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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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import org.distorted.library.main.DistortedLibrary;
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/**
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* Create a polygon of any shape and varying elevations from the edges towards the center.
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* <p>
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* Specify a list of vertices. Any two adjacent vertices + the center (0,0,0) form a triangle. The
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* polygon is going to be split into such triangles, and each triangle is split into adjustable number
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* of 'bands' form the outer edge towards the center. Edges of each band can can at any elevation.
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*/
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public class MeshPolygon extends MeshBase
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{
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private static final int SHAPE_DD = 0;
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private static final int SHAPE_DU = 1;
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private static final int SHAPE_UD = 2;
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private static final int SHAPE_UU = 3;
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private static final int SHAPE_DUD= 4;
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private float[] mPolygonVertices;
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private int mNumPolygonVertices;
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private float[] mPolygonBands;
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private int mNumPolygonBands;
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private boolean[] mEdgeUp;
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private int remainingVert;
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private int numVertices;
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private int extraIndex, extraVertices;
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//private float[] mBandQuot;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// polygonVertices>=3 , polygonBands>=2
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private void computeNumberOfVertices()
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{
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if( mNumPolygonBands==2 && extraIndex>0 )
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{
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numVertices = 1 + 2*mNumPolygonVertices*(1+extraIndex+2*extraVertices);
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}
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else
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{
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numVertices = (mNumPolygonVertices*mNumPolygonBands+2)*(mNumPolygonBands-1) - 1;
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numVertices+= 2*mNumPolygonVertices*(2*extraIndex*extraVertices);
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}
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remainingVert = numVertices;
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}
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/*
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeCache()
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{
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mBandQuot = new float[mNumPolygonBands];
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int next, prev;
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for(int band=0; band<mNumPolygonBands; band++)
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{
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next = (band==mNumPolygonBands-1 ? band : band+1);
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prev = (band== 0 ? band : band-1);
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mBandQuot[band] = (mPolygonBands[2*prev+1]-mPolygonBands[2*next+1]) / (mPolygonBands[2*next]-mPolygonBands[2*prev]);
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}
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}
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getSpecialQuot(int index)
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{
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int num = 1 + extraIndex + 2*extraVertices;
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int change1 = extraVertices+1;
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int change2 = num-change1;
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float quot = 1.0f/(extraIndex+1);
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if( index<change1 ) return index*quot/change1;
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else if( index>change2 ) return 1-quot + (index-change2)*quot/change1;
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else return (index-change1+1)*quot;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getQuot(int index, int band, boolean isExtra)
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{
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int num = mNumPolygonBands-1-band;
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if( num>0 )
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{
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if( isExtra )
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{
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int extra = extraIndex-band+extraVertices;
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if( index < extra )
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{
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float quot = ((float)extraIndex-band)/(extra*num);
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return index*quot;
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}
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else if( index > num+2*extraVertices-extra )
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{
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float quot = ((float)extraIndex-band)/(extra*num);
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return (1.0f-((float)extraIndex-band)/num) + (index-num-2*extraVertices+extra)*quot;
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}
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else
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{
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return ((float)(index-extraVertices))/num;
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}
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}
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return (float)index/num;
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}
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float computeZEdge(float quot)
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{
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if( quot>=1.0f ) return 0.0f;
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for(int band=1; band<mNumPolygonBands; band++)
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{
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float curr = mPolygonBands[2*band];
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if( curr<=quot )
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{
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float prev = mPolygonBands[2*band-2];
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float prevH= mPolygonBands[2*band-1];
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float currH= mPolygonBands[2*band+1];
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float A = (prev-quot)/(prev-curr);
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return A*currH + (1-A)*prevH;
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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 addVertex(int vertex, int polyBand, int polyVertex, int polyEndVer, float quot,
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int edgeShape, float[] attribs1, float[] attribs2)
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{
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remainingVert--;
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float Xfirst= mPolygonVertices[2*polyVertex ];
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float Yfirst= mPolygonVertices[2*polyVertex+1];
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float Xlast = mPolygonVertices[2*polyEndVer ];
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float Ylast = mPolygonVertices[2*polyEndVer+1];
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float xEdge = Xfirst + quot*(Xlast-Xfirst);
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float yEdge = Yfirst + quot*(Ylast-Yfirst);
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float zEdge;
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switch(edgeShape)
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{
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case SHAPE_DD : zEdge = 0.0f;
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break;
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case SHAPE_UU : zEdge = mPolygonBands[2*mNumPolygonBands-1];
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break;
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case SHAPE_DU : zEdge = quot>=0.5f ? mPolygonBands[2*mNumPolygonBands-1] : computeZEdge(1-2*quot);
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break;
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case SHAPE_UD : zEdge = quot<=0.5f ? mPolygonBands[2*mNumPolygonBands-1] : computeZEdge(2*quot-1);
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break;
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default : zEdge = quot<=0.5f ? computeZEdge(1-2*quot) : computeZEdge(2*quot-1);
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break;
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}
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float q = mPolygonBands[2*polyBand];
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float x = q*xEdge;
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float y = q*yEdge;
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float z = q*zEdge + mPolygonBands[2*polyBand+1];
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = x;
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y;
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = z;
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x+0.5f;
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y+0.5f;
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return vertex+1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addVertexNormal(int vertex, int end1, int end2, float[] attribs1)
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{
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android.util.Log.e("D", "vertex="+vertex+" end1="+end1+" end2="+end2);
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int iv = VERT1_ATTRIBS*vertex + POS_ATTRIB;
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int i1 = VERT1_ATTRIBS*end1 + POS_ATTRIB;
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int i2 = VERT1_ATTRIBS*end2 + POS_ATTRIB;
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float vx = attribs1[iv ];
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float vy = attribs1[iv+1];
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float vz = attribs1[iv+2];
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float x1 = attribs1[i1 ];
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float y1 = attribs1[i1+1];
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float z1 = attribs1[i1+2];
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float x2 = attribs1[i2 ];
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float y2 = attribs1[i2+1];
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float z2 = attribs1[i2+2];
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float dx1 = vx-x1;
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float dy1 = vy-y1;
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float dz1 = vz-z1;
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float dx2 = vx-x2;
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float dy2 = vy-y2;
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float dz2 = vz-z2;
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float cx = dy1*dz2 - dz1*dy2;
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float cy = dz1*dx2 - dx1*dz2;
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float cz = dx1*dy2 - dy1*dx2;
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float len = (float)Math.sqrt(cx*cx + cy*cy + cz*cz);
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int index = VERT1_ATTRIBS*vertex + NOR_ATTRIB;
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attribs1[index ] = cx/len;
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attribs1[index+1] = cy/len;
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attribs1[index+2] = cz/len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createBandStrip(int vertex, int polyBand, int polyVertex, int edgeShape, float[] attribs1, float[] attribs2)
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{
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int initVertex = vertex;
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if( polyVertex==0 )
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{
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vertex = addVertex(vertex,polyBand,0,1,0,edgeShape,attribs1,attribs2);
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if( polyBand>0 ) vertex = addVertex(vertex,polyBand,0,1,0,edgeShape,attribs1,attribs2);
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}
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boolean specialCase = mNumPolygonBands==2 && polyBand==0 && extraIndex>0;
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boolean isExtra = polyBand<extraIndex;
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int numPairs = specialCase ? extraIndex+1 : mNumPolygonBands-1-polyBand;
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if( isExtra ) numPairs += 2*extraVertices;
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int polyEndVer = polyVertex==mNumPolygonVertices-1 ? 0 : polyVertex+1;
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float quot1, quot2;
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for(int index=0; index<numPairs; index++)
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{
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if( specialCase )
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{
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quot1 = 1.0f;
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quot2 = getSpecialQuot(index+1);
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}
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else
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{
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quot1 = getQuot(index ,polyBand+1, isExtra);
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quot2 = getQuot(index+1,polyBand , isExtra);
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}
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vertex = addVertex(vertex,polyBand+1,polyVertex,polyEndVer,quot1,edgeShape,attribs1,attribs2);
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vertex = addVertex(vertex,polyBand ,polyVertex,polyEndVer,quot2,edgeShape,attribs1,attribs2);
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}
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if( polyVertex==0 )
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{
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if( polyBand>0 ) addVertexNormal(initVertex,initVertex+3,initVertex+2,attribs1);
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else addVertexNormal(initVertex,initVertex+2,initVertex+1,attribs1);
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}
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else
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{
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addVertexNormal(initVertex,initVertex-1,initVertex+1,attribs1);
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}
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boolean lower = (polyVertex>0 || polyBand>0);
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for(int index=initVertex+1; index<vertex-1; index++)
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{
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addVertexNormal(index,(lower ? index+2 : index-1),index+1,attribs1);
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lower = !lower;
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}
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addVertexNormal(vertex-1,vertex-2,vertex-3,attribs1);
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return vertex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeEdgeShape(int curr)
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{
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if( mEdgeUp==null || !mEdgeUp[curr] ) return SHAPE_DD;
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int prev = (curr==0 ? mNumPolygonVertices-1 : curr-1);
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int next = (curr==mNumPolygonVertices-1 ? 0 : curr+1);
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boolean l = mEdgeUp[prev];
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boolean r = mEdgeUp[next];
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return l ? (r ? SHAPE_UU : SHAPE_UD) : (r ? SHAPE_DU : SHAPE_DUD);
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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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int vertex=0;
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int[] edgeShape = new int[mNumPolygonVertices];
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for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++)
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edgeShape[polyVertex] = computeEdgeShape(polyVertex);
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for(int polyBand=0; polyBand<mNumPolygonBands-1; polyBand++)
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for(int polyVertex=0; polyVertex<mNumPolygonVertices; polyVertex++)
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{
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// android.util.Log.e("D", "creating strip polyBand="+polyBand+" polyVertex="+polyVertex+" : "+vertex);
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vertex = createBandStrip(vertex,polyBand,polyVertex,edgeShape[polyVertex],attribs1,attribs2);
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// android.util.Log.e("D", " "+vertex);
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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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* Create a polygon of any shape and varying elevations from the edges towards the center.
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* Optionally make it more dense at the vertices.
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*
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* @param verticesXY 2N floats - packed description of polygon vertices. N pairs (x,y).
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* Vertices HAVE TO be specified in a COUNTERCLOCKWISE order (starting from any).
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* @param bands 2K floats; K pairs of two floats each describing a single band.
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* From (1.0,Z[0]) (outer edge, its Z elevation) to (0.0,Z[K]) (the center,
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* its elevation). The polygon is split into such concentric bands.
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* Must be band[2*i] > band[2*(i+1)] !
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* @param edgeUp N booleans - one for each edge; the first connects vertices (0,1) and (2,3);
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* then just like 'verticesXY', i.e. counterclockwise.
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* If this is null, all edges are by default 'down'.
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* 'Down' means that edge's Z is equal to 0; 'up' means that its Z, at least in its
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* middle, is equal to the highest elevation in the middle of the mesh.
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* If the 'previous' edge is also up, then the Z is up horizontally from its middle
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* to the left vertex; else it goes down along the same function it goes along the bands.
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* Same with the right half of the edge.
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* @param exIndex This and the next parameter describe how to make the mesh denser at the
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* polyVertices. If e.g. exIndex=3 and exVertices=2, then 3 triangles of the
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* outermost band (and 2 triangles of the next band, and 1 triangle of the third
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* band) get denser - the 3 triangles become 3+2 = 5.
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* @param exVertices See above.
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* @param centerX the X coordinate of the 'center' of the Polygon, i.e. point of the mesh
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* all bands go to.
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* @param centerY Y coordinate of the center.
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*/
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public MeshPolygon(float[] verticesXY, float[] bands, boolean[] edgeUp, int exIndex, int exVertices, float centerX, float centerY)
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{
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super();
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mPolygonVertices = verticesXY;
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mPolygonBands = bands;
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mNumPolygonVertices= mPolygonVertices.length /2;
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mNumPolygonBands = mPolygonBands.length /2;
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mEdgeUp = edgeUp;
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extraIndex = exIndex;
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extraVertices = exVertices;
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if( centerX!=0.0f || centerY!=0.0f )
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{
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for(int v=0; v<mNumPolygonVertices; v++)
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{
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mPolygonVertices[2*v ] -= centerX;
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mPolygonVertices[2*v+1] -= centerY;
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}
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}
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computeNumberOfVertices();
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//computeCache();
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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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DistortedLibrary.logMessage("MeshPolygon: remainingVert " +remainingVert );
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407
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if( centerX!=0.0f || centerY!=0.0f )
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{
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for(int v=0; v<numVertices; v++)
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411
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{
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attribs1[VERT1_ATTRIBS*v + POS_ATTRIB ] += centerX;
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attribs1[VERT1_ATTRIBS*v + POS_ATTRIB+1] += centerY;
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414
|
attribs2[VERT2_ATTRIBS*v + TEX_ATTRIB ] += centerX;
|
415
|
attribs2[VERT2_ATTRIBS*v + TEX_ATTRIB+1] += centerY;
|
416
|
}
|
417
|
}
|
418
|
|
419
|
setAttribs(attribs1,attribs2);
|
420
|
}
|
421
|
|
422
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
|
|
424
|
public MeshPolygon(float[] verticesXY, float[] bands, int exIndex, int exVertices)
|
425
|
{
|
426
|
this(verticesXY,bands,null,exIndex,exVertices,0.0f,0.0f);
|
427
|
}
|
428
|
|
429
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430
|
/**
|
431
|
* Create a polygon of any shape and varying elevations from the edges towards the center.
|
432
|
* Equivalent of the previous with exIndex=0 or exVertices=0.
|
433
|
*/
|
434
|
public MeshPolygon(float[] verticesXY, float[] bands)
|
435
|
{
|
436
|
this(verticesXY,bands,null,0,0,0.0f,0.0f);
|
437
|
}
|
438
|
|
439
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
440
|
/**
|
441
|
* Copy constructor.
|
442
|
*/
|
443
|
public MeshPolygon(MeshPolygon mesh, boolean deep)
|
444
|
{
|
445
|
super(mesh,deep);
|
446
|
}
|
447
|
|
448
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
449
|
/**
|
450
|
* Copy the Mesh.
|
451
|
*
|
452
|
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
|
453
|
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
|
454
|
* coordinates and effect associations, is always deep copied)
|
455
|
*/
|
456
|
public MeshPolygon copy(boolean deep)
|
457
|
{
|
458
|
return new MeshPolygon(this,deep);
|
459
|
}
|
460
|
}
|