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library / src / main / java / org / distorted / library / mesh / MeshRectangles.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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Create a flat, rectangular grid.
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 * <p>
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 * Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX
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 * effects to it, use MeshRectangles(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects!
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 */
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public class MeshRectangles extends MeshBase
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  {
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  private int mCols, mRows;
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  private int remainingVert;
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  private int numVertices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Create a flat, full grid.
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  private void computeNumberOfVertices(int cols, int rows)
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     {
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     mRows=rows;
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     mCols=cols;
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     if( cols==1 && rows==1 )
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       {
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       numVertices = 4;
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       }
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     else
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       {
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       numVertices = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) +
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                     (mCols>=2 && mRows>=2 ? 2*mRows-2 : 1);
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       }
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     remainingVert = numVertices;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2)
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     {
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     remainingVert--;
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     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = x-0.5f;
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     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y;
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     attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
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     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = 0.0f;
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     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
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     attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
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     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = (x-0.5f);
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     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y);
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     attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f   ;  // Inflated surface needs to be slightly in front
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     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = x;
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     attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
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     attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
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     return vertex+1;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int repeatLast(int vertex, float[] attribs1, float[] attribs2)
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     {
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     if( vertex>0 )
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       {
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       remainingVert--;
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       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB  ];
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       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+1];
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       attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+2];
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       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB  ];
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       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+1];
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       attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+2];
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       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB  ] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB  ];
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       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+1];
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       attribs1[VERT1_ATTRIBS*vertex + INF_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + INF_ATTRIB+2];
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       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB  ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB  ];
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       attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1];
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       attribs2[VERT2_ATTRIBS*vertex + ASS_ATTRIB  ] = DEFAULT_ASSOCIATION;
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       vertex++;
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       }
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     return vertex;
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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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     boolean lastBlockIsNE = false;
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     boolean currentBlockIsNE;
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     int vertex = 0;
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     float x,y;
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     final float X = 1.0f/mCols;
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     final float Y = 1.0f/mRows;
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     y = 0.0f;
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     for(int row=0; row<mRows; row++)
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       {
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       x = 0.0f;
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       for(int col=0; col<mCols; col++)
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         {
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         currentBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1);
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         if( col==0 || (lastBlockIsNE^currentBlockIsNE) )
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           {
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           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2);
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           vertex= addVertex( vertex, x, y+(currentBlockIsNE?0:Y), attribs1,attribs2);
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           if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2);
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           if( lastBlockIsNE^currentBlockIsNE)  vertex = repeatLast(vertex,attribs1,attribs2);
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           vertex= addVertex( vertex, x, y+(currentBlockIsNE?Y:0), attribs1,attribs2);
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           }
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         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?0:Y), attribs1,attribs2);
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         vertex= addVertex( vertex, x+X, y+(currentBlockIsNE?Y:0), attribs1,attribs2);
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         lastBlockIsNE = currentBlockIsNE;
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         x+=X;
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         }
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       y+=Y;
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       }
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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 vertices, normals and texture coords.
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 *
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 * @param cols Number of columns in the grid.
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 * @param rows Number of rows in the grid.
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 */
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  public MeshRectangles(int cols, int rows)
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    {
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    super();
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    computeNumberOfVertices(cols,rows);
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    float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
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    float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
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    buildGrid(attribs1,attribs2);
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    if( remainingVert!=0 )
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      android.util.Log.d("MeshRectangles", "remainingVert " +remainingVert );
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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 MeshRectangles(MeshRectangles 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 assocciations, is always deep copied)
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 */
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  public MeshRectangles copy(boolean deep)
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    {
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    return new MeshRectangles(this,deep);
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    }
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 }
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