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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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432
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433
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private void buildGrid(float[] attribs1, float[] attribs2)
|
434
|
{
|
435
|
/*
|
436
|
int vertex=0;
|
437
|
|
438
|
mEdgeShape = new int[mNumPolygonVertices];
|
439
|
|
440
|
for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++)
|
441
|
mEdgeShape[polyVertex] = computeEdgeShape(polyVertex);
|
442
|
|
443
|
for(int polyBand=0; polyBand<mNumPolygonBands-1; polyBand++)
|
444
|
for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++)
|
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
|
}
|