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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 4f81e0c8

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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.mesh;
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import android.opengl.GLES30;
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import android.util.Log;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.main.DistortedLibrary;
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import org.distorted.library.main.InternalBuffer;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.type.Static4D;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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public abstract class MeshBase
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   {
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   static final float DEFAULT_ASSOCIATION = 0xffffffff;
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   // sizes of attributes of an individual vertex.
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   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
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   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   private static final int ASS_DATA_SIZE= 1; // association, a single float
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
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   static final int TEX_ATTRIB   = 0;
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   static final int ASS_ATTRIB   = TEX_DATA_SIZE;
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   static final int VERT1_ATTRIBS= POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a vertex (the part changed by preapply)
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   static final int VERT2_ATTRIBS= TEX_DATA_SIZE + ASS_DATA_SIZE;                  // number of attributes of a vertex (the 'preapply invariant' part)
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TAG = ASS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT1_SIZE = VERT1_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT2_SIZE = VERT2_ATTRIBS*BYTES_PER_FLOAT;
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   private boolean mShowNormals;              // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO1, mVBO2, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs1;             // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ
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   private float[] mVertAttribs2;             // packed: TexS,TexT
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   private float mInflate;
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   private boolean[] mNeedsAdjustment;
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   private static class Component
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     private EffectQueueVertex mQueue;
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     Component(int end)
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       {
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       mEndIndex  = end;
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       mTextureMap= new Static4D(0,0,1,1);
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       mQueue     = new EffectQueueVertex();
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       }
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     Component(Component original)
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       {
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       mEndIndex = original.mEndIndex;
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       float x = original.mTextureMap.get0();
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       float y = original.mTextureMap.get1();
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       float z = original.mTextureMap.get2();
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       float w = original.mTextureMap.get3();
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       mTextureMap = new Static4D(x,y,z,w);
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       mQueue = new EffectQueueVertex(original.mQueue);
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       }
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     void setMap(Static4D map)
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       {
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       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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       }
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     }
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   private ArrayList<Component> mComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase()
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     {
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     mShowNormals= false;
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     mInflate    = 0.0f;
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     mComponent  = new ArrayList<>();
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     mNeedsAdjustment = new boolean[1];
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     mNeedsAdjustment[0] = false;
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     mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original, boolean deep)
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     {
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     mShowNormals     = original.mShowNormals;
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     mInflate         = original.mInflate;
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     mNumVertices     = original.mNumVertices;
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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     if( deep )
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       {
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       mNeedsAdjustment = new boolean[1];
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       mNeedsAdjustment[0] = original.mNeedsAdjustment[0];
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       mVBO1= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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       mVertAttribs1= new float[mNumVertices*VERT1_ATTRIBS];
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       System.arraycopy(original.mVertAttribs1,0,mVertAttribs1,0,mNumVertices*VERT1_ATTRIBS);
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       mVBO1.invalidate();
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       }
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     else
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       {
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       mNeedsAdjustment = original.mNeedsAdjustment;
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       mVBO1            = original.mVBO1;
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       mVertAttribs1    = original.mVertAttribs1;
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       }
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     mVBO2= new InternalBuffer(GLES30.GL_ARRAY_BUFFER, GLES30.GL_STATIC_READ);
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     mVertAttribs2= new float[mNumVertices*VERT2_ATTRIBS];
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     System.arraycopy(original.mVertAttribs2,0,mVertAttribs2,0,mNumVertices*VERT2_ATTRIBS);
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     mVBO2.invalidate();
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vert1Attribs, float[] vert2Attribs)
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     {
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     mNumVertices = vert1Attribs.length/VERT1_ATTRIBS;
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     mVertAttribs1= vert1Attribs;
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     mVertAttribs2= vert2Attribs;
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     mComponent.add(new Component(mNumVertices));
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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   void join(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int numComponents, numVertices, numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     // compute new numVertices; take care of Components
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     if( origVertices>0 )
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       {
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       numComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numComponents = mesh.mComponent.size();
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       for(int j=0; j<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += mNumVertices;
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         mComponent.add(comp);
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         }
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       numVertices = mesh.mNumVertices;
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       if( mNumVertices==0 )
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         {
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         if( numMeshes>1 )
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            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
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         else
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            mNumVertices +=  numVertices;
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         }
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       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
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       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
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       }
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     // allocate new attrib array
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     float[] newAttribs1 = new float[VERT1_ATTRIBS*mNumVertices];
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     float[] newAttribs2 = new float[VERT2_ATTRIBS*mNumVertices];
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     numVertices = origVertices;
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     if( origVertices>0 )
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       {
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       System.arraycopy(mVertAttribs1,                              0, newAttribs1,                         0, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs2,                              0, newAttribs2,                         0, VERT2_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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       System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs1, VERT1_ATTRIBS*(origVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mVertAttribs2, VERT2_ATTRIBS*(origVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         }
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
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         {
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         System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS    );
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         System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs1, 0, newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS*numVertices);
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       System.arraycopy(mesh.mVertAttribs2, 0, newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
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         {
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         System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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         System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
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           {
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           System.arraycopy(mesh.mVertAttribs1, VERT1_ATTRIBS*(numVertices-1), newAttribs1, VERT1_ATTRIBS*origVertices, VERT1_ATTRIBS);
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           System.arraycopy(mesh.mVertAttribs2, VERT2_ATTRIBS*(numVertices-1), newAttribs2, VERT2_ATTRIBS*origVertices, VERT2_ATTRIBS);
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           origVertices++;
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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
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       {
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       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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       }
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     mVertAttribs1 = newAttribs1;
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     mVertAttribs2 = newAttribs2;
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     mVBO1.invalidate();
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     mVBO2.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
308
 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void copyTransformToVertex()
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     {
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     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0,
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                                                              TRAN_SIZE*mNumVertices, GLES30.GL_MAP_READ_BIT);
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     if( buffer!=null )
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       {
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       FloatBuffer feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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       feedback.get(mVertAttribs1,0,VERT1_ATTRIBS*mNumVertices);
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       mVBO1.update(mVertAttribs1);
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       }
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     else
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       {
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       int error = GLES30.glGetError();
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       Log.e("mesh", "failed to map tf buffer, error="+error);
326
       }
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328
     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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     int numComp = mComponent.size();
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332
     for(int i=0; i<numComp; i++)
333
       {
334
       mComponent.get(i).mQueue.removeAll(false);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
340
 * Not part of public API, do not document (public only because has to be used from the main package)
341
 *
342
 * @y.exclude
343
 */
344
   public void computeQueue()
345
     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
349
       {
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       mComponent.get(i).mQueue.compute(1);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void sendQueue()
361
     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
365
       {
366
       mComponent.get(i).mQueue.send(0.0f,3);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
372
 * Not part of public API, do not document (public only because has to be used from the main package)
373
 *
374
 * @y.exclude
375
 */
376
   public int getTFO()
377
     {
378
     return mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
384
 *
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 * @y.exclude
386
 */
387
   public int getNumVertices()
388
     {
389
     return mNumVertices;
390
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
395
 *
396
 * @y.exclude
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 */
398
   public void bindVertexAttribs(DistortedProgram program)
399
     {
400
     if( mNeedsAdjustment[0] )
401
       {
402
       mNeedsAdjustment[0] = false;
403
       DistortedLibrary.adjustVertices(this);
404
       }
405

    
406
     int index1 = mVBO1.createImmediately(mNumVertices*VERT1_SIZE, mVertAttribs1);
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     int index2 = mVBO2.createImmediately(mNumVertices*VERT2_SIZE, mVertAttribs2);
408

    
409
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index1 );
410
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_POS);
411
     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_NOR);
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     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT1_SIZE, OFFSET_INF);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index2 );
414
     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TEX);
415
     GLES30.glVertexAttribPointer(program.mAttribute[4], ASS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT2_SIZE, OFFSET_TAG);
416
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
417
     }
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419
///////////////////////////////////////////////////////////////////////////////////////////////////
420
/**
421
 * Not part of public API, do not document (public only because has to be used from the main package)
422
 *
423
 * @y.exclude
424
 */
425
   public void bindTransformAttribs(DistortedProgram program)
426
     {
427
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
428

    
429
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
430
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
431
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
432
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
436
 * Not part of public API, do not document (public only because has to be used from the main package)
437
 *
438
 * @y.exclude
439
 */
440
   public void setInflate(float inflate)
441
     {
442
     mInflate = inflate;
443
     }
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445
///////////////////////////////////////////////////////////////////////////////////////////////////
446
/**
447
 * Not part of public API, do not document (public only because has to be used from the main package)
448
 *
449
 * @y.exclude
450
 */
451
   public float getInflate()
452
     {
453
     return mInflate;
454
     }
455

    
456
///////////////////////////////////////////////////////////////////////////////////////////////////
457
// PUBLIC API
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459
/**
460
 * When rendering this Mesh, do we want to render the Normal vectors as well?
461
 * <p>
462
 * Will work only on OpenGL ES >= 3.0 devices.
463
 *
464
 * @param show Controls if we render the Normal vectors or not.
465
 */
466
   public void setShowNormals(boolean show)
467
     {
468
     mShowNormals = show;
469
     }
470

    
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
/**
473
 * When rendering this mesh, should we also draw the normal vectors?
474
 *
475
 * @return <i>true</i> if we do render normal vectors
476
 */
477
   public boolean getShowNormals()
478
     {
479
     return mShowNormals;
480
     }
481

    
482
///////////////////////////////////////////////////////////////////////////////////////////////////
483
/**
484
 * Release all internal resources.
485
 */
486
   public void markForDeletion()
487
     {
488
     mVertAttribs1 = null;
489
     mVertAttribs2 = null;
490

    
491
     mVBO1.markForDeletion();
492
     mVBO2.markForDeletion();
493
     mTFO.markForDeletion();
494
     }
495

    
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497
/**
498
 * Apply a Vertex Effect to the vertex mesh.
499
 * <p>
500
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
501
 * contain any Dynamics, the Dynamics will be evaluated at 0.
502
 *
503
 * We would call this several times building up a list of Effects to do. This list of effects gets
504
 * lazily executed only when the Mesh is used for rendering for the first time.
505
 *
506
 * @param effect Vertex Effect to apply to the Mesh.
507
 */
508
   public void apply(VertexEffect effect)
509
     {
510
     int numComp = mComponent.size();
511

    
512
     for(int i=0; i<numComp; i++)
513
       {
514
       mComponent.get(i).mQueue.add(effect);
515
       }
516

    
517
     mNeedsAdjustment[0] = true;
518
     }
519

    
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521
/**
522
 * Sets texture maps for (some of) the components of this mesh.
523
 * <p>
524
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
525
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
526
 * upper-left quadrant of the texture.
527
 * <p>
528
 * Probably the most common user case would be sending as many maps as there are components in this
529
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
530
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
531
 * of the 2nd and 4rd one, call this with
532
 * maps = new Static4D[4]
533
 * maps[0] = null
534
 * maps[1] = the map for the 2nd component
535
 * maps[2] = null
536
 * maps[3] = the map for the 4th component
537
 *
538
 * A map's width and height have to be non-zero (but can be negative!)
539
 *
540
 * @param maps List of texture maps to apply to the texture's components.
541
 */
542
   public void setTextureMap(Static4D[] maps)
543
     {
544
     int num_comp = mComponent.size();
545
     int num_maps = maps.length;
546
     int min = Math.min(num_comp, num_maps);
547
     int vertex = 0;
548
     Static4D newMap, oldMap;
549
     Component comp;
550
     float newW, newH, ratW, ratH, movX, movY;
551

    
552
     for(int i=0; i<min; i++)
553
       {
554
       newMap = maps[i];
555
       comp = mComponent.get(i);
556

    
557
       if( newMap!=null )
558
         {
559
         newW = newMap.get2();
560
         newH = newMap.get3();
561

    
562
         if( newW!=0.0f && newH!=0.0f )
563
           {
564
           oldMap = comp.mTextureMap;
565
           ratW = newW/oldMap.get2();
566
           ratH = newH/oldMap.get3();
567
           movX = newMap.get0() - ratW*oldMap.get0();
568
           movY = newMap.get1() - ratH*oldMap.get1();
569

    
570
           for( int index=vertex*VERT2_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT2_ATTRIBS)
571
             {
572
             mVertAttribs2[index  ] = ratW*mVertAttribs2[index  ] + movX;
573
             mVertAttribs2[index+1] = ratH*mVertAttribs2[index+1] + movY;
574
             }
575
           comp.setMap(newMap);
576
           }
577
         }
578

    
579
       vertex= comp.mEndIndex+1;
580
       }
581

    
582
     mVBO2.invalidate();
583
     }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
/**
587
 * Return the texture map of one of the components.
588
 *
589
 * @param component The component number whose texture map we want to retrieve.
590
 */
591
   public Static4D getTextureMap(int component)
592
     {
593
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
594
     }
595

    
596
///////////////////////////////////////////////////////////////////////////////////////////////////
597
/**
598
 * Set Effect association.
599
 *
600
 * This creates an association between a Component of this Mesh and a Vertex Effect.
601
 * One can set the association of an Effect and of a Component, and the Effect will only be active on
602
 * vertices of Components such that (effect assoc) & (component assoc) != 0. (see VertexEffect.retSection() )
603
 *
604
 * The point: this way we can configure the system so that each Vertex Effect acts only on a certain
605
 * subset of a Mesh, thus potentially significantly reducing the number of render calls.
606
 */
607
  public void setEffectAssociation(int component, int association)
608
    {
609
    int num = mComponent.size();
610

    
611
    if( component>=0 && component<num )
612
      {
613
      int sta = component>0 ? mComponent.get(component-1).mEndIndex : 0;
614
      int end = mComponent.get(component).mEndIndex;
615

    
616
      sta = sta*VERT2_ATTRIBS + ASS_ATTRIB;
617
      end = end*VERT2_ATTRIBS + ASS_ATTRIB;
618

    
619
      for(int i=sta; i<end; i+=VERT2_ATTRIBS)
620
        {
621
        mVertAttribs2[i] = association;
622
        }
623

    
624
      mVBO2.invalidate();
625
      }
626
    }
627

    
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629
/**
630
 * Copy the Mesh.
631
 *
632
 * @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
633
 *             normals and inflates (the rest, in particular the mVertAttribs2 containing texture
634
 *             coordinates and effect assocciations, is always deep copied)
635
 */
636
   public abstract MeshBase copy(boolean deep);
637
   }
(1-1/7)