Revision 33dbf30b
Added by Leszek Koltunski over 1 year ago
src/main/java/org/distorted/library/mesh/MeshBandedTriangle.java | ||
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// Copyright 2020 Leszek Koltunski leszek@koltunski.pl // |
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// // |
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// This file is part of Distorted. // |
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// // |
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// This library is free software; you can redistribute it and/or // |
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// modify it under the terms of the GNU Lesser General Public // |
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// License as published by the Free Software Foundation; either // |
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// version 2.1 of the License, or (at your option) any later version. // |
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// // |
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// This library 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 GNU // |
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// Lesser General Public License for more details. // |
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// // |
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// You should have received a copy of the GNU Lesser General Public // |
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// License along with this library; if not, write to the Free Software // |
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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package org.distorted.library.mesh; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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import org.distorted.library.main.DistortedLibrary; |
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/** |
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* Creator a triangular mesh divided into 'bands' i.e. strips parallel to one of the sides and |
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* and of different elevations. |
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* <p> |
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* This is a building block for MeshMultigon. |
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*/ |
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public class MeshBandedTriangle extends MeshBase |
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{ |
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private static final int NUM_CACHE = 20; |
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private static final int MODE_UP = 0; |
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private static final int MODE_DOWN = 1; |
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private static final int MODE_FLAT = 2; |
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private float mLeftX, mLeftY; |
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private float mRightX, mRightY; |
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private float mTopX, mTopY; |
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private float[] mNormL, mNormR; |
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private int mMode; |
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private float[] mBands; |
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private int mNumBands; |
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private int remainingVert; |
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private int numVertices; |
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private int extraIndex, extraVertices; |
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private float[] mCurveCache; |
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private float mVecX, mVecY; |
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private int[] mEdgeShape; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// mNumBands>=2 |
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private void computeNumberOfVertices() |
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{ |
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/* |
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if( mNumBands==2 && extraIndex>0 ) |
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{ |
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numVertices = 1 + 2*mNumPolygonVertices*(1+extraIndex+2*extraVertices); |
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} |
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else |
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{ |
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numVertices = (mNumPolygonVertices*mNumPolygonBands+2)*(mNumPolygonBands-1) - 1; |
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numVertices+= 2*mNumPolygonVertices*(2*extraIndex*extraVertices); |
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} |
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remainingVert = numVertices; |
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*/ |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void computeCache() |
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{ |
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/* |
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mCurveCache = new float[NUM_CACHE]; |
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float[] tmpD = new float[mNumPolygonBands+1]; |
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float[] tmpX = new float[mNumPolygonBands+1]; |
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for(int i=1; i<mNumPolygonBands; i++) |
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{ |
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tmpD[i] = (mPolygonBands[2*i-1]-mPolygonBands[2*i+1]) / (mPolygonBands[2*i]-mPolygonBands[2*i-2]); |
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tmpX[i] = 1.0f - (mPolygonBands[2*i]+mPolygonBands[2*i-2])/2; |
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} |
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tmpD[0] = tmpD[1]; |
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tmpD[mNumPolygonBands] = tmpD[mNumPolygonBands-1]; |
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tmpX[0] = 0.0f; |
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tmpX[mNumPolygonBands] = 1.0f; |
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int prev = 0; |
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int next = 0; |
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for(int i=0; i<NUM_CACHE-1; i++) |
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{ |
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float x = i/(NUM_CACHE-1.0f); |
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if( x>=tmpX[next] ) |
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{ |
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prev = next; |
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while( next<=mNumPolygonBands && x>=tmpX[next] ) next++; |
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} |
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if( next>prev ) |
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{ |
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float t = (x-tmpX[prev]) / (tmpX[next]-tmpX[prev]); |
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mCurveCache[i] = t*(tmpD[next]-tmpD[prev]) + tmpD[prev]; |
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} |
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else |
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{ |
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mCurveCache[i] = tmpD[next]; |
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} |
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} |
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mCurveCache[NUM_CACHE-1] = tmpD[mNumPolygonBands]; |
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*/ |
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} |
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/* |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float getSpecialQuot(int index) |
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{ |
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int num = 1 + extraIndex + 2*extraVertices; |
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int change1 = extraVertices+1; |
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int change2 = num-change1; |
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float quot = 1.0f/(extraIndex+1); |
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if( index<change1 ) return index*quot/change1; |
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else if( index>change2 ) return 1-quot + (index-change2)*quot/change1; |
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else return (index-change1+1)*quot; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float getQuot(int index, int band, boolean isExtra) |
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{ |
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int num = mNumPolygonBands-1-band; |
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if( num>0 ) |
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{ |
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if( isExtra ) |
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{ |
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int extra = extraIndex-band+extraVertices; |
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if( index < extra ) |
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{ |
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float quot = ((float)extraIndex-band)/(extra*num); |
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return index*quot; |
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} |
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else if( index > num+2*extraVertices-extra ) |
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{ |
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float quot = ((float)extraIndex-band)/(extra*num); |
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return (1.0f-((float)extraIndex-band)/num) + (index-num-2*extraVertices+extra)*quot; |
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} |
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else |
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{ |
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return ((float)(index-extraVertices))/num; |
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} |
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} |
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return (float)index/num; |
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} |
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return 1.0f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float computeZEdge(float quot) |
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{ |
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if( quot>=1.0f ) return 0.0f; |
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for(int band=1; band<mNumPolygonBands; band++) |
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{ |
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float curr = mPolygonBands[2*band]; |
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if( curr<=quot ) |
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{ |
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float prev = mPolygonBands[2*band-2]; |
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float prevH= mPolygonBands[2*band-1]; |
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float currH= mPolygonBands[2*band+1]; |
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float A = (prev-quot)/(prev-curr); |
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return A*currH + (1-A)*prevH; |
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} |
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} |
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return 0.0f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float derivative(float x) |
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{ |
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if( x>=1.0f ) |
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{ |
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return 0.0f; |
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} |
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else |
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{ |
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float tmp = x*(NUM_CACHE-1); |
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int i1 = (int)tmp; |
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int i2 = i1+1; |
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// why 0.5? Arbitrarily; this way the cubit faces of Twisty Puzzles |
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// [the main and only user of this class] look better. |
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return 0.5f*((tmp-i1)*(mCurveCache[i2]-mCurveCache[i1]) + mCurveCache[i1]); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void figureOutNormalVector2D(int edgeShape, int polyVertex, int polyEndVer, float quot, float xEdge, float yEdge ) |
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{ |
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if( edgeShape==SHAPE_DD ) |
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{ |
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if( quot<0.5f ) |
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{ |
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int p = polyVertex>0 ? polyVertex-1 : mNumPolygonVertices-1; |
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int prvShape = mEdgeShape[p]; |
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switch(prvShape) |
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{ |
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case SHAPE_DD : mVecX = xEdge; |
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mVecY = yEdge; |
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break; |
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case SHAPE_UD : |
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case SHAPE_DUD: float a = 2*quot; |
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float xCurr= mPolygonVertices[2*polyVertex ]; |
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float yCurr= mPolygonVertices[2*polyVertex+1]; |
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float xPrev= mPolygonVertices[2*p ]; |
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float yPrev= mPolygonVertices[2*p+1]; |
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float xVec = xCurr-xPrev; |
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float yVec = yCurr-yPrev; |
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mVecX = a*xEdge + (1-a)*xVec; |
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mVecY = a*yEdge + (1-a)*yVec; |
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break; |
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default: throw new RuntimeException("figureOutNormalVector2D: impossible1: "+prvShape); |
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} |
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} |
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else |
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{ |
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int n = polyEndVer==mNumPolygonVertices-1 ? 0 : polyEndVer+1; |
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int nxtShape = mEdgeShape[polyEndVer]; |
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switch(nxtShape) |
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{ |
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case SHAPE_DD : mVecX = xEdge; |
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mVecY = yEdge; |
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break; |
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case SHAPE_DU : |
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case SHAPE_DUD: float a = 2-2*quot; |
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float xCurr= mPolygonVertices[2*polyEndVer ]; |
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float yCurr= mPolygonVertices[2*polyEndVer+1]; |
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float xNext= mPolygonVertices[2*n ]; |
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float yNext= mPolygonVertices[2*n+1]; |
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float xVec = xCurr-xNext; |
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float yVec = yCurr-yNext; |
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mVecX = a*xEdge + (1-a)*xVec; |
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mVecY = a*yEdge + (1-a)*yVec; |
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break; |
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default: throw new RuntimeException("figureOutNormalVector2D: impossible2: "+nxtShape); |
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} |
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} |
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} |
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else if( edgeShape==SHAPE_UU || (quot>=0.5f && edgeShape==SHAPE_DU) || (quot<0.5f && edgeShape==SHAPE_UD) ) |
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{ |
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mVecX = 1; |
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mVecY = 0; |
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} |
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else |
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{ |
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float dx = mPolygonVertices[2*polyVertex ] - mPolygonVertices[2*polyEndVer ]; |
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float dy = mPolygonVertices[2*polyVertex+1] - mPolygonVertices[2*polyEndVer+1]; |
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if( quot<0.5 ) |
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{ |
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mVecX = dx; |
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mVecY = dy; |
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} |
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else |
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{ |
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mVecX = -dx; |
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mVecY = -dy; |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float figureOutDerivative(int edgeShape, int polyBand, float quot) |
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{ |
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if( edgeShape==SHAPE_DD ) |
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{ |
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return derivative(1-mPolygonBands[2*polyBand]); |
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} |
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if( edgeShape==SHAPE_UU || (quot>=0.5f && edgeShape==SHAPE_DU) || (quot<0.5f && edgeShape==SHAPE_UD) ) |
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{ |
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return 0; |
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} |
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float x = 1-mPolygonBands[2*polyBand]; |
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float q = quot>=0.5f ? 2-2*quot : 2*quot; |
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return derivative((1-x)*q+x); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int addVertex(int vertex, int polyBand, int polyVertex, int polyEndVer, float quot, |
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float[] attribs1, float[] attribs2) |
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{ |
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remainingVert--; |
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float Xfirst= mPolygonVertices[2*polyVertex ]; |
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float Yfirst= mPolygonVertices[2*polyVertex+1]; |
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float Xlast = mPolygonVertices[2*polyEndVer ]; |
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float Ylast = mPolygonVertices[2*polyEndVer+1]; |
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float xEdge = Xfirst + quot*(Xlast-Xfirst); |
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float yEdge = Yfirst + quot*(Ylast-Yfirst); |
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float zEdge; |
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float q = mPolygonBands[2*polyBand]; |
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float o = mPolygonBands[2*polyBand+1]; |
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float t = mPolygonBands[2*mNumPolygonBands-1]; |
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int shape = mEdgeShape[polyVertex]; |
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switch(shape) |
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{ |
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case SHAPE_DD : zEdge = 0.0f; break; |
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case SHAPE_UU : zEdge = t; break; |
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case SHAPE_DU : zEdge = quot>=0.5f ? t : computeZEdge(1-2*quot); break; |
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case SHAPE_UD : zEdge = quot<=0.5f ? t : computeZEdge(2*quot-1); break; |
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default : zEdge = quot<=0.5f ? computeZEdge(1-2*quot) : computeZEdge(2*quot-1); break; |
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} |
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float x = q*xEdge; |
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float y = q*yEdge; |
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float z = o + (t-o)*(zEdge/t); |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = x; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = z; |
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figureOutNormalVector2D(shape, polyVertex, polyEndVer, quot, xEdge, yEdge); |
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float d = figureOutDerivative(shape,polyBand,quot); |
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float vx = d*mVecX; |
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float vy = d*mVecY; |
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float vz = mVecX*mVecX + mVecY*mVecY; |
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float len = (float)Math.sqrt(vx*vx + vy*vy + vz*vz); |
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int index = VERT1_ATTRIBS*vertex + NOR_ATTRIB; |
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attribs1[index ] = vx/len; |
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attribs1[index+1] = vy/len; |
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attribs1[index+2] = vz/len; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x+0.5f; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y+0.5f; |
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return vertex+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int createBandStrip(int vertex, int polyBand, int polyVertex, float[] attribs1, float[] attribs2) |
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{ |
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if( polyVertex==0 ) |
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{ |
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vertex = addVertex(vertex,polyBand,0,1,0,attribs1,attribs2); |
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if( polyBand>0 ) vertex = addVertex(vertex,polyBand,0,1,0,attribs1,attribs2); |
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} |
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boolean specialCase = mNumPolygonBands==2 && polyBand==0 && extraIndex>0; |
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boolean isExtra = polyBand<extraIndex; |
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int numPairs = specialCase ? extraIndex+1 : mNumPolygonBands-1-polyBand; |
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if( isExtra ) numPairs += 2*extraVertices; |
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int polyEndVer = polyVertex==mNumPolygonVertices-1 ? 0 : polyVertex+1; |
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float quot1, quot2; |
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for(int index=0; index<numPairs; index++) |
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{ |
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if( specialCase ) |
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{ |
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quot1 = 1.0f; |
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quot2 = getSpecialQuot(index+1); |
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} |
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else |
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{ |
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quot1 = getQuot(index ,polyBand+1, isExtra); |
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quot2 = getQuot(index+1,polyBand , isExtra); |
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} |
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vertex = addVertex(vertex,polyBand+1,polyVertex,polyEndVer,quot1,attribs1,attribs2); |
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vertex = addVertex(vertex,polyBand ,polyVertex,polyEndVer,quot2,attribs1,attribs2); |
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} |
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return vertex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int computeEdgeShape(int curr) |
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{ |
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if( mEdgeUp==null || !mEdgeUp[curr] ) return SHAPE_DD; |
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int prev = (curr==0 ? mNumPolygonVertices-1 : curr-1); |
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int next = (curr==mNumPolygonVertices-1 ? 0 : curr+1); |
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boolean rd = ( !mEdgeUp[next] || mVertUp==null || !mVertUp[next] ); |
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boolean ld = ( !mEdgeUp[prev] || mVertUp==null || !mVertUp[curr] ); |
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return rd ? (ld ? SHAPE_DUD : SHAPE_UD) : (ld ? SHAPE_DU : SHAPE_UU); |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void buildGrid(float[] attribs1, float[] attribs2) |
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{ |
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/* |
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int vertex=0; |
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mEdgeShape = new int[mNumPolygonVertices]; |
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for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++) |
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mEdgeShape[polyVertex] = computeEdgeShape(polyVertex); |
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for(int polyBand=0; polyBand<mNumPolygonBands-1; polyBand++) |
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for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++) |
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445 |
vertex = createBandStrip(vertex,polyBand,polyVertex,attribs1,attribs2); |
|
446 |
|
|
447 |
*/ |
|
448 |
} |
|
449 |
|
|
450 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
451 |
// PUBLIC API |
|
452 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
453 |
/** |
|
454 |
* Create a triangular mesh split into 'bands' - i.e. strips of triangles - which are parallel to |
|
455 |
* a given edge. |
|
456 |
* |
|
457 |
* @param vL A pair of floats (x,y) which defines the 'left' vertex of the triangle. |
|
458 |
* @param vR A pair of floats (x,y) which defines the 'right' vertex of the triangle. |
|
459 |
* @param vT A pair of floats (x,y) which defines the 'top' vertex of the triangle. |
|
460 |
* @param bands 2K floats; K pairs of two floats each describing a single band. |
|
461 |
* From (1.0,Z[0]) (the 'left-right' edge, its Z elevation) to (0.0,Z[K]) |
|
462 |
* (the 'top' vertex, its elevation). The polygon is split into such strips. |
|
463 |
* Must be band[2*i] > band[2*(i+1)] ! |
|
464 |
* The way the bands get interpreted also depends on the 'mode' param. |
|
465 |
* @param normL A pair of floats which define a 2D vector - which is the normal vector of each |
|
466 |
* mesh vertex which lies on the 'left-top' edge casted to the XY plane. |
|
467 |
* @param normR Same as above but about the vertices which belong to the 'right-top' triangle |
|
468 |
* edge. This and the previous param define the vector field of normals, as seen |
|
469 |
* from above, of the whole mesh. |
|
470 |
* @param mode MODE_UP, MODE_DOWN or MODE_FLAT. |
|
471 |
* This defines how we interpret the bands. |
|
472 |
* If UP, we interpret them the same as in MeshPolygon - i.e. the first band is |
|
473 |
* about the 'left-right' edge, then progressively towards the 'top'. |
|
474 |
* If DOWN, we turn the interpretation of the bands upside-down: it is the last |
|
475 |
* band which defines the strip aong the 'left-right' edge. |
|
476 |
* If FLAT, everything is flat anyway, so we disregard the bands and return a mesh |
|
477 |
* with 3 vertices. |
|
478 |
* @param exIndex This and the next parameter describe how to make the mesh denser at the |
|
479 |
* 'left' and 'right' vertices. If e.g. exIndex=3 and exVertices=2, then 3 triangles |
|
480 |
* of the outermost band (and 2 triangles of the next band, and 1 triangle of the |
|
481 |
* third band) get denser - the 3 triangles become 3+2 = 5. |
|
482 |
* @param exVertices See above. |
|
483 |
*/ |
|
484 |
public MeshBandedTriangle(float[] vL, float[] vR, float[] vT, float[] bands, float[] normL, float[] normR, int mode, int exIndex, int exVertices) |
|
485 |
{ |
|
486 |
super(); |
|
487 |
|
|
488 |
mLeftX = vL[0]; |
|
489 |
mLeftY = vL[1]; |
|
490 |
mRightX = vR[0]; |
|
491 |
mRightY = vR[1]; |
|
492 |
mTopX = vT[0]; |
|
493 |
mTopY = vT[1]; |
|
494 |
|
|
495 |
mMode = mode; |
|
496 |
mNormL= normL; |
|
497 |
mNormR= normR; |
|
498 |
|
|
499 |
mBands = bands; |
|
500 |
mNumBands = mBands.length /2; |
|
501 |
extraIndex = exIndex; |
|
502 |
extraVertices = exVertices; |
|
503 |
|
|
504 |
computeNumberOfVertices(); |
|
505 |
computeCache(); |
|
506 |
|
|
507 |
float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
|
508 |
float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
|
509 |
|
|
510 |
buildGrid(attribs1,attribs2); |
|
511 |
|
|
512 |
if( remainingVert!=0 ) |
|
513 |
DistortedLibrary.logMessage("MeshBandedTriangle: remainingVert " +remainingVert ); |
|
514 |
|
|
515 |
setAttribs(attribs1,attribs2); |
|
516 |
} |
|
517 |
|
|
518 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
519 |
/** |
|
520 |
* Copy constructor. |
|
521 |
*/ |
|
522 |
public MeshBandedTriangle(MeshBandedTriangle mesh, boolean deep) |
|
523 |
{ |
|
524 |
super(mesh,deep); |
|
525 |
} |
|
526 |
|
|
527 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
528 |
/** |
|
529 |
* Copy the Mesh. |
|
530 |
* |
|
531 |
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices, |
|
532 |
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture |
|
533 |
* coordinates and effect associations, is always deep copied) |
|
534 |
*/ |
|
535 |
public MeshBandedTriangle copy(boolean deep) |
|
536 |
{ |
|
537 |
return new MeshBandedTriangle(this,deep); |
|
538 |
} |
|
539 |
} |
Also available in: Unified diff
MeshBandedTriangle