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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ 667884b0

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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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   // 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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   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   = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
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   static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE;  // number of attributes of a 'normal' vertex
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_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 TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT_SIZE  = VERT_ATTRIBS*BYTES_PER_FLOAT;
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   private boolean mShowNormals;      // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs;      // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, 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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     mNeedsAdjustment = false;
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     mComponent       = new ArrayList<>();
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     mVBO = 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)
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     {
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     mShowNormals     = original.mShowNormals;
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     mInflate         = original.mInflate;
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     mNeedsAdjustment = original.mNeedsAdjustment;
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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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     mVBO = 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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     mNumVertices = original.mNumVertices;
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     mVertAttribs = new float[mNumVertices*VERT_ATTRIBS];
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     System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,mNumVertices*VERT_ATTRIBS);
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     mVBO.invalidate();
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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[] vertexAttribs)
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     {
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     mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
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     mVertAttribs = vertexAttribs;
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     mComponent.add(new Component(mNumVertices));
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     mVBO.invalidate();
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     mTFO.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[] newAttribs = new float[VERT_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(mVertAttribs,                             0, newAttribs,                         0, VERT_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_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.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_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.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_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.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_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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     mVertAttribs = newAttribs;
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     mVBO.invalidate();
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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 copyTransformToVertex()
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     {
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     float posX, posY, posZ, norX, norY, norZ;
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     FloatBuffer feedback=null;
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     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, TRAN_SIZE*mNumVertices,
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                                                              GLES30.GL_MAP_READ_BIT);
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     if( buffer!=null )
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       {
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       feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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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);
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       }
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     if( feedback!=null )
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       {
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       for(int vertex=0; vertex<mNumVertices; vertex++)
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         {
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB     ] = feedback.get(6*vertex  );
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 1 ] = feedback.get(6*vertex+1);
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 2 ] = feedback.get(6*vertex+2);
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB     ] = feedback.get(6*vertex+3);
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 1 ] = feedback.get(6*vertex+4);
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 2 ] = feedback.get(6*vertex+5);
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         }
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       mVBO.update(mVertAttribs);
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       }
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     GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK);
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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 computeQueue()
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     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
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       {
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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()
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     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
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       {
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       mComponent.get(i).mQueue.send(0.0f,3);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
341
 * 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 int getTFO()
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     {
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     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)
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 *
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 * @y.exclude
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 */
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   public int getNumVertices()
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     {
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     return mNumVertices;
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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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 *
365
 * @y.exclude
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 */
367
   public void bindVertexAttribs(DistortedProgram program)
368
     {
369
     if( mNeedsAdjustment )
370
       {
371
       mNeedsAdjustment = false;
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       DistortedLibrary.adjustVertices(this);
373
       }
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375
     int index = mVBO.createImmediately(mNumVertices*VERT_SIZE, mVertAttribs);
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377
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
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     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
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     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
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     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
387
 * Not part of public API, do not document (public only because has to be used from the main package)
388
 *
389
 * @y.exclude
390
 */
391
   public void bindTransformAttribs(DistortedProgram program)
392
     {
393
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
397
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
398
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
402
 * Not part of public API, do not document (public only because has to be used from the main package)
403
 *
404
 * @y.exclude
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 */
406
   public void setInflate(float inflate)
407
     {
408
     mInflate = inflate;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
412
/**
413
 * Not part of public API, do not document (public only because has to be used from the main package)
414
 *
415
 * @y.exclude
416
 */
417
   public float getInflate()
418
     {
419
     return mInflate;
420
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
423
// PUBLIC API
424
///////////////////////////////////////////////////////////////////////////////////////////////////
425
/**
426
 * When rendering this Mesh, do we want to render the Normal vectors as well?
427
 * <p>
428
 * Will work only on OpenGL ES >= 3.0 devices.
429
 *
430
 * @param show Controls if we render the Normal vectors or not.
431
 */
432
   public void setShowNormals(boolean show)
433
     {
434
     mShowNormals = show;
435
     }
436

    
437
///////////////////////////////////////////////////////////////////////////////////////////////////
438
/**
439
 * When rendering this mesh, should we also draw the normal vectors?
440
 *
441
 * @return <i>true</i> if we do render normal vectors
442
 */
443
   public boolean getShowNormals()
444
     {
445
     return mShowNormals;
446
     }
447

    
448
///////////////////////////////////////////////////////////////////////////////////////////////////
449
/**
450
 * Release all internal resources.
451
 */
452
   public void markForDeletion()
453
     {
454
     mVertAttribs = null;
455

    
456
     mVBO.markForDeletion();
457
     mTFO.markForDeletion();
458
     }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
/**
462
 * Apply a Vertex Effect to the vertex mesh.
463
 * <p>
464
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
465
 * contain any Dynamics, the Dynamics will be evaluated at 0.
466
 *
467
 * We would call this several times building up a list of Effects to do. This list of effects gets
468
 * lazily executed only when the Mesh is used for rendering for the first time.
469
 *
470
 * @param effect Vertex Effect to apply to the Mesh.
471
 */
472
   public void apply(VertexEffect effect)
473
     {
474
     int numComp = mComponent.size();
475

    
476
     for(int i=0; i<numComp; i++)
477
       {
478
       mComponent.get(i).mQueue.add(effect);
479
       }
480

    
481
     mNeedsAdjustment = true;
482
     }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485
/**
486
 * Sets texture maps for (some of) the components of this mesh.
487
 * <p>
488
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
489
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
490
 * upper-left quadrant of the texture.
491
 * <p>
492
 * Probably the most common user case would be sending as many maps as there are components in this
493
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
494
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
495
 * of the 2nd and 4rd one, call this with
496
 * maps = new Static4D[4]
497
 * maps[0] = null
498
 * maps[1] = the map for the 2nd component
499
 * maps[2] = null
500
 * maps[3] = the map for the 4th component
501
 *
502
 * A map's width and height have to be non-zero (but can be negative!)
503
 *
504
 * @param maps List of texture maps to apply to the texture's components.
505
 */
506
   public void setTextureMap(Static4D[] maps)
507
     {
508
     int num_comp = mComponent.size();
509
     int num_maps = maps.length;
510
     int min = Math.min(num_comp, num_maps);
511
     int vertex = 0;
512
     Static4D newMap, oldMap;
513
     Component comp;
514
     float newW, newH, ratW, ratH, movX, movY;
515

    
516
     for(int i=0; i<min; i++)
517
       {
518
       newMap = maps[i];
519
       comp = mComponent.get(i);
520

    
521
       if( newMap!=null )
522
         {
523
         newW = newMap.get2();
524
         newH = newMap.get3();
525

    
526
         if( newW!=0.0f && newH!=0.0f )
527
           {
528
           oldMap = comp.mTextureMap;
529
           ratW = newW/oldMap.get2();
530
           ratH = newH/oldMap.get3();
531
           movX = newMap.get0() - ratW*oldMap.get0();
532
           movY = newMap.get1() - ratH*oldMap.get1();
533

    
534
           for( int index=vertex*VERT_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
535
             {
536
             mVertAttribs[index  ] = ratW*mVertAttribs[index  ] + movX;
537
             mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY;
538
             }
539
           comp.setMap(newMap);
540
           }
541
         }
542

    
543
       vertex= comp.mEndIndex+1;
544
       }
545

    
546
     mVBO.invalidate();
547
     }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Return the texture map of one of the components.
552
 *
553
 * @param component The component number whose texture map we want to retrieve.
554
 */
555
   public Static4D getTextureMap(int component)
556
     {
557
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
558
     }
559

    
560
///////////////////////////////////////////////////////////////////////////////////////////////////
561
/**
562
 * Deep copy
563
 */
564
   public abstract MeshBase deepCopy();
565
   }
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