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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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Leszek Koltunski
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// //
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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Leszek Koltunski
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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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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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Leszek Koltunski
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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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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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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 associations, 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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