Revision 69ed1eb4
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/MeshCubes.java | ||
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72 | 72 |
private int mEdgeNum; |
73 | 73 |
private int mSideWalls; |
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private float[] mBoundingVert; |
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private static float[] mBoundingVert1 = new float[] { -0.5f,-0.5f, FRONTZ, |
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+0.5f,-0.5f, FRONTZ, |
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-0.5f,+0.5f, FRONTZ, |
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+0.5f,+0.5f, FRONTZ }; |
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private static float[] mBoundingVert2 = new float[] { -0.5f,-0.5f, FRONTZ, |
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+0.5f,-0.5f, FRONTZ, |
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-0.5f,+0.5f, FRONTZ, |
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+0.5f,+0.5f, FRONTZ, |
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-0.5f,-0.5f, BACKZ , |
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+0.5f,-0.5f, BACKZ , |
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-0.5f,+0.5f, BACKZ , |
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+0.5f,+0.5f, BACKZ }; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// a Block is split into two triangles along the NE-SW line iff it is in the top-right |
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// or bottom-left quadrant of the grid. |
... | ... | |
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dataLength = computeDataLength(frontOnly); |
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remainingVert = dataLength; |
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buildBoundingVert(mCubes,frontOnly); |
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} |
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} |
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|
... | ... | |
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remainingVert = dataLength; |
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} |
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mBoundingVert = frontOnly ? mBoundingVert1 : mBoundingVert2; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float retLeftmost(short[][] cubes, int row) |
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{ |
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return 0.0f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float retRightmost(short[][] cubes, int row) |
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{ |
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if( row==0 ) |
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{ |
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for(int i=0; i<mCols; i++) |
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{ |
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} |
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} |
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else if(row==mRows) |
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{ |
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for(int i=0; i<mCols; i++) |
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{ |
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} |
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} |
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else |
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{ |
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for(int i=0; i<mCols; i++) |
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{ |
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} |
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} |
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return 0.0f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int addLeftmost(float[] temp, short[][] cubes, int row, int index) |
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{ |
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float x2 = retLeftmost(cubes,row); |
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float y2 = row/mRows - 0.5f; |
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if( index>1 ) |
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{ |
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float x0 = temp[2*index-4]; |
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float y0 = temp[2*index-3]; |
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float x1 = temp[2*index-2]; |
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float y1 = temp[2*index-1]; |
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if( (x0-x2)*(y0-y1) <= (x0-x1)*(y0-y2) ) |
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{ |
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temp[2*index-2] = x2; |
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temp[2*index-1] = y2; |
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return index; |
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} |
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} |
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temp[2*index+0] = x2; |
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temp[2*index+1] = y2; |
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return index+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int addRightmost(float[] temp, short[][] cubes, int row, int index) |
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{ |
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float x2 = retRightmost(cubes,row); |
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float y2 = row/mRows - 0.5f; |
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if( index>1 ) |
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{ |
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float x0 = temp[2*index-4]; |
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float y0 = temp[2*index-3]; |
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float x1 = temp[2*index-2]; |
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float y1 = temp[2*index-1]; |
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if( (x0-x2)*(y0-y1) >= (x0-x1)*(y0-y2) ) |
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{ |
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temp[2*index-2] = x2; |
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temp[2*index-1] = y2; |
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return index; |
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} |
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} |
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temp[2*index+0] = x2; |
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temp[2*index+1] = y2; |
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return index+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// fill up the mBoundingVert array with the smallest set of vertices which form the same convex hull |
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// like the whole thing. |
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private void buildBoundingVert(short[][] cubes, boolean frontOnly) |
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{ |
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int lVert=0, rVert=0; |
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float[] tempL = new float[2*(mRows+1)]; |
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float[] tempR = new float[2*(mRows+1)]; |
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for(int i=0; i<=mRows; i++) |
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{ |
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lVert = addLeftmost (tempL,cubes,i,lVert); |
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rVert = addRightmost(tempR,cubes,i,rVert); |
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} |
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int numVert = lVert+rVert; |
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mBoundingVert = new float[ numVert*(frontOnly ? 3:6) ]; |
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for(int i=0; i<lVert; i++) |
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{ |
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mBoundingVert[3*i ] = tempL[2*i ]; |
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mBoundingVert[3*i+1] = tempL[2*i+1]; |
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mBoundingVert[3*i+2] = FRONTZ; |
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} |
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for(int i=0; i<rVert; i++) |
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{ |
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mBoundingVert[3*(i+lVert) ] = tempR[2*i ]; |
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mBoundingVert[3*(i+lVert)+1] = tempR[2*i+1]; |
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mBoundingVert[3*(i+lVert)+2] = FRONTZ; |
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} |
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if( !frontOnly ) |
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{ |
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for(int i=0; i<numVert; i++) |
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{ |
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mBoundingVert[3*(i+numVert) ] = mBoundingVert[3*i ]; |
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mBoundingVert[3*(i+numVert)+1] = mBoundingVert[3*i+1]; |
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mBoundingVert[3*(i+numVert)+2] = BACKZ; |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Mark all the 'regions' of our grid - i.e. separate pieces of 'land' (connected blocks that will |
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// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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boolean canUsePostprocessingShortcut()
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{
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return false;
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}
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float[] getBoundingVertices()
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{ |
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return mBoundingVert;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
Also available in: Unified diff
Progress with getting Mesh'es bounding rectangle.