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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 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.mesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a quad, i.e. two triangles with vertices at (+-0.5,+-0.5).
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* <p>
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* Mainly to have a simple example showing how to create a Mesh; otherwise a MeshQuad can be perfectly
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* emulated by a MeshRectangles(1,1) or a MeshCubes(1,1,0).
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*/
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public class MeshQuad extends MeshBase
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addVertex( float x, float y, float[] attribs1, float[] attribs2, int index)
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{
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attribs1[VERT1_ATTRIBS*index + POS_ATTRIB ] = x-0.5f;
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attribs1[VERT1_ATTRIBS*index + POS_ATTRIB+1] = 0.5f-y;
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attribs1[VERT1_ATTRIBS*index + POS_ATTRIB+2] = 0.0f;
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attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB ] = 0.0f;
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attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+1] = 0.0f;
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attribs1[VERT1_ATTRIBS*index + NOR_ATTRIB+2] = 1.0f;
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attribs1[VERT1_ATTRIBS*index + INF_ATTRIB ] = (x-0.5f);
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attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+1] = (0.5f-y);
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attribs1[VERT1_ATTRIBS*index + INF_ATTRIB+2] = 0.01f ; // Inflated surface needs to be slightly in front
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attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB ] = x;
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attribs2[VERT2_ATTRIBS*index + TEX_ATTRIB+1] = 1.0f-y;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Creates the underlying grid of 4 vertices, normals, inflates and texture coords.
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*/
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public MeshQuad()
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{
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super();
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float[] attribs1= new float[VERT1_ATTRIBS*4];
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float[] attribs2= new float[VERT2_ATTRIBS*4];
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addVertex(0.0f,0.0f, attribs1, attribs2, 0);
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addVertex(0.0f,1.0f, attribs1, attribs2, 1);
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addVertex(1.0f,0.0f, attribs1, attribs2, 2);
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addVertex(1.0f,1.0f, attribs1, attribs2, 3);
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setAttribs(attribs1,attribs2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy constructor.
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*/
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public MeshQuad(MeshQuad mesh, boolean deep)
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{
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super(mesh,deep);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy the Mesh.
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*
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* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
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* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
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* coordinates and effect associations, is always deep copied)
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*/
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public MeshQuad copy(boolean deep)
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{
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return new MeshQuad(this,deep);
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}
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}
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