Project

General

Profile

Download (5.75 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / mesh / MeshTriangles.java @ 36d65d88

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// Distorted is free software: you can redistribute it and/or modify                             //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Distorted is distributed in the hope that it will be useful,                                  //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.mesh;
21

    
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23
/**
24
 * Create a Mesh which approximates an equilateral triangle.
25
 */
26
public class MeshTriangles extends MeshBase
27
  {
28
  private int numVertices;
29
  private int remainingVert;
30

    
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

    
33
  private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2)
34
     {
35
     remainingVert--;
36

    
37
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
38
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y-0.5f;
39
     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
40

    
41
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
42
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
43
     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
44

    
45
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
46
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = (y-0.5f);
47
     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
48

    
49
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
50
     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
51

    
52
     return vertex+1;
53
     }
54

    
55
///////////////////////////////////////////////////////////////////////////////////////////////////
56

    
57
  private void computeNumberOfVertices(int level)
58
     {
59
     numVertices = level*(level+2);
60
     remainingVert = numVertices;
61
     }
62

    
63
///////////////////////////////////////////////////////////////////////////////////////////////////
64

    
65
  private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs1, float[] attribs2)
66
    {
67
    for(int i=0; i<length; i++)
68
      {
69
      vertex = addVertex(vertex, sx   , sy   , attribs1, attribs2);
70
      vertex = addVertex(vertex, sx+dx, sy+dy, attribs1, attribs2);
71
      sx += 2*dx;
72
      }
73

    
74
    vertex = addVertex(vertex, sx, sy, attribs1, attribs2);
75

    
76
    return vertex;
77
    }
78

    
79
///////////////////////////////////////////////////////////////////////////////////////////////////
80

    
81
  private void buildGrid(float[] attribs1, float[] attribs2, int level)
82
     {
83
     float sx = 0.0f;
84
     float sy = 0.0f;
85
     float dx = 0.5f/level;
86
     float dy = 1.0f/level;
87
     int vertex = 0;
88

    
89
     for(int row=level; row>=1; row--)
90
       {
91
       vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs1,attribs2);
92

    
93
       sx += 2*dx*(row-0.5f);
94
       sy += dy;
95
       dx *= -1;
96
       }
97
     }
98

    
99
///////////////////////////////////////////////////////////////////////////////////////////////////
100
// PUBLIC API
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
  /**
103
   * Creates the underlying grid of vertices with the usual attribs which approximates an equilateral
104
   * triangle.
105
   *
106
   * @param level Specifies the level of slicing. Valid values: level &ge; 1
107
   */
108
  public MeshTriangles(int level)
109
     {
110
     super();
111

    
112
     computeNumberOfVertices(level);
113

    
114
     float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
115
     float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
116

    
117
     buildGrid(attribs1, attribs2, level);
118

    
119
     if( remainingVert!=0 )
120
       android.util.Log.d("MeshTriangles", "remainingVert " +remainingVert );
121

    
122
     setAttribs(attribs1, attribs2);
123
     }
124

    
125
///////////////////////////////////////////////////////////////////////////////////////////////////
126
/**
127
 * Copy constructor.
128
 */
129
  public MeshTriangles(MeshTriangles mesh, boolean deep)
130
    {
131
    super(mesh,deep);
132
    }
133

    
134
///////////////////////////////////////////////////////////////////////////////////////////////////
135
/**
136
 * Copy the Mesh.
137
 *
138
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
139
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
140
 *             coordinates and effect assocciations, is always deep copied)
141
 */
142
  public MeshTriangles copy(boolean deep)
143
    {
144
    return new MeshTriangles(this,deep);
145
    }
146
  }
(7-7/7)