true; |
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private static final boolean FRONT = false; |
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private static final boolean UPPER = false; |
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private static final boolean LOWER = true; |
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private static final float[] mNormalX = new float[4]; |
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private static final float[] mNormalY = new float[4]; |
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private static final float[] mNormalZ = new float[4]; |
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private class Edge |
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{ |
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final int side; |
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final int row; |
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final int col; |
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Edge(int s, int r, int c) |
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{ |
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side= s; |
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row = r; |
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col = c; |
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} |
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} |
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private int mCols, mRows; |
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private short[][] mCubes; |
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private ArrayList<Edge> mEdges = new ArrayList<>(); |
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private int remainingVert; |
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private int mSideBends; |
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private int mEdgeNum; |
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private int mSideWalls; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// a Block is split into two triangles along the NE-SW line iff it is in the top-right |
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// or bottom-left quadrant of the grid. |
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private boolean isNE(int row,int col) |
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{ |
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return ( (2*row<mRows)^(2*col<mCols) ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return the number of vertices our grid will contain |
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private int computeDataLength(boolean frontOnly) |
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{ |
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int frontWalls=0, frontSegments=0, triangleShifts=0, windingShifts=0; |
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int shiftCol = (mCols-1)/2; |
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boolean lastBlockIsNE=false; |
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boolean thisBlockIsNE; // the block we are currently looking at is split into |
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// two triangles along the NE-SW line (rather than NW-SE) |
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for(int row=0; row<mRows; row++) |
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{ |
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if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++; |
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for(int col=0; col<mCols; col++) |
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{ |
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if( mCubes[row][col]%2 == 1 ) // land |
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{ |
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thisBlockIsNE = isNE(row,col); |
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if( thisBlockIsNE^lastBlockIsNE ) windingShifts++; |
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lastBlockIsNE = thisBlockIsNE; |
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frontWalls++; |
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if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++; |
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} |
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} |
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} |
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111 |
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int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts; |
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int sideVert = 2*( mSideWalls + mSideBends + mEdgeNum -1); |
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int firstWinding= (!frontOnly && (frontVert+1)%2==1 ) ? 1:0; |
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int dataL = frontOnly ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert); |
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/* |
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android.util.Log.e("CUBES","triangleShifts="+triangleShifts+" windingShifts="+windingShifts+" winding1="+firstWinding+" frontVert="+frontVert+" sideVert="+sideVert); |
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android.util.Log.e("CUBES", "frontW="+frontWalls+" fSegments="+frontSegments+" sWalls="+mSideWalls+" sSegments="+mEdgeNum+" sideBends="+mSideBends+" dataLen="+dataL ); |
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*/ |
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return dataL<0 ? 0:dataL; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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private static String debug(short[] val) |
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{ |
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String ret="";j |
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for(int i=0; i<val.length; i++) ret+=(" "+val[i]); |
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return ret; |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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private static String debug(float[] val, int stop) |
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{ |
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String ret=""; |
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for(int i=0; i<val.length; i++) |
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{ |
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if( i%stop==0 ) ret+="\n"; |
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ret+=(" "+val[i]); |
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} |
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return ret; |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/* |
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private static String debug(Edge e) |
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{ |
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String d = ""; |
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switch(e.side) |
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{ |
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case NORTH: d+="NORTH "; break; |
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case SOUTH: d+="SOUTH "; break; |
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case WEST : d+="WEST "; break; |
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case EAST : d+="EAST "; break; |
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} |
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d+=("("+e.row+","+e.col+")"); |
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return d; |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void prepareDataStructures(int cols, String desc, boolean frontOnly) |
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{ |
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mRows =0; |
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mCols =0; |
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dataLength=0; |
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if( cols>0 && desc.contains("1") ) |
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{ |
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mCols = cols; |
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mRows = desc.length()/cols; |
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mCubes = new short[mRows][mCols]; |
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for(int j=0; j<mCols; j++) |
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for(int i=0; i<mRows; i++) |
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mCubes[i][j] = (short)(desc.charAt(i*mCols+j) == '1' ? 1:0); |
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markRegions(); |
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dataLength = computeDataLength(frontOnly); |
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remainingVert = dataLength; |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// full grid |
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private void prepareDataStructures(int cols, int rows, boolean frontOnly) |
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{ |
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mRows =rows; |
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mCols =cols; |
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dataLength= 0; |
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if( cols>0 && rows>0 ) |
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{ |
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mCubes = new short[mRows][mCols]; |
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for(int j=0; j<mCols; j++) |
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for(int i=0; i<mRows; i++) |
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mCubes[i][j] = (short)1; |
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markRegions(); |
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dataLength = computeDataLength(frontOnly); |
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remainingVert = dataLength; |
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} |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Mark all the 'regions' of our grid - i.e. separate pieces of 'land' (connected blocks that will |
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// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land |
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// gets a unique odd integer, each connected block of water a unique even integer. |
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// |
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// Water on the edges of the grid is also considered connected to itself! |
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// |
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// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we |
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// will start building the side walls of each connected block of land (and sides of holes of water |
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// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,i-1,j)' below) - otherwise |
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// later on setting up normal vectors wouldn't work. |
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230 |
private void markRegions() |
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{ |
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232 |
int i, j, numWater=1, numLand=0; |
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for(i=0; i<mRows;i++) if( mCubes[ i][ 0]==0 ) markRegion((short)2, i, 0); |
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for(i=0; i<mRows;i++) if( mCubes[ i][mCols-1]==0 ) markRegion((short)2, i, mCols-1); |
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for(i=0; i<mCols;i++) if( mCubes[0 ][ i]==0 ) markRegion((short)2, 0, i); |
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for(i=0; i<mCols;i++) if( mCubes[mRows-1][ i]==0 ) markRegion((short)2,mRows-1, i); |
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238 |
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239 |
for(i=0; i<mRows; i++) |
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240 |
for(j=0; j<mCols; j++) |
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{ |
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if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(SOUTH,i-1,j)); } |
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if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i ,j)); } |
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244 |
} |
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245 |
|
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// now we potentially need to kick out some Edges . Otherwise the following does not work: |
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// |
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248 |
// 0 1 0 |
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249 |
// 1 0 1 |
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250 |
// 0 1 0 |
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251 |
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mEdgeNum= mEdges.size(); |
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253 |
int initCol, initRow, initSide, lastSide; |
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254 |
Edge e1,e2; |
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255 |
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256 |
for(i=0; i<mEdgeNum; i++) |
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257 |
{ |
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258 |
e1 = mEdges.get(i); |
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259 |
initRow= e1.row; |
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260 |
initCol= e1.col; |
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261 |
initSide=e1.side; |
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262 |
|
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263 |
do |
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264 |
{ |
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265 |
//android.util.Log.d("CUBES", "checking edge "+debug(e1)); |
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266 |
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267 |
mSideWalls++; |
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268 |
|
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269 |
if( e1.side==NORTH || e1.side==SOUTH ) |
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270 |
{ |
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271 |
for(j=i+1;j<mEdgeNum;j++) |
|
272 |
{ |
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273 |
e2 = mEdges.get(j); |
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274 |
|
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275 |
if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col ) |
|
276 |
{ |
|
277 |
mEdges.remove(j); |
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278 |
mEdgeNum--; |
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279 |
j--; |
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280 |
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281 |
//android.util.Log.e("CUBES", "removing edge "+debug(e2)); |
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282 |
} |
|
283 |
} |
|
284 |
} |
|
285 |
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286 |
lastSide = e1.side; |
|
287 |
e1 = getNextEdge(e1); |
|
288 |
if( e1.side!=lastSide ) mSideBends++; |
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289 |
} |
|
290 |
while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide ); |
|
291 |
} |
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292 |
} |
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293 |
|
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294 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
295 |
// when calling, make sure that newVal != val |
|
296 |
|
|
297 |
private void markRegion(short newVal, int row, int col) |
|
298 |
{ |
|
299 |
short val = mCubes[row][col]; |
|
300 |
mCubes[row][col] = newVal; |
|
301 |
|
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302 |
if( row>0 && mCubes[row-1][col ]==val ) markRegion(newVal, row-1, col ); |
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303 |
if( row<mRows-1 && mCubes[row+1][col ]==val ) markRegion(newVal, row+1, col ); |
|
304 |
if( col>0 && mCubes[row ][col-1]==val ) markRegion(newVal, row , col-1); |
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305 |
if( col<mCols-1 && mCubes[row ][col+1]==val ) markRegion(newVal, row , col+1); |
|
306 |
} |
|
307 |
|
|
308 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
309 |
|
|
310 |
private void createNormals(boolean front, int row, int col) |
|
311 |
{ |
|
312 |
int td,lr; |
|
313 |
|
|
314 |
int nw = (col>0 && row>0 ) ? (mCubes[row-1][col-1]%2) : 0; |
|
315 |
int w = (col>0 ) ? (mCubes[row ][col-1]%2) : 0; |
|
316 |
int n = ( row>0 ) ? (mCubes[row-1][col ]%2) : 0; |
|
317 |
int c = (mCubes[row ][col ]%2); |
|
318 |
int sw = (col>0 && row<mRows-1) ? (mCubes[row+1][col-1]%2) : 0; |
|
319 |
int s = ( row<mRows-1) ? (mCubes[row+1][col ]%2) : 0; |
|
320 |
int ne = (col<mCols-1 && row>0 ) ? (mCubes[row-1][col+1]%2) : 0; |
|
321 |
int e = (col<mCols-1 ) ? (mCubes[row ][col+1]%2) : 0; |
|
322 |
int se = (col<mCols-1 && row<mRows-1) ? (mCubes[row+1][col+1]%2) : 0; |
|
323 |
|
|
324 |
if(front) |
|
325 |
{ |
|
326 |
mNormalZ[0] = 1.0f; |
|
327 |
mNormalZ[1] = 1.0f; |
|
328 |
mNormalZ[2] = 1.0f; |
|
329 |
mNormalZ[3] = 1.0f; |
|
330 |
} |
|
331 |
else |
|
332 |
{ |
|
333 |
mNormalZ[0] =-1.0f; |
|
334 |
mNormalZ[1] =-1.0f; |
|
335 |
mNormalZ[2] =-1.0f; |
|
336 |
mNormalZ[3] =-1.0f; |
|
337 |
} |
|
338 |
|
|
339 |
td = nw+n-w-c; |
|
340 |
lr = c+n-w-nw; |
|
341 |
if( td<0 ) td=-1; |
|
342 |
if( td>0 ) td= 1; |
|
343 |
if( lr<0 ) lr=-1; |
|
344 |
if( lr>0 ) lr= 1; |
|
345 |
mNormalX[0] = lr*R; |
|
346 |
mNormalY[0] = td*R; |
|
347 |
|
|
348 |
td = w+c-sw-s; |
|
349 |
lr = c+s-w-sw; |
|
350 |
if( td<0 ) td=-1; |
|
351 |
if( td>0 ) td= 1; |
|
352 |
if( lr<0 ) lr=-1; |
|
353 |
if( lr>0 ) lr= 1; |
|
354 |
mNormalX[1] = lr*R; |
|
355 |
mNormalY[1] = td*R; |
|
356 |
|
|
357 |
td = n+ne-c-e; |
|
358 |
lr = e+ne-c-n; |
|
359 |
if( td<0 ) td=-1; |
|
360 |
if( td>0 ) td= 1; |
|
361 |
if( lr<0 ) lr=-1; |
|
362 |
if( lr>0 ) lr= 1; |
|
363 |
mNormalX[2] = lr*R; |
|
364 |
mNormalY[2] = td*R; |
|
365 |
|
|
366 |
td = c+e-s-se; |
|
367 |
lr = e+se-c-s; |
|
368 |
if( td<0 ) td=-1; |
|
369 |
if( td>0 ) td= 1; |
|
370 |
if( lr<0 ) lr=-1; |
|
371 |
if( lr>0 ) lr= 1; |
|
372 |
mNormalX[3] = lr*R; |
|
373 |
mNormalY[3] = td*R; |
|
374 |
/* |
|
375 |
android.util.Log.d("CUBES", "row="+row+" col="+col); |
|
376 |
android.util.Log.d("CUBES", mNormalX[0]+" "+mNormalY[0]); |
|
377 |
android.util.Log.d("CUBES", mNormalX[1]+" "+mNormalY[1]); |
|
378 |
android.util.Log.d("CUBES", mNormalX[2]+" "+mNormalY[2]); |
|
379 |
android.util.Log.d("CUBES", mNormalX[3]+" "+mNormalY[3]); |
|
380 |
*/ |
|
381 |
} |
|
382 |
|
|
383 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
384 |
|
|
385 |
private int addFrontVertex(int vertex, int index, float vectZ, int col, int row, float[] position, float[] normal, float[] texture) |
|
386 |
{ |
|
387 |
remainingVert--; |
|
388 |
|
|
389 |
float x = (float)col/mCols; |
|
390 |
float y = (float)row/mRows; |
|
391 |
|
|
392 |
position[3*vertex ] = x-0.5f; |
|
393 |
position[3*vertex+1] = 0.5f-y; |
|
394 |
position[3*vertex+2] = vectZ; |
|
395 |
normal[3*vertex ] = mNormalX[index]; |
|
396 |
normal[3*vertex+1] = mNormalY[index]; |
|
397 |
normal[3*vertex+2] = mNormalZ[index]; |
|
398 |
texture[2*vertex ] = x; |
|
399 |
texture[2*vertex+1] = 1.0f-y; |
|
400 |
|
|
401 |
return vertex+1; |
|
402 |
} |
|
403 |
|
|
404 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
405 |
|
|
406 |
private int buildFrontBackGrid(boolean front, int vertex, float[] position, float[] normal, float[] texture) |
|
407 |
{ |
|
408 |
short last, current; |
|
409 |
boolean seenLand=false; |
|
410 |
boolean lastBlockIsNE = false; |
|
411 |
boolean currentBlockIsNE; |
|
412 |
float vectZ = front?FRONTZ:BACKZ; |
|
413 |
|
|
414 |
//android.util.Log.d("CUBES", "buildFrontBack"); |
|
415 |
|
|
416 |
for(int row=0; row<mRows; row++) |
|
417 |
{ |
|
418 |
last =0; |
|
419 |
|
|
420 |
for(int col=0; col<mCols; col++) |
|
421 |
{ |
|
422 |
current = mCubes[row][col]; |
|
423 |
|
|
424 |
if( current%2 == 1 ) |
|
425 |
{ |
|
426 |
currentBlockIsNE = isNE(row,col); |
|
427 |
|
|
428 |
if( !seenLand && !front && ((vertex%2==1)^currentBlockIsNE) ) |
|
429 |
{ |
|
430 |
//android.util.Log.d("CUBES","repeating winding2 vertex"); |
|
431 |
|
|
432 |
vertex = repeatLast(vertex,position,normal,texture); |
|
433 |
} |
|
434 |
|
|
435 |
createNormals(front,row,col); |
|
436 |
|
|
437 |
if( currentBlockIsNE ) |
|
438 |
{ |
|
439 |
if( (last!=current) || !lastBlockIsNE ) |
|
440 |
{ |
|
441 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
|
442 |
vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture); |
|
443 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
|
444 |
if( !lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture); |
|
445 |
vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture); |
|
446 |
} |
|
447 |
vertex= addFrontVertex( vertex, 2, vectZ, col+1, row, position, normal, texture); |
|
448 |
vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture); |
|
449 |
} |
|
450 |
else |
|
451 |
{ |
|
452 |
if( (last!=current) || lastBlockIsNE ) |
|
453 |
{ |
|
454 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
|
455 |
vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture); |
|
456 |
if( seenLand && (last != current) ) vertex = repeatLast(vertex,position,normal,texture); |
|
457 |
if( lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture); |
|
458 |
vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture); |
|
459 |
} |
|
460 |
vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture); |
|
461 |
vertex= addFrontVertex( vertex, 2, vectZ, col+1, row , position, normal, texture); |
|
462 |
} |
|
463 |
|
|
464 |
seenLand = true; |
|
465 |
lastBlockIsNE = currentBlockIsNE; |
|
466 |
} |
|
467 |
|
|
468 |
last = current; |
|
469 |
} |
|
470 |
} |
|
471 |
|
|
472 |
return vertex; |
|
473 |
} |
|
474 |
|
|
475 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
476 |
|
|
477 |
private int repeatLast(int vertex, float[] position, float[] normal, float[] texture) |
|
478 |
{ |
|
479 |
//android.util.Log.e("CUBES", "repeating last vertex!"); |
|
480 |
|
|
481 |
if( vertex>0 ) |
|
482 |
{ |
|
483 |
remainingVert--; |
|
484 |
|
|
485 |
position[3*vertex ] = position[3*vertex-3]; |
|
486 |
position[3*vertex+1] = position[3*vertex-2]; |
|
487 |
position[3*vertex+2] = position[3*vertex-1]; |
|
488 |
|
|
489 |
normal[3*vertex ] = normal[3*vertex-3]; |
|
490 |
normal[3*vertex+1] = normal[3*vertex-2]; |
|
491 |
normal[3*vertex+2] = normal[3*vertex-1]; |
|
492 |
|
|
493 |
texture[2*vertex ] = texture[2*vertex-2]; |
|
494 |
texture[2*vertex+1] = texture[2*vertex-1]; |
|
495 |
|
|
496 |
vertex++; |
|
497 |
} |
|
498 |
|
|
499 |
return vertex; |
|
500 |
} |
|
501 |
|
|
502 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
503 |
|
|
504 |
private int buildSideGrid(int vertex, float[] position, float[] normal, float[] texture) |
|
505 |
{ |
|
506 |
//android.util.Log.d("CUBES", "buildSide"); |
|
507 |
|
|
508 |
for(int i=0; i<mEdgeNum; i++) |
|
509 |
{ |
|
510 |
vertex = buildIthSide(mEdges.get(i), vertex, position, normal, texture); |
|
511 |
} |
|
512 |
|
|
513 |
return vertex; |
|
514 |
} |
|
515 |
|
|
516 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
517 |
|
|
518 |
private int buildIthSide(Edge curr, int vertex, float[] position, float[] normal, float[] texture) |
|
519 |
{ |
|
520 |
Edge prev; |
|
521 |
|
|
522 |
if( curr.side==NORTH ) // water outside |
|
523 |
{ |
|
524 |
prev = new Edge(WEST,curr.row,curr.col); |
|
525 |
} |
|
526 |
else // land outside; we need to move forward one link because we are going in opposite direction and we need to start from a bend. |
|
527 |
{ |
|
528 |
prev = curr; |
|
529 |
curr = new Edge(EAST,curr.row+1,curr.col-1); |
|
530 |
} |
|
531 |
|
|
532 |
int col = curr.col; |
|
533 |
int row = curr.row; |
|
534 |
int side= curr.side; |
|
535 |
Edge next = getNextEdge(curr); |
|
536 |
|
|
537 |
addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture); |
|
538 |
vertex++; |
|
539 |
|
|
540 |
do |
|
541 |
{ |
|
542 |
if( prev.side!=curr.side ) |
|
543 |
{ |
|
544 |
addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture); |
|
545 |
vertex++; |
|
546 |
addSideVertex(curr,BACK,UPPER,prev.side,vertex,position,normal,texture); |
|
547 |
vertex++; |
|
548 |
} |
|
549 |
|
|
550 |
addSideVertex(curr,FRONT,LOWER,next.side,vertex,position,normal,texture); |
|
551 |
vertex++; |
|
552 |
addSideVertex(curr,FRONT,UPPER,next.side,vertex,position,normal,texture); |
|
553 |
vertex++; |
|
554 |
|
|
555 |
prev = curr; |
|
556 |
curr = next; |
|
557 |
next = getNextEdge(curr); |
|
558 |
} |
|
559 |
while( curr.col!=col || curr.row!=row || curr.side!=side ); |
|
560 |
|
|
561 |
vertex = repeatLast(vertex,position,normal,texture); |
|
562 |
|
|
563 |
return vertex; |
|
564 |
} |
|
565 |
|
|
566 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
567 |
|
|
568 |
private Edge getNextEdge(Edge curr) |
|
569 |
{ |
|
570 |
int col = curr.col; |
|
571 |
int row = curr.row; |
|
572 |
|
|
573 |
//android.util.Log.e("CUBES", "row="+row+" col="+col+" mRows="+mRows+" mCols="+mCols); |
|
574 |
|
|
575 |
switch(curr.side) |
|
576 |
{ |
|
577 |
case NORTH: if( col==mCols-1 ) |
|
578 |
return new Edge(EAST,row,col); |
|
579 |
if( row>0 && mCubes[row-1][col+1]==mCubes[row][col] ) |
|
580 |
return new Edge(WEST,row-1,col+1); |
|
581 |
if( mCubes[row][col+1]==mCubes[row][col] ) |
|
582 |
return new Edge(NORTH,row,col+1); |
|
583 |
else |
|
584 |
return new Edge(EAST,row,col); |
|
585 |
|
|
586 |
case SOUTH: if( col==0 ) |
|
587 |
return new Edge(WEST,row,col); |
|
588 |
if( (row<mRows-1) && mCubes[row+1][col-1]==mCubes[row][col] ) |
|
589 |
return new Edge(EAST,row+1,col-1); |
|
590 |
if( mCubes[row][col-1]==mCubes[row][col] ) |
|
591 |
return new Edge(SOUTH,row,col-1); |
|
592 |
else |
|
593 |
return new Edge(WEST,row,col); |
|
594 |
|
|
595 |
case EAST : if( row==mRows-1 ) |
|
596 |
return new Edge(SOUTH,row,col); |
|
597 |
if( (col<mCols-1) && mCubes[row+1][col+1]==mCubes[row][col] ) |
|
598 |
return new Edge(NORTH,row+1,col+1); |
|
599 |
if( mCubes[row+1][col]==mCubes[row][col] ) |
|
600 |
return new Edge(EAST,row+1,col); |
|
601 |
else |
|
602 |
return new Edge(SOUTH,row,col); |
|
603 |
|
|
604 |
default : if( row==0 ) |
|
605 |
return new Edge(NORTH,row,col); |
|
606 |
if( col>0 && mCubes[row-1][col-1]==mCubes[row][col] ) |
|
607 |
return new Edge(SOUTH,row-1,col-1); |
|
608 |
if( mCubes[row-1][col]==mCubes[row][col] ) |
|
609 |
return new Edge(WEST,row-1,col); |
|
610 |
else |
|
611 |
return new Edge(NORTH,row,col); |
|
612 |
} |
|
613 |
} |
|
614 |
|
|
615 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
616 |
|
|
617 |
private void addSideVertex(Edge curr, boolean back, boolean lower,int side, int vertex, float[] position, float[] normal, float[] texture) |
|
618 |
{ |
|
619 |
//android.util.Log.e("CUBES", "adding Side vertex!"); |
|
620 |
|
|
621 |
remainingVert--; |
|
622 |
|
|
623 |
float x, y; |
|
624 |
|
|
625 |
switch(curr.side) |
|
626 |
{ |
|
627 |
case NORTH: x = (float)(back ? (curr.col ):(curr.col+1))/mCols; |
|
628 |
|
|
629 |
position[3*vertex ] = x - 0.5f; |
|
630 |
position[3*vertex+1] = 0.5f - (float)curr.row/mRows; |
|
631 |
position[3*vertex+2] = lower ? BACKZ : FRONTZ; |
|
632 |
|
|
633 |
normal[3*vertex ] = side==NORTH ? 0.0f : (side==WEST?-R:R); |
|
634 |
normal[3*vertex+1] = 1.0f; |
|
635 |
normal[3*vertex+2] = lower ? -R:R; |
|
636 |
|
|
637 |
texture[2*vertex ] = x; |
|
638 |
texture[2*vertex+1] = 1.0f-(float)(lower? (curr.row-1):(curr.row ))/mRows; |
|
639 |
break; |
|
640 |
case SOUTH: x = (float)(back ? (curr.col+1):(curr.col ))/mCols; |
|
641 |
|
|
642 |
position[3*vertex ] = x - 0.5f; |
|
643 |
position[3*vertex+1] = 0.5f - (float)(curr.row+1)/mRows; |
|
644 |
position[3*vertex+2] = lower ? BACKZ : FRONTZ; |
|
645 |
|
|
646 |
normal[3*vertex ] = side==SOUTH ? 0.0f: (side==EAST?-R:R); |
|
647 |
normal[3*vertex+1] =-1.0f; |
|
648 |
normal[3*vertex+2] = lower ? -R:R; |
|
649 |
|
|
650 |
texture[2*vertex ] = x; |
|
651 |
texture[2*vertex+1] = 1.0f-(float)(lower? (curr.row+2):(curr.row+1))/mRows; |
|
652 |
break; |
|
653 |
case WEST : y = (float)(back ? (curr.row+1):(curr.row))/mRows; |
|
654 |
|
|
655 |
position[3*vertex ] = (float)curr.col/mCols -0.5f; |
|
656 |
position[3*vertex+1] = 0.5f - y; |
|
657 |
position[3*vertex+2] = lower ? BACKZ : FRONTZ; |
|
658 |
|
|
659 |
normal[3*vertex ] =-1.0f; |
|
660 |
normal[3*vertex+1] = side==WEST ? 0.0f : (side==NORTH?-R:R); |
|
661 |
normal[3*vertex+2] = lower ? -R:R; |
|
662 |
|
|
663 |
texture[2*vertex ] = (float)(lower ? (curr.col-1):(curr.col ))/mCols; |
|
664 |
texture[2*vertex+1] = 1.0f - y; |
|
665 |
break; |
|
666 |
case EAST : y = (float)(back ? (curr.row):(curr.row+1))/mRows; |
|
667 |
|
|
668 |
position[3*vertex ] = (float)(curr.col+1)/mCols -0.5f; |
|
669 |
position[3*vertex+1] = 0.5f - y; |
|
670 |
position[3*vertex+2] = lower ? BACKZ : FRONTZ; |
|
671 |
|
|
672 |
normal[3*vertex ] = 1.0f; |
|
673 |
normal[3*vertex+1] = side==EAST ? 0.0f : (side==SOUTH?-R:R); |
|
674 |
normal[3*vertex+2] = lower ? -R:R; |
|
675 |
|
|
676 |
texture[2*vertex ] = (float)(lower ? (curr.col+2):(curr.col+1))/mCols; |
|
677 |
texture[2*vertex+1] = 1.0f - y; |
|
678 |
break; |
|
679 |
} |
|
680 |
|
|
681 |
if(texture[2*vertex ]>1.0f) texture[2*vertex ] =2.0f-texture[2*vertex ]; |
|
682 |
if(texture[2*vertex ]<0.0f) texture[2*vertex ] = -texture[2*vertex ]; |
|
683 |
if(texture[2*vertex+1]>1.0f) texture[2*vertex+1] =2.0f-texture[2*vertex+1]; |
|
684 |
if(texture[2*vertex+1]<0.0f) texture[2*vertex+1] = -texture[2*vertex+1]; |
|
685 |
} |
|
686 |
|
|
687 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
688 |
|
|
689 |
private void build(boolean frontOnly) |
|
690 |
{ |
|
691 |
int numVertices=0; |
|
692 |
float[] positionData= new float[POSITION_DATA_SIZE*dataLength]; |
|
693 |
float[] normalData = new float[NORMAL_DATA_SIZE *dataLength]; |
|
694 |
float[] textureData = new float[TEX_DATA_SIZE *dataLength]; |
|
695 |
|
|
696 |
//android.util.Log.d("CUBES","building front grid..."); |
|
697 |
|
|
698 |
numVertices = buildFrontBackGrid(true, numVertices,positionData,normalData,textureData); |
|
699 |
|
|
700 |
if( !frontOnly ) |
|
701 |
{ |
|
702 |
numVertices = repeatLast(numVertices,positionData,normalData,textureData); |
|
703 |
if( numVertices%2==1 ) |
|
704 |
{ |
|
705 |
//android.util.Log.d("CUBES","repeating winding1 vertex"); |
|
706 |
|
|
707 |
numVertices = repeatLast(numVertices,positionData,normalData,textureData); |
|
708 |
} |
|
709 |
|
|
710 |
//android.util.Log.d("CUBES","building side grid..."); |
|
711 |
|
|
712 |
numVertices = buildSideGrid (numVertices,positionData,normalData,textureData); |
|
713 |
|
|
714 |
//android.util.Log.d("CUBES","building back grid..."); |
|
715 |
|
|
716 |
numVertices = buildFrontBackGrid (false,numVertices,positionData,normalData,textureData); |
|
717 |
} |
|
718 |
|
|
719 |
/* |
|
720 |
android.util.Log.e("CUBES","dataLen="+dataLength+" vertex="+numVertices); |
|
721 |
android.util.Log.d("CUBES", "position: "+debug(positionData,3) ); |
|
722 |
android.util.Log.d("CUBES", "normal: " +debug( normalData,3) ); |
|
723 |
android.util.Log.d("CUBES", "texture: " +debug( textureData,2) ); |
|
724 |
*/ |
|
725 |
|
|
726 |
mEdges.clear(); |
|
727 |
mEdges = null; |
|
728 |
mCubes = null; |
|
729 |
|
|
730 |
if( remainingVert!=0 ) |
|
731 |
android.util.Log.d("CUBES", "remainingVert " +remainingVert ); |
|
732 |
|
|
733 |
mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
734 |
mGridPositions.put(positionData).position(0); |
|
735 |
|
|
736 |
mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
737 |
mGridNormals.put(normalData).position(0); |
|
738 |
|
|
739 |
mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
740 |
mGridTexture.put(textureData).position(0); |
|
741 |
} |
|
742 |
|
|
743 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
744 |
// PUBLIC API |
|
745 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
746 |
/** |
|
747 |
* Creates the underlying grid of vertices, normals, texture coords. |
|
748 |
* |
|
749 |
* @param cols Integer helping to parse the next parameter. |
|
750 |
* @param desc String describing the subset of a MxNx1 cuboid that we want to create. |
|
751 |
* Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not. |
|
752 |
* <p></p> |
|
753 |
* <p> |
|
754 |
* <pre> |
|
755 |
* For example, (cols=2, desc="111010") describes the following shape: |
|
756 |
* |
|
757 |
* XX |
|
758 |
* X |
|
759 |
* X |
|
760 |
* |
|
761 |
* whereas (cols=2,desc="110001") describes |
|
762 |
* |
|
763 |
* XX |
|
764 |
* |
|
765 |
* X |
|
766 |
* </pre> |
|
767 |
* </p> |
|
768 |
* @param frontOnly Only create the front wall or side and back as well? |
|
769 |
*/ |
|
770 |
public GridCubes(int cols, String desc, boolean frontOnly) |
|
771 |
{ |
|
772 |
super(frontOnly ? 0.0f:1.0f/cols); |
|
773 |
prepareDataStructures(cols,desc,frontOnly); |
|
774 |
build(frontOnly); |
|
775 |
} |
|
776 |
|
|
777 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
778 |
/** |
|
779 |
* Creates a full, hole-less underlying grid of vertices, normals, texture coords and colors. |
|
780 |
* |
|
781 |
* @param cols Number of columns. |
|
782 |
* @param rows Number of rows. |
|
783 |
* @param frontOnly Only create the front wall or side and back as well? |
|
784 |
*/ |
|
785 |
public GridCubes(int cols, int rows, boolean frontOnly) |
|
786 |
{ |
|
787 |
super(frontOnly ? 0.0f:1.0f/cols); |
|
788 |
prepareDataStructures(cols,rows,frontOnly); |
|
789 |
build(frontOnly); |
|
790 |
} |
|
791 |
} |
|
792 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
793 |
|
src/main/java/org/distorted/library/GridFlat.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library; |
|
21 |
|
|
22 |
import java.nio.ByteBuffer; |
|
23 |
import java.nio.ByteOrder; |
|
24 |
|
|
25 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
26 |
/** |
|
27 |
* Create a flat, rectangular Grid. |
|
28 |
* <p> |
|
29 |
* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
|
30 |
* effects to it, use GridFlat(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
|
31 |
*/ |
|
32 |
public class GridFlat extends GridObject |
|
33 |
{ |
|
34 |
private int mCols, mRows; |
|
35 |
private int remainingVert; |
|
36 |
|
|
37 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
38 |
// Create a flat, full grid. |
|
39 |
|
|
40 |
private void computeNumberOfVertices(int cols, int rows) |
|
41 |
{ |
|
42 |
mRows=rows; |
|
43 |
mCols=cols; |
|
44 |
|
|
45 |
if( cols==1 && rows==1 ) |
|
46 |
{ |
|
47 |
dataLength = 4; |
|
48 |
} |
|
49 |
else |
|
50 |
{ |
|
51 |
dataLength = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) + |
|
52 |
(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1); |
|
53 |
} |
|
54 |
|
|
55 |
//android.util.Log.e("BITMAP","vertices="+dataLength+" rows="+mRows+" cols="+mCols); |
|
56 |
|
|
57 |
remainingVert = dataLength; |
|
58 |
} |
|
59 |
|
|
60 |
|
|
61 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
62 |
|
|
63 |
private int addVertex(int vertex, int col, int row, float[] position, float[] normal, float[] texture) |
|
64 |
{ |
|
65 |
remainingVert--; |
|
66 |
|
|
67 |
float x= (float)col/mCols; |
|
68 |
float y= (float)row/mRows; |
|
69 |
|
|
70 |
position[3*vertex ] = x-0.5f; |
|
71 |
position[3*vertex+1] = 0.5f-y; |
|
72 |
position[3*vertex+2] = 0; |
|
73 |
|
|
74 |
texture[2*vertex ] = x; |
|
75 |
texture[2*vertex+1] = 1.0f-y; |
|
76 |
|
|
77 |
normal[3*vertex ] = 0.0f; |
|
78 |
normal[3*vertex+1] = 0.0f; |
|
79 |
normal[3*vertex+2] = 1.0f; |
|
80 |
|
|
81 |
return vertex+1; |
|
82 |
} |
|
83 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
84 |
|
|
85 |
private int repeatLast(int vertex, float[] position, float[] normal, float[] texture) |
|
86 |
{ |
|
87 |
remainingVert--; |
|
88 |
|
|
89 |
//android.util.Log.e("BITMAP", "repeating last vertex!"); |
|
90 |
|
|
91 |
if( vertex>0 ) |
|
92 |
{ |
|
93 |
position[3*vertex ] = position[3*vertex-3]; |
|
94 |
position[3*vertex+1] = position[3*vertex-2]; |
|
95 |
position[3*vertex+2] = position[3*vertex-1]; |
|
96 |
|
|
97 |
normal[3*vertex ] = normal[3*vertex-3]; |
|
98 |
normal[3*vertex+1] = normal[3*vertex-2]; |
|
99 |
normal[3*vertex+2] = normal[3*vertex-1]; |
|
100 |
|
|
101 |
texture[2*vertex ] = texture[2*vertex-2]; |
|
102 |
texture[2*vertex+1] = texture[2*vertex-1]; |
|
103 |
|
|
104 |
vertex++; |
|
105 |
} |
|
106 |
|
|
107 |
return vertex; |
|
108 |
} |
|
109 |
|
|
110 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
111 |
|
|
112 |
private void buildGrid(float[] position, float[] normal, float[] texture) |
|
113 |
{ |
|
114 |
boolean lastBlockIsNE = false; |
|
115 |
boolean currentBlockIsNE; |
|
116 |
int vertex = 0; |
|
117 |
|
|
118 |
//android.util.Log.d("BITMAP", "buildGrid"); |
|
119 |
|
|
120 |
for(int row=0; row<mRows; row++) |
|
121 |
{ |
|
122 |
for(int col=0; col<mCols; col++) |
|
123 |
{ |
|
124 |
currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
|
125 |
|
|
126 |
if( col==0 || (lastBlockIsNE^currentBlockIsNE) ) |
|
127 |
{ |
|
128 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture); |
|
129 |
vertex= addVertex( vertex, col, row+(currentBlockIsNE?0:1), position, normal, texture); |
|
130 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,position,normal,texture); |
|
131 |
if( lastBlockIsNE^currentBlockIsNE) vertex = repeatLast(vertex,position,normal,texture); |
|
132 |
vertex= addVertex( vertex, col, row+(currentBlockIsNE?1:0), position, normal, texture); |
|
133 |
} |
|
134 |
vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?0:1), position, normal, texture); |
|
135 |
vertex= addVertex( vertex, col+1, row+(currentBlockIsNE?1:0), position, normal, texture); |
|
136 |
|
|
137 |
lastBlockIsNE = currentBlockIsNE; |
|
138 |
} |
|
139 |
} |
|
140 |
|
|
141 |
//android.util.Log.d("BITMAP", "buildGrid done"); |
|
142 |
} |
|
143 |
|
|
144 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
145 |
/* |
|
146 |
private static String debug(float[] val, int stop) |
|
147 |
{ |
|
148 |
String ret=""; |
|
149 |
|
|
150 |
for(int i=0; i<val.length; i++) |
|
151 |
{ |
|
152 |
if( i%stop==0 ) ret+="\n"; |
|
153 |
ret+=(" "+val[i]); |
|
154 |
} |
|
155 |
|
|
156 |
return ret; |
|
157 |
} |
|
158 |
*/ |
|
159 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
160 |
// PUBLIC API |
|
161 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
162 |
/** |
|
163 |
* Creates the underlying grid of vertices, normals and texture coords. |
|
164 |
* |
|
165 |
* @param cols Number of columns in the grid. |
|
166 |
* @param rows Number of rows in the grid. |
|
167 |
*/ |
|
168 |
public GridFlat(int cols, int rows) |
|
169 |
{ |
|
170 |
super(0.0f); |
|
171 |
computeNumberOfVertices(cols,rows); |
|
172 |
|
|
173 |
float[] positionData= new float[POSITION_DATA_SIZE*dataLength]; |
|
174 |
float[] normalData = new float[NORMAL_DATA_SIZE *dataLength]; |
|
175 |
float[] textureData = new float[TEX_DATA_SIZE *dataLength]; |
|
176 |
|
|
177 |
buildGrid(positionData,normalData,textureData); |
|
178 |
|
|
179 |
//android.util.Log.e("CUBES","dataLen="+dataLength); |
|
180 |
//android.util.Log.d("CUBES", "position: "+debug(positionData,3) ); |
|
181 |
//android.util.Log.d("CUBES", "normal: " +debug( normalData,3) ); |
|
182 |
//android.util.Log.d("CUBES", "texture: " +debug( textureData,2) ); |
|
183 |
|
|
184 |
if( remainingVert!=0 ) |
|
185 |
android.util.Log.d("BITMAP", "remainingVert " +remainingVert ); |
|
186 |
|
|
187 |
mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
188 |
mGridPositions.put(positionData).position(0); |
|
189 |
|
|
190 |
mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
191 |
mGridNormals.put(normalData).position(0); |
|
192 |
|
|
193 |
mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
194 |
mGridTexture.put(textureData).position(0); |
|
195 |
} |
|
196 |
} |
src/main/java/org/distorted/library/GridObject.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library; |
|
21 |
|
|
22 |
import java.nio.FloatBuffer; |
|
23 |
|
|
24 |
import android.opengl.GLES20; |
|
25 |
|
|
26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
27 |
/** |
|
28 |
* Abstract class which represents a Grid, ie 3 arrays of Vertex attributes: 1) positions |
|
29 |
* 2) normals 3) texture coordinates. |
|
30 |
* <p> |
|
31 |
* If you want to render to a particular shape, extend from here, construct the three FloatBuffers and |
|
32 |
* provide correct dataLength, i.e. the number of vertices. |
|
33 |
*/ |
|
34 |
public abstract class GridObject |
|
35 |
{ |
|
36 |
protected static final int BYTES_PER_FLOAT = 4; // |
|
37 |
protected static final int POSITION_DATA_SIZE= 3; // Size of the position data in elements |
|
38 |
protected static final int NORMAL_DATA_SIZE = 3; // Size of the normal data in elements. |
|
39 |
protected static final int TEX_DATA_SIZE = 2; // Size of the texture coordinate data in elements. |
|
40 |
|
|
41 |
protected int dataLength; |
|
42 |
protected FloatBuffer mGridPositions,mGridNormals,mGridTexture; |
|
43 |
|
|
44 |
final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth' |
|
45 |
// of the Grid. Used in DistortedEffects. See DistortedTexture.getDepth(). |
|
46 |
|
|
47 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
48 |
|
|
49 |
GridObject(float factor) |
|
50 |
{ |
|
51 |
zFactor = factor; |
|
52 |
} |
|
53 |
|
|
54 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
55 |
|
|
56 |
void draw() |
|
57 |
{ |
|
58 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[0], POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mGridPositions); |
|
59 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[1], NORMAL_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridNormals ); |
|
60 |
GLES20.glVertexAttribPointer(Distorted.mMainProgramAttributes[2], TEX_DATA_SIZE , GLES20.GL_FLOAT, false, 0, mGridTexture ); |
|
61 |
|
|
62 |
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, dataLength); |
|
63 |
} |
|
64 |
} |
|
65 |
|
|
66 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/MeshCubes.java | ||
---|---|---|
1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
package org.distorted.library; |
|
21 |
|
|
22 |
import java.nio.ByteBuffer; |
|
23 |
import java.nio.ByteOrder; |
|
24 |
import java.util.ArrayList; |
|
25 |
|
|
26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
27 |
/** |
|
28 |
* Create a 3D grid composed of Cubes. |
|
29 |
* <p> |
|
30 |
* Any subset of a MxNx1 cuboid is possible. |
|
31 |
*/ |
|
32 |
public class MeshCubes extends MeshObject |
|
33 |
{ |
|
34 |
private static final float R = 0.0f;//0.2f; |
|
35 |
private static final float FRONTZ = 0.5f; |
|
36 |
private static final float BACKZ =-0.5f; |
|
37 |
|
|
38 |
private static final int NORTH = 0; |
|
39 |
private static final int WEST = 1; |
|
40 |
private static final int EAST = 2; |
|
41 |
private static final int SOUTH = 3; |
|
42 |
|
|
43 |
private static final boolean BACK = true; |
|
44 |
private static final boolean FRONT = false; |
|
45 |
private static final boolean UPPER = false; |
|
46 |
private static final boolean LOWER = true; |
|
47 |
|
|
48 |
private static final float[] mNormalX = new float[4]; |
|
49 |
private static final float[] mNormalY = new float[4]; |
|
50 |
private static final float[] mNormalZ = new float[4]; |
|
51 |
|
|
52 |
private class Edge |
|
53 |
{ |
|
54 |
final int side; |
|
55 |
final int row; |
|
56 |
final int col; |
|
57 |
|
|
58 |
Edge(int s, int r, int c) |
|
59 |
{ |
|
60 |
side= s; |
|
61 |
row = r; |
|
62 |
col = c; |
|
63 |
} |
|
64 |
} |
|
65 |
|
|
66 |
private int mCols, mRows; |
|
67 |
private short[][] mCubes; |
|
68 |
private ArrayList<Edge> mEdges = new ArrayList<>(); |
|
69 |
|
|
70 |
private int remainingVert; |
|
71 |
private int mSideBends; |
|
72 |
private int mEdgeNum; |
|
73 |
private int mSideWalls; |
|
74 |
|
|
75 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
76 |
// a Block is split into two triangles along the NE-SW line iff it is in the top-right |
|
77 |
// or bottom-left quadrant of the grid. |
|
78 |
|
|
79 |
private boolean isNE(int row,int col) |
|
80 |
{ |
|
81 |
return ( (2*row<mRows)^(2*col<mCols) ); |
|
82 |
} |
|
83 |
|
|
84 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
85 |
// return the number of vertices our grid will contain |
|
86 |
|
|
87 |
private int computeDataLength(boolean frontOnly) |
|
88 |
{ |
|
89 |
int frontWalls=0, frontSegments=0, triangleShifts=0, windingShifts=0; |
|
90 |
int shiftCol = (mCols-1)/2; |
|
91 |
|
|
92 |
boolean lastBlockIsNE=false; |
|
93 |
boolean thisBlockIsNE; // the block we are currently looking at is split into |
|
94 |
// two triangles along the NE-SW line (rather than NW-SE) |
|
95 |
for(int row=0; row<mRows; row++) |
|
96 |
{ |
|
97 |
if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++; |
|
98 |
|
|
99 |
for(int col=0; col<mCols; col++) |
|
100 |
{ |
|
101 |
if( mCubes[row][col]%2 == 1 ) // land |
|
102 |
{ |
|
103 |
thisBlockIsNE = isNE(row,col); |
|
104 |
if( thisBlockIsNE^lastBlockIsNE ) windingShifts++; |
|
105 |
lastBlockIsNE = thisBlockIsNE; |
|
106 |
frontWalls++; |
|
107 |
if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++; |
|
108 |
} |
|
109 |
} |
|
110 |
} |
|
111 |
|
|
112 |
int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts; |
|
113 |
int sideVert = 2*( mSideWalls + mSideBends + mEdgeNum -1); |
|
114 |
int firstWinding= (!frontOnly && (frontVert+1)%2==1 ) ? 1:0; |
|
115 |
int dataL = frontOnly ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert); |
|
116 |
/* |
|
117 |
android.util.Log.e("CUBES","triangleShifts="+triangleShifts+" windingShifts="+windingShifts+" winding1="+firstWinding+" frontVert="+frontVert+" sideVert="+sideVert); |
|
118 |
android.util.Log.e("CUBES", "frontW="+frontWalls+" fSegments="+frontSegments+" sWalls="+mSideWalls+" sSegments="+mEdgeNum+" sideBends="+mSideBends+" dataLen="+dataL ); |
|
119 |
*/ |
|
120 |
return dataL<0 ? 0:dataL; |
|
121 |
} |
|
122 |
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|
123 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
124 |
/* |
|
125 |
private static String debug(short[] val) |
|
126 |
{ |
|
127 |
String ret="";j |
|
128 |
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|
129 |
for(int i=0; i<val.length; i++) ret+=(" "+val[i]); |
|
130 |
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|
131 |
return ret; |
|
132 |
} |
|
133 |
*/ |
|
134 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
135 |
/* |
|
136 |
private static String debug(float[] val, int stop) |
|
137 |
{ |
|
138 |
String ret=""; |
|
139 |
|
|
140 |
for(int i=0; i<val.length; i++) |
|
141 |
{ |
|
142 |
if( i%stop==0 ) ret+="\n"; |
|
143 |
ret+=(" "+val[i]); |
|
144 |
} |
|
145 |
|
|
146 |
return ret; |
|
147 |
} |
|
148 |
*/ |
|
149 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
150 |
/* |
|
151 |
private static String debug(Edge e) |
|
152 |
{ |
|
153 |
String d = ""; |
|
154 |
|
|
155 |
switch(e.side) |
|
156 |
{ |
|
157 |
case NORTH: d+="NORTH "; break; |
|
158 |
case SOUTH: d+="SOUTH "; break; |
|
159 |
case WEST : d+="WEST "; break; |
|
160 |
case EAST : d+="EAST "; break; |
|
161 |
} |
|
162 |
|
|
163 |
d+=("("+e.row+","+e.col+")"); |
|
164 |
|
|
165 |
return d; |
|
166 |
} |
|
167 |
*/ |
|
168 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
169 |
|
|
170 |
private void prepareDataStructures(int cols, String desc, boolean frontOnly) |
|
171 |
{ |
|
172 |
mRows =0; |
|
173 |
mCols =0; |
|
174 |
dataLength=0; |
|
175 |
|
|
176 |
if( cols>0 && desc.contains("1") ) |
|
177 |
{ |
|
178 |
mCols = cols; |
|
179 |
mRows = desc.length()/cols; |
|
180 |
|
|
181 |
mCubes = new short[mRows][mCols]; |
|
182 |
|
|
183 |
for(int j=0; j<mCols; j++) |
|
184 |
for(int i=0; i<mRows; i++) |
|
185 |
mCubes[i][j] = (short)(desc.charAt(i*mCols+j) == '1' ? 1:0); |
|
186 |
|
|
187 |
markRegions(); |
|
188 |
dataLength = computeDataLength(frontOnly); |
|
189 |
|
|
190 |
remainingVert = dataLength; |
|
191 |
} |
|
192 |
} |
|
193 |
|
|
194 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
195 |
// full grid |
|
196 |
|
|
197 |
private void prepareDataStructures(int cols, int rows, boolean frontOnly) |
|
198 |
{ |
|
199 |
mRows =rows; |
|
200 |
mCols =cols; |
|
201 |
dataLength= 0; |
|
202 |
|
|
203 |
if( cols>0 && rows>0 ) |
|
204 |
{ |
|
205 |
mCubes = new short[mRows][mCols]; |
|
206 |
|
|
207 |
for(int j=0; j<mCols; j++) |
|
208 |
for(int i=0; i<mRows; i++) |
|
209 |
mCubes[i][j] = (short)1; |
|
210 |
|
|
211 |
markRegions(); |
|
212 |
dataLength = computeDataLength(frontOnly); |
|
213 |
|
|
214 |
remainingVert = dataLength; |
|
215 |
} |
|
216 |
} |
|
217 |
|
|
218 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
219 |
// Mark all the 'regions' of our grid - i.e. separate pieces of 'land' (connected blocks that will |
|
220 |
// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land |
|
221 |
// gets a unique odd integer, each connected block of water a unique even integer. |
|
222 |
// |
|
223 |
// Water on the edges of the grid is also considered connected to itself! |
|
224 |
// |
|
225 |
// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we |
|
226 |
// will start building the side walls of each connected block of land (and sides of holes of water |
|
227 |
// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,i-1,j)' below) - otherwise |
|
228 |
// later on setting up normal vectors wouldn't work. |
|
229 |
|
|
230 |
private void markRegions() |
|
231 |
{ |
|
232 |
int i, j, numWater=1, numLand=0; |
|
233 |
|
|
234 |
for(i=0; i<mRows;i++) if( mCubes[ i][ 0]==0 ) markRegion((short)2, i, 0); |
|
235 |
for(i=0; i<mRows;i++) if( mCubes[ i][mCols-1]==0 ) markRegion((short)2, i, mCols-1); |
|
236 |
for(i=0; i<mCols;i++) if( mCubes[0 ][ i]==0 ) markRegion((short)2, 0, i); |
|
237 |
for(i=0; i<mCols;i++) if( mCubes[mRows-1][ i]==0 ) markRegion((short)2,mRows-1, i); |
|
238 |
|
|
239 |
for(i=0; i<mRows; i++) |
|
240 |
for(j=0; j<mCols; j++) |
|
241 |
{ |
|
242 |
if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(SOUTH,i-1,j)); } |
|
243 |
if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i ,j)); } |
|
244 |
} |
|
245 |
|
|
246 |
// now we potentially need to kick out some Edges . Otherwise the following does not work: |
|
247 |
// |
|
248 |
// 0 1 0 |
|
249 |
// 1 0 1 |
|
250 |
// 0 1 0 |
|
251 |
|
|
252 |
mEdgeNum= mEdges.size(); |
|
253 |
int initCol, initRow, initSide, lastSide; |
|
254 |
Edge e1,e2; |
|
255 |
|
|
256 |
for(i=0; i<mEdgeNum; i++) |
|
257 |
{ |
|
258 |
e1 = mEdges.get(i); |
|
259 |
initRow= e1.row; |
|
260 |
initCol= e1.col; |
|
261 |
initSide=e1.side; |
|
262 |
|
|
263 |
do |
|
264 |
{ |
|
265 |
//android.util.Log.d("CUBES", "checking edge "+debug(e1)); |
|
266 |
|
|
267 |
mSideWalls++; |
|
268 |
|
|
269 |
if( e1.side==NORTH || e1.side==SOUTH ) |
|
270 |
{ |
|
271 |
for(j=i+1;j<mEdgeNum;j++) |
|
272 |
{ |
|
273 |
e2 = mEdges.get(j); |
|
274 |
|
|
275 |
if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col ) |
|
276 |
{ |
|
277 |
mEdges.remove(j); |
|
278 |
mEdgeNum--; |
|
279 |
j--; |
|
280 |
|
|
281 |
//android.util.Log.e("CUBES", "removing edge "+debug(e2)); |
|
282 |
} |
|
283 |
} |
|
284 |
} |
|
285 |
|
|
286 |
lastSide = e1.side; |
|
287 |
e1 = getNextEdge(e1); |
|
288 |
if( e1.side!=lastSide ) mSideBends++; |
|
289 |
} |
|
290 |
while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide ); |
|
291 |
} |
|
292 |
} |
|
293 |
|
|
294 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
295 |
// when calling, make sure that newVal != val |
|
296 |
|
|
297 |
private void markRegion(short newVal, int row, int col) |
|
298 |
{ |
|
299 |
short val = mCubes[row][col]; |
|
300 |
mCubes[row][col] = newVal; |
|
301 |
|
Also available in: Unified diff
Rename Grid to Mesh