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library / src / main / java / org / distorted / library / MeshCubes.java @ 30548891

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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 MeshCubes extends MeshObject
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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 int[][] 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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   private float[] mBoundingVert;
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   private static float[] mBoundingVert1 = new float[] { -0.5f,+0.5f, FRONTZ,
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                                                         -0.5f,-0.5f, FRONTZ,
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                                                         +0.5f,+0.5f, FRONTZ,
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                                                         +0.5f,-0.5f, FRONTZ };
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   private static float[] mBoundingVert2 = new float[] { -0.5f,+0.5f, FRONTZ,
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                                                         -0.5f,-0.5f, FRONTZ,
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                                                         +0.5f,+0.5f, FRONTZ,
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                                                         +0.5f,-0.5f, FRONTZ,
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                                                         -0.5f,+0.5f, BACKZ ,
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                                                         -0.5f,-0.5f, BACKZ ,
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                                                         +0.5f,+0.5f, BACKZ ,
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                                                         +0.5f,-0.5f, BACKZ  };
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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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      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]); 
146
     
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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+")");
180
     
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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;
191
     
192
     if( cols>0 && desc.contains("1") )
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       {
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       mCols = cols;
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       mRows = desc.length()/cols;
196

    
197
       mCubes = new int[mRows][mCols];
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199
       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] = (desc.charAt(i*mCols+j) == '1' ? 1:0);
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       buildBoundingVert(frontOnly);
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//android.util.Log.d("cubes", "VERT STRING:"+debug(mBoundingVert,3));
206

    
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       markRegions();
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       dataLength = computeDataLength(frontOnly);
209

    
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       remainingVert = dataLength;
211
       }
212
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// full grid
216

    
217
   private void prepareDataStructures(int cols, int rows, boolean frontOnly)
218
     {
219
     mRows     =rows;
220
     mCols     =cols;
221
     dataLength=   0;
222

    
223
     if( cols>0 && rows>0 )
224
       {
225
       mCubes = new int[mRows][mCols];
226

    
227
       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] = 1;
230

    
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       mBoundingVert = frontOnly ? mBoundingVert1 : mBoundingVert2;
232

    
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//android.util.Log.d("cubes", "VERT FULL:"+debug(mBoundingVert,3));
234

    
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       markRegions();
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       dataLength = computeDataLength(frontOnly);
237

    
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       remainingVert = dataLength;
239
       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
243

    
244
  private float retRightmost(int row)
245
    {
246
    if( row==0 )
247
      {
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      for(int i=mCols-1; i>=0; i--)
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        if( mCubes[0][i]==1 )
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          return (float)(i+1);
251
      }
252
    else if(row==mRows)
253
      {
254
      for(int i=mCols-1; i>=0; i--)
255
        if( mCubes[mRows-1][i]==1 )
256
          return (float)(i+1);
257
      }
258
    else
259
      {
260
      for(int i=mCols-1; i>=0; i--)
261
        if( mCubes[row][i]==1 || mCubes[row-1][i]==1 )
262
          return (float)(i+1);
263
      }
264

    
265
    return 0.0f;
266
    }
267

    
268
///////////////////////////////////////////////////////////////////////////////////////////////////
269

    
270
 private float retLeftmost(int row)
271
    {
272
    if( row==0 )
273
      {
274
      for(int i=0; i<mCols; i++)
275
        if( mCubes[0][i]==1 )
276
          return (float)i;
277
      }
278
    else if(row==mRows)
279
      {
280
      for(int i=0; i<mCols; i++)
281
        if( mCubes[mRows-1][i]==1 )
282
          return (float)i;
283
      }
284
    else
285
      {
286
      for(int i=0; i<mCols; i++)
287
        if( mCubes[row][i]==1 || mCubes[row-1][i]==1 )
288
          return (float)i;
289
      }
290

    
291
    return (float)mCols;
292
    }
293

    
294
///////////////////////////////////////////////////////////////////////////////////////////////////
295

    
296
  private int addLeftmost(float[] temp, int row, int index)
297
    {
298
    float x2 = retLeftmost(row)/mCols - 0.5f;
299
    float y2 = 0.5f - (float)row/mRows;
300

    
301
    if( index>1 )
302
      {
303
      float x0 = temp[2*index-4];
304
      float y0 = temp[2*index-3];
305
      float x1 = temp[2*index-2];
306
      float y1 = temp[2*index-1];
307

    
308
      while( (x0-x2)*(y0-y1) >= (x0-x1)*(y0-y2) )
309
        {
310
        if( --index>1 )
311
          {
312
          x1 = x0;
313
          y1 = y0;
314
          x0 = temp[2*index-4];
315
          y0 = temp[2*index-3];
316
          }
317
        else break;
318
        }
319
      }
320

    
321
    temp[2*index  ] = x2;
322
    temp[2*index+1] = y2;
323
    return index+1;
324
    }
325

    
326
///////////////////////////////////////////////////////////////////////////////////////////////////
327

    
328
  private int addRightmost(float[] temp, int row, int index)
329
    {
330
    float x2 = retRightmost(row)/mCols - 0.5f;
331
    float y2 = 0.5f - (float)row/mRows;
332

    
333
    if( index>1 )
334
      {
335
      float x0 = temp[2*index-4];
336
      float y0 = temp[2*index-3];
337
      float x1 = temp[2*index-2];
338
      float y1 = temp[2*index-1];
339

    
340
      while( (x0-x2)*(y0-y1) <= (x0-x1)*(y0-y2) )
341
        {
342
        if( --index>1 )
343
          {
344
          x1 = x0;
345
          y1 = y0;
346
          x0 = temp[2*index-4];
347
          y0 = temp[2*index-3];
348
          }
349
        else break;
350
        }
351
      }
352

    
353
    temp[2*index  ] = x2;
354
    temp[2*index+1] = y2;
355
    return index+1;
356
    }
357

    
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359
// fill up the mBoundingVert array with the smallest set of vertices which form the same convex hull
360
// like the whole thing.
361

    
362
  private void buildBoundingVert(boolean frontOnly)
363
    {
364
    int lVert=0, rVert=0;
365
    int firstRow=0, lastRow=mRows-1;
366

    
367
    for(int i=0; i<mRows; i++)
368
      for(int j=0; j<mCols; j++)
369
        if(mCubes[i][j] !=0 )
370
          {
371
          firstRow = i;
372
          i=mRows;
373
          j=mCols;
374
          }
375

    
376
    for(int i=mRows-1; i>=0; i--)
377
      for(int j=0; j<mCols; j++)
378
        if(mCubes[i][j] !=0 )
379
          {
380
          lastRow = i;
381
          i=-1;
382
          j=mCols;
383
          }
384

    
385
//android.util.Log.d("cubes", "first :"+firstRow+" last: "+lastRow);
386

    
387
    int numLines = lastRow-firstRow+2;
388

    
389
    float[] tempL = new float[2*numLines];
390
    float[] tempR = new float[2*numLines];
391

    
392
    for(int i=firstRow; i<=lastRow+1; i++)
393
      {
394
      lVert = addLeftmost (tempL,i,lVert);
395
      rVert = addRightmost(tempR,i,rVert);
396
      }
397

    
398
//android.util.Log.d("cubes", "LEFT :"+debug(tempL,2));
399
//android.util.Log.d("cubes", "RIGHT:"+debug(tempR,2));
400

    
401
    int numVert = lVert+rVert;
402

    
403
    mBoundingVert = new float[ numVert*(frontOnly ? 3:6) ];
404

    
405
    for(int i=0; i<lVert; i++)
406
      {
407
      mBoundingVert[3*i  ] = tempL[2*i  ];
408
      mBoundingVert[3*i+1] = tempL[2*i+1];
409
      mBoundingVert[3*i+2] = FRONTZ;
410
      }
411

    
412
    for(int i=0; i<rVert; i++)
413
      {
414
      mBoundingVert[3*(i+lVert)  ] = tempR[2*i  ];
415
      mBoundingVert[3*(i+lVert)+1] = tempR[2*i+1];
416
      mBoundingVert[3*(i+lVert)+2] = FRONTZ;
417
      }
418

    
419
    if( !frontOnly )
420
      {
421
      for(int i=0; i<numVert; i++)
422
        {
423
        mBoundingVert[3*(i+numVert)  ] = mBoundingVert[3*i  ];
424
        mBoundingVert[3*(i+numVert)+1] = mBoundingVert[3*i+1];
425
        mBoundingVert[3*(i+numVert)+2] = BACKZ;
426
        }
427
      }
428
    }
429

    
430
///////////////////////////////////////////////////////////////////////////////////////////////////
431
// Mark all the 'regions' of our grid  - i.e. separate pieces of 'land' (connected blocks that will 
432
// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land
433
// gets a unique odd integer, each connected block of water a unique even integer.
434
//
435
// Water on the edges of the grid is also considered connected to itself!   
436
//   
437
// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we
438
// will start building the side walls of each connected block of land (and sides of holes of water
439
// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,i-1,j)' below) - otherwise
440
// later on setting up normal vectors wouldn't work.
441
   
442
   private void markRegions()
443
     {
444
     int i, j, numWater=1, numLand=0;
445
     
446
     for(i=0; i<mRows;i++) if( mCubes[      i][      0]==0 ) markRegion((short)2,      i,       0);
447
     for(i=0; i<mRows;i++) if( mCubes[      i][mCols-1]==0 ) markRegion((short)2,      i, mCols-1);
448
     for(i=0; i<mCols;i++) if( mCubes[0      ][      i]==0 ) markRegion((short)2,      0,       i);
449
     for(i=0; i<mCols;i++) if( mCubes[mRows-1][      i]==0 ) markRegion((short)2,mRows-1,       i);
450
           
451
     for(i=0; i<mRows; i++)
452
        for(j=0; j<mCols; j++)
453
           {
454
           if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(SOUTH,i-1,j)); }
455
           if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i  ,j)); }
456
           }
457
     
458
     // now we potentially need to kick out some Edges . Otherwise the following does not work:
459
     //
460
     // 0 1 0
461
     // 1 0 1
462
     // 0 1 0
463
     
464
     mEdgeNum= mEdges.size();
465
     int initCol, initRow, initSide, lastSide;
466
     Edge e1,e2;
467
     
468
     for(i=0; i<mEdgeNum; i++)
469
       {
470
       e1 = mEdges.get(i);
471
       initRow= e1.row;
472
       initCol= e1.col;
473
       initSide=e1.side;
474

    
475
       do
476
         {
477
         //android.util.Log.d("CUBES", "checking edge "+debug(e1));
478

    
479
         mSideWalls++;
480

    
481
         if( e1.side==NORTH || e1.side==SOUTH )
482
           {
483
           for(j=i+1;j<mEdgeNum;j++)
484
             {
485
             e2 = mEdges.get(j);
486

    
487
             if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col )
488
               {
489
               mEdges.remove(j);
490
               mEdgeNum--;
491
               j--;
492

    
493
               //android.util.Log.e("CUBES", "removing edge "+debug(e2));
494
               }
495
             }
496
           }
497

    
498
         lastSide = e1.side;
499
         e1 = getNextEdge(e1);
500
         if( e1.side!=lastSide ) mSideBends++;
501
         }
502
       while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide );
503
       }
504
     }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
// when calling, make sure that newVal != val
508
   
509
   private void markRegion(short newVal, int row, int col)
510
     {
511
     int val = mCubes[row][col];
512
     mCubes[row][col] = newVal;
513
     
514
     if( row>0       && mCubes[row-1][col  ]==val ) markRegion(newVal, row-1, col  );
515
     if( row<mRows-1 && mCubes[row+1][col  ]==val ) markRegion(newVal, row+1, col  );
516
     if( col>0       && mCubes[row  ][col-1]==val ) markRegion(newVal, row  , col-1);
517
     if( col<mCols-1 && mCubes[row  ][col+1]==val ) markRegion(newVal, row  , col+1);
518
     }
519
   
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
   
522
   private void createNormals(boolean front, int row, int col)
523
     {
524
     int td,lr; 
525
      
526
     int nw = (col>0       && row>0      ) ? (mCubes[row-1][col-1]%2) : 0;
527
     int w  = (col>0                     ) ? (mCubes[row  ][col-1]%2) : 0;
528
     int n  = (               row>0      ) ? (mCubes[row-1][col  ]%2) : 0;
529
     int c  =                                (mCubes[row  ][col  ]%2);
530
     int sw = (col>0       && row<mRows-1) ? (mCubes[row+1][col-1]%2) : 0;
531
     int s  = (               row<mRows-1) ? (mCubes[row+1][col  ]%2) : 0;
532
     int ne = (col<mCols-1 && row>0      ) ? (mCubes[row-1][col+1]%2) : 0;
533
     int e  = (col<mCols-1               ) ? (mCubes[row  ][col+1]%2) : 0;
534
     int se = (col<mCols-1 && row<mRows-1) ? (mCubes[row+1][col+1]%2) : 0;
535

    
536
     if(front)
537
       {
538
       mNormalZ[0] = 1.0f;
539
       mNormalZ[1] = 1.0f;
540
       mNormalZ[2] = 1.0f;
541
       mNormalZ[3] = 1.0f;
542
       }
543
     else
544
       {
545
       mNormalZ[0] =-1.0f;
546
       mNormalZ[1] =-1.0f;
547
       mNormalZ[2] =-1.0f;
548
       mNormalZ[3] =-1.0f;
549
       }
550

    
551
     td = nw+n-w-c;
552
     lr = c+n-w-nw;
553
     if( td<0 ) td=-1;
554
     if( td>0 ) td= 1;
555
     if( lr<0 ) lr=-1;
556
     if( lr>0 ) lr= 1;
557
     mNormalX[0] = lr*R;
558
     mNormalY[0] = td*R;
559
     
560
     td = w+c-sw-s;
561
     lr = c+s-w-sw;
562
     if( td<0 ) td=-1;
563
     if( td>0 ) td= 1;
564
     if( lr<0 ) lr=-1;
565
     if( lr>0 ) lr= 1;
566
     mNormalX[1] = lr*R;
567
     mNormalY[1] = td*R;
568
     
569
     td = n+ne-c-e;
570
     lr = e+ne-c-n;
571
     if( td<0 ) td=-1;
572
     if( td>0 ) td= 1;
573
     if( lr<0 ) lr=-1;
574
     if( lr>0 ) lr= 1;
575
     mNormalX[2] = lr*R;
576
     mNormalY[2] = td*R;
577
     
578
     td = c+e-s-se;
579
     lr = e+se-c-s;
580
     if( td<0 ) td=-1;
581
     if( td>0 ) td= 1;
582
     if( lr<0 ) lr=-1;
583
     if( lr>0 ) lr= 1;
584
     mNormalX[3] = lr*R;
585
     mNormalY[3] = td*R;
586
     /*
587
     android.util.Log.d("CUBES", "row="+row+" col="+col);
588
     android.util.Log.d("CUBES", mNormalX[0]+" "+mNormalY[0]);
589
     android.util.Log.d("CUBES", mNormalX[1]+" "+mNormalY[1]);
590
     android.util.Log.d("CUBES", mNormalX[2]+" "+mNormalY[2]);
591
     android.util.Log.d("CUBES", mNormalX[3]+" "+mNormalY[3]);
592
     */
593
     }
594
   
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596

    
597
   private int addFrontVertex(int vertex, int index, float vectZ, int col, int row, float[] position, float[] normal, float[] texture)
598
     {
599
     remainingVert--;
600

    
601
     float x = (float)col/mCols;
602
     float y = (float)row/mRows;
603

    
604
     position[3*vertex  ] = x-0.5f;
605
     position[3*vertex+1] = 0.5f-y;
606
     position[3*vertex+2] = vectZ;
607
     normal[3*vertex  ]   = mNormalX[index];
608
     normal[3*vertex+1]   = mNormalY[index];
609
     normal[3*vertex+2]   = mNormalZ[index];
610
     texture[2*vertex  ]  = x;
611
     texture[2*vertex+1]  = 1.0f-y;
612

    
613
     return vertex+1;
614
     }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617

    
618
   private int buildFrontBackGrid(boolean front, int vertex, float[] position, float[] normal, float[] texture)
619
     {
620
     int last, current;
621
     boolean seenLand=false;
622
     boolean lastBlockIsNE = false;
623
     boolean currentBlockIsNE;
624
     float vectZ = front?FRONTZ:BACKZ;
625

    
626
     //android.util.Log.d("CUBES", "buildFrontBack");
627

    
628
     for(int row=0; row<mRows; row++)
629
       {
630
       last =0;
631
         
632
       for(int col=0; col<mCols; col++)
633
         {
634
         current = mCubes[row][col];
635

    
636
         if( current%2 == 1 )
637
           {
638
           currentBlockIsNE = isNE(row,col);
639

    
640
           if( !seenLand && !front && ((vertex%2==1)^currentBlockIsNE) )
641
             {
642
             //android.util.Log.d("CUBES","repeating winding2 vertex");
643

    
644
             vertex = repeatLast(vertex,position,normal,texture);
645
             }
646

    
647
           createNormals(front,row,col);
648

    
649
           if( currentBlockIsNE )
650
             {
651
             if( (last!=current) || !lastBlockIsNE )
652
               {
653
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
654
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
655
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
656
               if( !lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
657
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
658
               }
659
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row, position, normal, texture);
660
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
661
             }
662
           else
663
             {
664
             if( (last!=current) || lastBlockIsNE )
665
               {
666
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
667
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
668
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
669
               if( lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
670
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
671
               }
672
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
673
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row  , position, normal, texture);
674
             }
675

    
676
           seenLand = true;
677
           lastBlockIsNE = currentBlockIsNE;
678
           }
679
            
680
         last = current;
681
         }
682
       }
683
     
684
     return vertex;
685
     }
686

    
687
///////////////////////////////////////////////////////////////////////////////////////////////////
688

    
689
   private int repeatLast(int vertex, float[] position, float[] normal, float[] texture)
690
     {
691
     //android.util.Log.e("CUBES", "repeating last vertex!");
692

    
693
     if( vertex>0 )
694
       {
695
       remainingVert--;
696

    
697
       position[3*vertex  ] = position[3*vertex-3];
698
       position[3*vertex+1] = position[3*vertex-2];
699
       position[3*vertex+2] = position[3*vertex-1];
700

    
701
       normal[3*vertex  ]   = normal[3*vertex-3];
702
       normal[3*vertex+1]   = normal[3*vertex-2];
703
       normal[3*vertex+2]   = normal[3*vertex-1];
704

    
705
       texture[2*vertex  ]  = texture[2*vertex-2];
706
       texture[2*vertex+1]  = texture[2*vertex-1];
707
         
708
       vertex++;     
709
       }
710
     
711
     return vertex;
712
     }
713
   
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715

    
716
   private int buildSideGrid(int vertex, float[] position, float[] normal, float[] texture)
717
     {
718
     //android.util.Log.d("CUBES", "buildSide");
719

    
720
     for(int i=0; i<mEdgeNum; i++)
721
       {
722
       vertex = buildIthSide(mEdges.get(i), vertex, position, normal, texture);  
723
       } 
724
      
725
     return vertex;
726
     }
727

    
728
///////////////////////////////////////////////////////////////////////////////////////////////////
729

    
730
   private int buildIthSide(Edge curr, int vertex, float[] position, float[] normal, float[] texture)
731
     {
732
     Edge prev; 
733
     
734
     if( curr.side==NORTH ) // water outside
735
       {
736
       prev = new Edge(WEST,curr.row,curr.col);
737
       }
738
     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.
739
       {
740
       prev = curr;
741
       curr = new Edge(EAST,curr.row+1,curr.col-1);
742
       }
743
     
744
     int col = curr.col;
745
     int row = curr.row;
746
     int side= curr.side;  
747
     Edge next = getNextEdge(curr);
748
     
749
     addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
750
     vertex++;
751
     
752
     do
753
       {
754
       if( prev.side!=curr.side )
755
         {
756
         addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
757
         vertex++;
758
         addSideVertex(curr,BACK,UPPER,prev.side,vertex,position,normal,texture);
759
         vertex++;
760
         }
761
       
762
       addSideVertex(curr,FRONT,LOWER,next.side,vertex,position,normal,texture);
763
       vertex++;
764
       addSideVertex(curr,FRONT,UPPER,next.side,vertex,position,normal,texture);
765
       vertex++;
766
       
767
       prev = curr;
768
       curr = next; 
769
       next = getNextEdge(curr);
770
       }
771
     while( curr.col!=col || curr.row!=row || curr.side!=side );
772
     
773
     vertex = repeatLast(vertex,position,normal,texture);
774
     
775
     return vertex;
776
     }
777

    
778
///////////////////////////////////////////////////////////////////////////////////////////////////
779

    
780
   private Edge getNextEdge(Edge curr)
781
     {
782
     int col = curr.col;
783
     int row = curr.row;
784
      
785
     //android.util.Log.e("CUBES", "row="+row+" col="+col+" mRows="+mRows+" mCols="+mCols);
786
                       
787
     switch(curr.side) 
788
       {
789
       case NORTH: if( col==mCols-1 ) 
790
                     return new Edge(EAST,row,col);
791
                   if( row>0 && mCubes[row-1][col+1]==mCubes[row][col] )
792
                     return new Edge(WEST,row-1,col+1);
793
                   if( mCubes[row][col+1]==mCubes[row][col] )
794
                     return new Edge(NORTH,row,col+1);
795
                   else  
796
                     return new Edge(EAST,row,col);
797
                   
798
       case SOUTH: if( col==0 ) 
799
                     return new Edge(WEST,row,col);
800
                   if( (row<mRows-1) && mCubes[row+1][col-1]==mCubes[row][col] )
801
                     return new Edge(EAST,row+1,col-1); 
802
                   if( mCubes[row][col-1]==mCubes[row][col] )
803
                     return new Edge(SOUTH,row,col-1);
804
                   else
805
                     return new Edge(WEST,row,col); 
806
                     
807
       case EAST : if( row==mRows-1 ) 
808
                     return new Edge(SOUTH,row,col);
809
                   if( (col<mCols-1) && mCubes[row+1][col+1]==mCubes[row][col] )
810
                     return new Edge(NORTH,row+1,col+1);
811
                   if( mCubes[row+1][col]==mCubes[row][col] )
812
                     return new Edge(EAST,row+1,col);
813
                   else 
814
                     return new Edge(SOUTH,row,col);
815
                   
816
       default   : if( row==0 )
817
                     return new Edge(NORTH,row,col);
818
                   if( col>0 && mCubes[row-1][col-1]==mCubes[row][col] )
819
                     return new Edge(SOUTH,row-1,col-1);
820
                   if( mCubes[row-1][col]==mCubes[row][col] )
821
                     return new Edge(WEST,row-1,col);
822
                   else
823
                     return new Edge(NORTH,row,col);     
824
       }
825
     }
826

    
827
///////////////////////////////////////////////////////////////////////////////////////////////////
828
   
829
   private void addSideVertex(Edge curr, boolean back, boolean lower,int side, int vertex, float[] position, float[] normal, float[] texture)
830
     {
831
     //android.util.Log.e("CUBES", "adding Side vertex!");
832

    
833
     remainingVert--;
834

    
835
     float x, y;
836

    
837
     switch(curr.side)
838
       {
839
       case NORTH: x = (float)(back ? (curr.col  ):(curr.col+1))/mCols;
840

    
841
                   position[3*vertex  ] = x - 0.5f;
842
                   position[3*vertex+1] = 0.5f - (float)curr.row/mRows;
843
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
844

    
845
                   normal[3*vertex  ]   = side==NORTH ? 0.0f : (side==WEST?-R:R);
846
                   normal[3*vertex+1]   = 1.0f;
847
                   normal[3*vertex+2]   = lower ? -R:R;
848

    
849
                   texture[2*vertex  ]  = x;
850
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row-1):(curr.row  ))/mRows;
851
                   break;
852
       case SOUTH: x = (float)(back ? (curr.col+1):(curr.col  ))/mCols;
853

    
854
                   position[3*vertex  ] = x - 0.5f;
855
                   position[3*vertex+1] = 0.5f - (float)(curr.row+1)/mRows;
856
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;  
857
            
858
                   normal[3*vertex  ]   = side==SOUTH ? 0.0f: (side==EAST?-R:R);
859
                   normal[3*vertex+1]   =-1.0f;
860
                   normal[3*vertex+2]   = lower ? -R:R;
861

    
862
                   texture[2*vertex  ]  = x;
863
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row+2):(curr.row+1))/mRows;
864
                   break;
865
       case WEST : y = (float)(back  ? (curr.row+1):(curr.row))/mRows;
866

    
867
                   position[3*vertex  ] = (float)curr.col/mCols -0.5f;
868
                   position[3*vertex+1] = 0.5f - y;
869
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
870

    
871
                   normal[3*vertex  ]   =-1.0f;
872
                   normal[3*vertex+1]   = side==WEST ? 0.0f : (side==NORTH?-R:R);
873
                   normal[3*vertex+2]   = lower ? -R:R;
874
 
875
                   texture[2*vertex  ]  = (float)(lower ? (curr.col-1):(curr.col  ))/mCols;
876
                   texture[2*vertex+1]  = 1.0f - y;
877
                   break;
878
       case EAST : y = (float)(back  ? (curr.row):(curr.row+1))/mRows;
879

    
880
                   position[3*vertex  ] = (float)(curr.col+1)/mCols -0.5f;
881
                   position[3*vertex+1] = 0.5f - y;
882
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
883

    
884
                   normal[3*vertex  ]   = 1.0f;
885
                   normal[3*vertex+1]   = side==EAST ? 0.0f : (side==SOUTH?-R:R);
886
                   normal[3*vertex+2]   = lower ? -R:R; 
887

    
888
                   texture[2*vertex  ]  = (float)(lower ? (curr.col+2):(curr.col+1))/mCols;
889
                   texture[2*vertex+1]  = 1.0f - y;
890
                   break;
891
       }
892
     
893
     if(texture[2*vertex  ]>1.0f) texture[2*vertex  ] =2.0f-texture[2*vertex  ];
894
     if(texture[2*vertex  ]<0.0f) texture[2*vertex  ] =    -texture[2*vertex  ];
895
     if(texture[2*vertex+1]>1.0f) texture[2*vertex+1] =2.0f-texture[2*vertex+1];
896
     if(texture[2*vertex+1]<0.0f) texture[2*vertex+1] =    -texture[2*vertex+1];
897
     }
898

    
899
///////////////////////////////////////////////////////////////////////////////////////////////////
900

    
901
   private void build(boolean frontOnly)
902
     {
903
     int numVertices=0;
904
     float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
905
     float[] normalData  = new float[NORMAL_DATA_SIZE  *dataLength];
906
     float[] textureData = new float[TEX_DATA_SIZE     *dataLength];
907

    
908
     //android.util.Log.d("CUBES","building front grid...");
909

    
910
     numVertices = buildFrontBackGrid(true, numVertices,positionData,normalData,textureData);
911

    
912
     if( !frontOnly )
913
       {
914
       numVertices = repeatLast(numVertices,positionData,normalData,textureData);
915
       if( numVertices%2==1 )
916
         {
917
         //android.util.Log.d("CUBES","repeating winding1 vertex");
918

    
919
         numVertices = repeatLast(numVertices,positionData,normalData,textureData);
920
         }
921

    
922
       //android.util.Log.d("CUBES","building side grid...");
923

    
924
       numVertices = buildSideGrid (numVertices,positionData,normalData,textureData);
925

    
926
       //android.util.Log.d("CUBES","building back grid...");
927

    
928
       numVertices = buildFrontBackGrid (false,numVertices,positionData,normalData,textureData);
929
       }
930

    
931
     /*
932
     android.util.Log.e("CUBES","dataLen="+dataLength+" vertex="+numVertices);
933
     android.util.Log.d("CUBES", "position: "+debug(positionData,3) );
934
     android.util.Log.d("CUBES", "normal: "  +debug(  normalData,3) );
935
     android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
936
     */
937

    
938
     mEdges.clear();
939
     mEdges = null;
940
     mCubes = null;
941

    
942
     if( remainingVert!=0 )
943
       android.util.Log.d("CUBES", "remainingVert " +remainingVert );
944

    
945
     mMeshPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
946
     mMeshPositions.put(positionData).position(0);
947

    
948
     mMeshNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
949
     mMeshNormals.put(normalData).position(0);
950

    
951
     mMeshTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
952
     mMeshTexture.put(textureData).position(0);
953
     }
954

    
955
///////////////////////////////////////////////////////////////////////////////////////////////////
956

    
957
   float[] getBoundingVertices()
958
     {
959
     return mBoundingVert;
960
     }
961

    
962
///////////////////////////////////////////////////////////////////////////////////////////////////
963
// PUBLIC API
964
///////////////////////////////////////////////////////////////////////////////////////////////////
965
/**
966
 * Creates the underlying mesh of vertices, normals, texture coords.
967
 *    
968
 * @param cols      Integer helping to parse the next parameter.
969
 * @param desc      String describing the subset of a MxNx1 cuboid that we want to create.
970
 *                  Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not.
971
 *                  <p></p>
972
 *                  <p>
973
 *                  <pre>
974
 *                  For example, (cols=2, desc="111010") describes the following shape:
975
 *
976
 *                  XX
977
 *                  X
978
 *                  X
979
 *
980
 *                  whereas (cols=2,desc="110001") describes
981
 *
982
 *                  XX
983
 *
984
 *                   X
985
 *                  </pre>
986
 *                  </p>
987
 * @param frontOnly Only create the front wall or side and back as well?
988
 */
989
   public MeshCubes(int cols, String desc, boolean frontOnly)
990
      {
991
      super(frontOnly ? 0.0f:1.0f/cols);
992
      prepareDataStructures(cols,desc,frontOnly);
993
      build(frontOnly);
994
      }
995

    
996
///////////////////////////////////////////////////////////////////////////////////////////////////
997
/**
998
 * Creates a full, hole-less underlying mesh of vertices, normals, texture coords and colors.
999
 *
1000
 * @param cols      Number of columns.
1001
 * @param rows      Number of rows.
1002
 * @param frontOnly Only create the front wall or side and back as well?
1003
 */
1004
   public MeshCubes(int cols, int rows, boolean frontOnly)
1005
      {
1006
      super(frontOnly ? 0.0f:1.0f/cols);
1007
      prepareDataStructures(cols,rows,frontOnly);
1008
      build(frontOnly);
1009
      }
1010
   }
1011
///////////////////////////////////////////////////////////////////////////////////////////////////
1012

    
(20-20/22)