Revision 26df012c
Added by Leszek Koltunski almost 9 years ago
| src/main/java/org/distorted/library/DistortedEffects.java | ||
|---|---|---|
| 33 | 33 |
/** |
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* Class containing {@link EffectTypes#LENGTH} queues, each a class derived from EffectQueue.
|
| 35 | 35 |
* <p> |
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* The queues hold actual effects to be applied to a given (DistortedTexture,GridObject) combo.
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* The queues hold actual effects to be applied to a given (DistortedTexture,MeshObject) combo.
|
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| 37 | 37 |
*/ |
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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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GLES20.glViewport(0, 0, df.mWidth, df.mHeight); |
| 92 | 92 |
|
| ... | ... | |
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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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| 266 | 266 |
* 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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| 36 | 36 |
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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| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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|
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package org.distorted.library; |
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|
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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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/** |
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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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|
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return the number of vertices our grid will contain |
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|
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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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|
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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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/* |
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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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|
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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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|
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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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|
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markRegions(); |
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dataLength = computeDataLength(frontOnly); |
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|
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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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// full grid |
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|
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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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|
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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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|
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private void markRegions() |
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{
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int i, j, numWater=1, numLand=0; |
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|
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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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|
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for(i=0; i<mRows; i++) |
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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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} |
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|
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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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// 0 1 0 |
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// 1 0 1 |
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// 0 1 0 |
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|
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mEdgeNum= mEdges.size(); |
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int initCol, initRow, initSide, lastSide; |
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Edge e1,e2; |
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for(i=0; i<mEdgeNum; i++) |
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{
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| 258 |
e1 = mEdges.get(i); |
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initRow= e1.row; |
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initCol= e1.col; |
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initSide=e1.side; |
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|
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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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| 267 |
mSideWalls++; |
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|
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| 269 |
if( e1.side==NORTH || e1.side==SOUTH ) |
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{
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| 271 |
for(j=i+1;j<mEdgeNum;j++) |
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{
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| 273 |
e2 = mEdges.get(j); |
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|
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| 275 |
if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col ) |
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| 276 |
{
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| 277 |
mEdges.remove(j); |
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| 278 |
mEdgeNum--; |
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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 |
} |
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| 283 |
} |
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} |
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| 285 |
|
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| 286 |
lastSide = e1.side; |
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| 287 |
e1 = getNextEdge(e1); |
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| 288 |
if( e1.side!=lastSide ) mSideBends++; |
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} |
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| 290 |
while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide ); |
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| 291 |
} |
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} |
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|
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| 294 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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| 295 |
// when calling, make sure that newVal != val |
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| 296 |
|
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| 297 |
private void markRegion(short newVal, int row, int col) |
|
| 298 |
{
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| 299 |
short val = mCubes[row][col]; |
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| 300 |
mCubes[row][col] = newVal; |
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| 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 ); |
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| 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 |
} |
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| 307 |
|
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| 308 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 309 |
|
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| 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 |
|
|
| 123 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 124 |
/* |
|
| 125 |
private static String debug(short[] val) |
|
| 126 |
{
|
|
| 127 |
String ret="";j |
|
| 128 |
|
|
| 129 |
for(int i=0; i<val.length; i++) ret+=(" "+val[i]);
|
|
| 130 |
|
|
| 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