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library / src / main / java / org / distorted / library / DistortedCubesGrid.java @ 985ea9c5

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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;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class DistortedCubesGrid extends DistortedObjectGrid
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   {
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   private static final float R = 0.2f;
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   private static final float FRONTZ = 0.5f;
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   private static final float BACKZ  =-0.5f;
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   private static final int NORTH = 0;
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   private static final int WEST  = 1;
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   private static final int EAST  = 2;
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   private static final int SOUTH = 3;
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   private static final boolean BACK  = true;
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   private static final boolean FRONT = false;
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   private static final boolean UPPER = false;
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   private static final boolean LOWER = true;
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   private static final float[] mNormalX = new float[4];
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   private static final float[] mNormalY = new float[4];
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   private static final float[] mNormalZ = new float[4];
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   private class Edge
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     {
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     final int side; 
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     final int row;
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     final int col;
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     public Edge(int s, int r, int c)
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       {
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       side= s; 
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       row = r;
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       col = c;
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       }
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     }
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   private int mCols, mRows;
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   private short[][] mCubes;
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   private ArrayList<Edge> mEdges = new ArrayList<>();
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   private int remainingVert;
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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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   private boolean isNE(int row,int col)
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     {
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     return ( (2*row<mRows)^(2*col<mCols) );
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the number of vertices our grid will contain
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   private int computeDataLength(boolean frontOnly)
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      {
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      int frontWalls=0, frontSegments=0, sideWalls=0, sideBends=0, triangleShifts=0, windingShifts=0;
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      int shiftCol = (mCols-1)/2;
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      //boolean seenLand=false;
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      //boolean firstBlockIsNE=false;
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      boolean lastBlockIsNE=false;
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      boolean thisBlockIsNE;        // the block we are currently looking at is split into
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                                    // two triangles along the NE-SW line (rather than NW-SE)
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      for(int row=0; row<mRows; row++)
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         {
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         if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++;
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         for(int col=0; col<mCols; col++)
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            {
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            if( mCubes[row][col]%2 == 1 )  // land
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              {
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              thisBlockIsNE = isNE(row,col);
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              if( thisBlockIsNE^lastBlockIsNE ) windingShifts++;
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              lastBlockIsNE = thisBlockIsNE;
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/*
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              if( !seenLand )
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                {
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                seenLand=true;
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                firstBlockIsNE = thisBlockIsNE;
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                }
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*/
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              frontWalls++;
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              if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++;
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              }
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            if( (row==0 && mCubes[row][col]!=2) || (row!=0 && mCubes[row][col] != mCubes[row-1][col  ]) ) sideWalls++; // up
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            if( (col==0 && mCubes[row][col]!=2) || (col!=0 && mCubes[row][col] != mCubes[row  ][col-1]) ) sideWalls++; // left
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            if( row==mRows-1 && mCubes[row][col]!=2                                                     ) sideWalls++; // bottom
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            if( col==mCols-1 && mCubes[row][col]!=2                                                     ) sideWalls++; // right
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            }
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         }
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      int edges= mEdges.size();
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      for(int i=0; i<edges; i++) 
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        {
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        Edge curr = mEdges.get(i);
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        Edge next = getNextEdge(curr);
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        int startX = curr.col;
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        int startY = curr.row;
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        int startS = curr.side;
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        do
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          {
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          if( next.side != curr.side ) sideBends++; 
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          curr  = next; 
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          next = getNextEdge(curr);
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          }
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        while( curr.col!=startX || curr.row!=startY || curr.side!=startS );
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        }
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      int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts;
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      int sideVert  = 2*( sideWalls + sideBends + edges -1);
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      int firstWinding=0;
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      //int secondWinding=0;
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      if( !frontOnly )
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        {
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        if( (frontVert+1)%2==1 ) firstWinding=1;
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        //if( (((frontVert+1)+firstWinding+(1+sideVert+1))%2==1)^firstBlockIsNE ) secondWinding=1;
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        }
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      int dataL = frontOnly ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert);
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      //android.util.Log.e("CUBES","triangleShifts="+triangleShifts+" windingShifts="+windingShifts);
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      //android.util.Log.e("CUBES","Winding1="+firstWinding+" Winding2="+secondWinding);
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      //android.util.Log.e("CUBES","frontVert="+frontVert+" sideVert="+sideVert);
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      //android.util.Log.e("CUBES", "frontW="+frontWalls+" fSegments="+frontSegments+" sWalls="+sideWalls+" sSegments="+edges+" sideBends="+sideBends+" dataLen="+dataL );
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157
      return dataL<0 ? 0:dataL;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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   private static String debug(short[] val)
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     {
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     String ret="";j
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     for(int i=0; i<val.length; i++) ret+=(" "+val[i]); 
167
     
168
     return ret;
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     }
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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   private static String debug(float[] val, int stop)
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     {
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     String ret="";
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177
     for(int i=0; i<val.length; i++) 
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        {
179
        if( i%stop==0 ) ret+="\n";
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        ret+=(" "+val[i]);
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        }
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183
     return ret;
184
     }
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*/  
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/*
188
   private static String debug(Edge e)
189
     {
190
     String d = "";
191
     
192
     switch(e.side)
193
       {
194
       case NORTH: d+="NORTH "; break;
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       case SOUTH: d+="SOUTH "; break;
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       case WEST : d+="WEST  "; break;
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       case EAST : d+="EAST  "; break;
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       }
199
     
200
     d+=("("+e.row+","+e.col+")");
201
     
202
     return d;
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     }   
204
*/ 
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// desc is guaranteed to be padded with 0s in the end (DistortedCubes constructor does it)
207

    
208
   private void prepareDataStructures(int cols, String desc, boolean frontOnly)
209
     {
210
     mRows     =0;
211
     mCols     =0;
212
     dataLength=0;
213
     
214
     if( cols>0 && desc.contains("1") )
215
       {
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       mCols = cols;
217
       mRows = desc.length()/cols;
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       mCubes = new short[mRows][mCols];
220
       
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       for(int j=0; j<mCols; j++)
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         for(int i=0; i<mRows; i++)
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           mCubes[i][j] = (short)(desc.charAt(i*mCols+j) == '1' ? 1:0);
224
       
225
       markRegions();
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       dataLength = computeDataLength(frontOnly);
227

    
228
       remainingVert = dataLength;
229
       }
230
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
233
// 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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// gets a unique odd integer, each connected block of water a unique even integer.
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//
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// Water on the edges of the grid is also considered connected to itself!   
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//   
239
// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we
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// will start building the side walls of each connected block of land (and sides of holes of water
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// inside)   
242
   
243
   private void markRegions()
244
     {
245
     int i, j, numWater=1, numLand=0;
246
     
247
     for(i=0; i<mRows;i++) if( mCubes[      i][      0]==0 ) markRegion((short)2,      i,       0);
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     for(i=0; i<mRows;i++) if( mCubes[      i][mCols-1]==0 ) markRegion((short)2,      i, mCols-1);
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     for(i=0; i<mCols;i++) if( mCubes[0      ][      i]==0 ) markRegion((short)2,      0,       i);
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     for(i=0; i<mCols;i++) if( mCubes[mRows-1][      i]==0 ) markRegion((short)2,mRows-1,       i);
251
           
252
     for(i=0; i<mRows; i++)
253
        for(j=0; j<mCols; j++)
254
           {
255
           if( mCubes[i][j] == 0 ) { numWater++; markRegion( (short)(2*numWater ),i,j); mEdges.add(new Edge(NORTH,i,j)); }
256
           if( mCubes[i][j] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),i,j); mEdges.add(new Edge(NORTH,i,j)); }
257
           }
258
     
259
     // now we potentially need to kick out some Edges - precisely the edges with water inside -
260
     // which are surrounded by more than one type of land. Otherwise the following does not work:
261
     //
262
     // 0 1 0
263
     // 1 0 1
264
     // 0 1 0
265
     //
266
     // The 'water inside' edges that did not get kicked out by this procedure need to be transformed
267
     // with Edge(NORTH,row,col) -> Edge(SOUTH,row-1,col) so that later on normals work correctly
268
     // (Edge always needs to point out from land to water for that)
269
     
270
     int numEdges= mEdges.size();
271
     short initLand;
272
     int initCol, initRow;
273
     boolean kicked;
274
     Edge e;
275
     
276
     for(i=0; i<numEdges; i++) 
277
       {
278
       e = mEdges.get(i);
279
       initRow= e.row;
280
       initCol= e.col;
281
         
282
       //android.util.Log.e("CUBES", "checking edge "+debug(e));
283
             
284
       if( mCubes[initRow][initCol]%2==0 )
285
         {
286
         kicked = false; 
287
         initLand = mCubes[initRow-1][initCol];
288
         
289
         do
290
           {
291
           e = getNextEdge(e); 
292
           //android.util.Log.e("CUBES", " next edge "+debug(e));   
293
       
294
           switch(e.side)
295
             {
296
             case NORTH: if( initLand!=mCubes[e.row-1][e.col  ] ) kicked=true; break;
297
             case SOUTH: if( initLand!=mCubes[e.row+1][e.col  ] ) kicked=true; break;
298
             case WEST:  if( initLand!=mCubes[e.row  ][e.col-1] ) kicked=true; break;
299
             case EAST:  if( initLand!=mCubes[e.row  ][e.col+1] ) kicked=true; break;
300
             }
301
           
302
           if( kicked )
303
             {
304
             //android.util.Log.e("CUBES", "kicking out edge!");
305
             mEdges.remove(i);
306
             i--;
307
             numEdges--; 
308
             }
309
           }
310
         while( kicked==false && (e.col!=initCol || e.row!=initRow || e.side!=NORTH) );
311
         
312
         if( kicked==false )
313
           {
314
           mEdges.set(i, new Edge(SOUTH,e.row-1,e.col)); 
315
           }
316
         }
317
       }
318
     }
319

    
320
///////////////////////////////////////////////////////////////////////////////////////////////////
321
// when calling, make sure that newVal != val
322
   
323
   private void markRegion(short newVal, int row, int col)
324
     {
325
     short val = mCubes[row][col];
326
     mCubes[row][col] = newVal;
327
     
328
     if( row>0       && mCubes[row-1][col  ]==val ) markRegion(newVal, row-1, col  );
329
     if( row<mRows-1 && mCubes[row+1][col  ]==val ) markRegion(newVal, row+1, col  );
330
     if( col>0       && mCubes[row  ][col-1]==val ) markRegion(newVal, row  , col-1);
331
     if( col<mCols-1 && mCubes[row  ][col+1]==val ) markRegion(newVal, row  , col+1);
332
     }
333
   
334
///////////////////////////////////////////////////////////////////////////////////////////////////
335
   
336
   private void createNormals(boolean front, int row, int col)
337
     {
338
     int td,lr; 
339
      
340
     int nw = (col>0       && row>0      ) ? (mCubes[row-1][col-1]%2) : 0;
341
     int w  = (col>0                     ) ? (mCubes[row  ][col-1]%2) : 0;
342
     int n  = (               row>0      ) ? (mCubes[row-1][col  ]%2) : 0;
343
     int c  =                                (mCubes[row  ][col  ]%2);
344
     int sw = (col>0       && row<mRows-1) ? (mCubes[row+1][col-1]%2) : 0;
345
     int s  = (               row<mRows-1) ? (mCubes[row+1][col  ]%2) : 0;
346
     int ne = (col<mCols-1 && row>0      ) ? (mCubes[row-1][col+1]%2) : 0;
347
     int e  = (col<mCols-1               ) ? (mCubes[row  ][col+1]%2) : 0;
348
     int se = (col<mCols-1 && row<mRows-1) ? (mCubes[row+1][col+1]%2) : 0;
349

    
350
     if(front)
351
       {
352
       mNormalZ[0] = 1.0f;
353
       mNormalZ[1] = 1.0f;
354
       mNormalZ[2] = 1.0f;
355
       mNormalZ[3] = 1.0f;
356
       }
357
     else
358
       {
359
       mNormalZ[0] =-1.0f;
360
       mNormalZ[1] =-1.0f;
361
       mNormalZ[2] =-1.0f;
362
       mNormalZ[3] =-1.0f;
363
       }
364

    
365
     td = nw+n-w-c;
366
     lr = c+n-w-nw;
367
     if( td<0 ) td=-1;
368
     if( td>0 ) td= 1;
369
     if( lr<0 ) lr=-1;
370
     if( lr>0 ) lr= 1;
371
     mNormalX[0] = lr*R;
372
     mNormalY[0] = td*R;
373
     
374
     td = w+c-sw-s;
375
     lr = c+s-w-sw;
376
     if( td<0 ) td=-1;
377
     if( td>0 ) td= 1;
378
     if( lr<0 ) lr=-1;
379
     if( lr>0 ) lr= 1;
380
     mNormalX[1] = lr*R;
381
     mNormalY[1] = td*R;
382
     
383
     td = n+ne-c-e;
384
     lr = e+ne-c-n;
385
     if( td<0 ) td=-1;
386
     if( td>0 ) td= 1;
387
     if( lr<0 ) lr=-1;
388
     if( lr>0 ) lr= 1;
389
     mNormalX[2] = lr*R;
390
     mNormalY[2] = td*R;
391
     
392
     td = c+e-s-se;
393
     lr = e+se-c-s;
394
     if( td<0 ) td=-1;
395
     if( td>0 ) td= 1;
396
     if( lr<0 ) lr=-1;
397
     if( lr>0 ) lr= 1;
398
     mNormalX[3] = lr*R;
399
     mNormalY[3] = td*R;
400
     /*
401
     android.util.Log.d("CUBES", "row="+row+" col="+col);
402
     android.util.Log.d("CUBES", mNormalX[0]+" "+mNormalY[0]);
403
     android.util.Log.d("CUBES", mNormalX[1]+" "+mNormalY[1]);
404
     android.util.Log.d("CUBES", mNormalX[2]+" "+mNormalY[2]);
405
     android.util.Log.d("CUBES", mNormalX[3]+" "+mNormalY[3]);
406
     */
407
     }
408
   
409
///////////////////////////////////////////////////////////////////////////////////////////////////
410

    
411
   private int addFrontVertex(int vertex, int index, float vectZ, int col, int row, float[] position, float[] normal, float[] texture)
412
     {
413
     remainingVert--;
414

    
415
     float x = (float)col/mCols;
416
     float y = (float)row/mRows;
417

    
418
     position[3*vertex  ] = x-0.5f;
419
     position[3*vertex+1] = 0.5f-y;
420
     position[3*vertex+2] = vectZ;
421
     normal[3*vertex  ]   = mNormalX[index];
422
     normal[3*vertex+1]   = mNormalY[index];
423
     normal[3*vertex+2]   = mNormalZ[index];
424
     texture[2*vertex  ]  = x;
425
     texture[2*vertex+1]  = 1.0f-y;
426

    
427
     return vertex+1;
428
     }
429

    
430
///////////////////////////////////////////////////////////////////////////////////////////////////
431

    
432
   private int buildFrontBackGrid(boolean front, int vertex, float[] position, float[] normal, float[] texture)
433
     {
434
     short last, current;
435
     boolean seenLand=false;
436
     boolean lastBlockIsNE = false;
437
     boolean currentBlockIsNE;
438
     float vectZ = front?FRONTZ:BACKZ;
439

    
440
     //android.util.Log.d("CUBES", "buildFrontBack");
441

    
442
     for(int row=0; row<mRows; row++)
443
       {
444
       last =0;
445
         
446
       for(int col=0; col<mCols; col++)
447
         {
448
         current = mCubes[row][col];
449

    
450
         if( current%2 == 1 )
451
           {
452
           currentBlockIsNE = isNE(row,col);
453

    
454
           if( !seenLand && !front && ((vertex%2==1)^currentBlockIsNE) )
455
             {
456
             //android.util.Log.d("CUBES","repeating winding2 vertex");
457

    
458
             vertex = repeatLast(vertex,position,normal,texture);
459
             }
460

    
461
           createNormals(front,row,col);
462

    
463
           if( currentBlockIsNE )
464
             {
465
             if( (last!=current) || !lastBlockIsNE )
466
               {
467
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
468
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
469
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
470
               if( !lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
471
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
472
               }
473
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row, position, normal, texture);
474
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
475
             }
476
           else
477
             {
478
             if( (last!=current) || lastBlockIsNE )
479
               {
480
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
481
               vertex= addFrontVertex( vertex, 1, vectZ, col, row+1, position, normal, texture);
482
               if( seenLand  && (last != current) ) vertex = repeatLast(vertex,position,normal,texture);
483
               if( lastBlockIsNE || (!front && !seenLand) ) vertex = repeatLast(vertex,position,normal,texture);
484
               vertex= addFrontVertex( vertex, 0, vectZ, col, row, position, normal, texture);
485
               }
486
             vertex= addFrontVertex( vertex, 3, vectZ, col+1, row+1, position, normal, texture);
487
             vertex= addFrontVertex( vertex, 2, vectZ, col+1, row  , position, normal, texture);
488
             }
489

    
490
           seenLand = true;
491
           lastBlockIsNE = currentBlockIsNE;
492
           }
493
            
494
         last = current;
495
         }
496
       }
497
     
498
     return vertex;
499
     }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502

    
503
   private int repeatLast(int vertex, float[] position, float[] normal, float[] texture)
504
     {
505
     //android.util.Log.e("CUBES", "repeating last vertex!");
506

    
507
     if( vertex>0 )
508
       {
509
       remainingVert--;
510

    
511
       position[3*vertex  ] = position[3*vertex-3];
512
       position[3*vertex+1] = position[3*vertex-2];
513
       position[3*vertex+2] = position[3*vertex-1];
514

    
515
       normal[3*vertex  ]   = normal[3*vertex-3];
516
       normal[3*vertex+1]   = normal[3*vertex-2];
517
       normal[3*vertex+2]   = normal[3*vertex-1];
518

    
519
       texture[2*vertex  ]  = texture[2*vertex-2];
520
       texture[2*vertex+1]  = texture[2*vertex-1];
521
         
522
       vertex++;     
523
       }
524
     
525
     return vertex;
526
     }
527
   
528
///////////////////////////////////////////////////////////////////////////////////////////////////
529

    
530
   private int buildSideGrid(int vertex, float[] position, float[] normal, float[] texture)
531
     {
532
     //android.util.Log.d("CUBES", "buildSide");
533

    
534
     int edges= mEdges.size();
535

    
536
     for(int i=0; i<edges; i++) 
537
       {
538
       vertex = buildIthSide(mEdges.get(i), vertex, position, normal, texture);  
539
       } 
540
      
541
     return vertex;
542
     }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545

    
546
   private int buildIthSide(Edge curr, int vertex, float[] position, float[] normal, float[] texture)
547
     {
548
     Edge prev; 
549
     
550
     if( curr.side==NORTH ) // water outside
551
       {
552
       prev = new Edge(WEST,curr.row,curr.col);
553
       }
554
     else                   // land outside; we need to move forward one link because we are going in opposite direction and we need to start from a bend.
555
       {
556
       prev = curr;
557
       curr = new Edge(EAST,curr.row+1,curr.col-1);
558
       }
559
     
560
     int col = curr.col;
561
     int row = curr.row;
562
     int side= curr.side;  
563
     Edge next = getNextEdge(curr);
564
     
565
     addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
566
     vertex++;
567
     
568
     do
569
       {
570
       if( prev.side!=curr.side )
571
         {
572
         addSideVertex(curr,BACK,LOWER,prev.side,vertex,position,normal,texture);
573
         vertex++;
574
         addSideVertex(curr,BACK,UPPER,prev.side,vertex,position,normal,texture);
575
         vertex++;
576
         }
577
       
578
       addSideVertex(curr,FRONT,LOWER,next.side,vertex,position,normal,texture);
579
       vertex++;
580
       addSideVertex(curr,FRONT,UPPER,next.side,vertex,position,normal,texture);
581
       vertex++;
582
       
583
       prev = curr;
584
       curr = next; 
585
       next = getNextEdge(curr);
586
       }
587
     while( curr.col!=col || curr.row!=row || curr.side!=side );
588
     
589
     vertex = repeatLast(vertex,position,normal,texture);
590
     
591
     return vertex;
592
     }
593

    
594
///////////////////////////////////////////////////////////////////////////////////////////////////
595

    
596
   private Edge getNextEdge(Edge curr)
597
     {
598
     int col = curr.col;
599
     int row = curr.row;
600
      
601
     //android.util.Log.e("CUBES", "row="+row+" col="+col+" mRows="+mRows+" mCols="+mCols);
602
                       
603
     switch(curr.side) 
604
       {
605
       case NORTH: if( col==mCols-1 ) 
606
                     return new Edge(EAST,row,col);
607
                   if( row>0 && mCubes[row-1][col+1]==mCubes[row][col] )
608
                     return new Edge(WEST,row-1,col+1);
609
                   if( mCubes[row][col+1]==mCubes[row][col] )
610
                     return new Edge(NORTH,row,col+1);
611
                   else  
612
                     return new Edge(EAST,row,col);
613
                   
614
       case SOUTH: if( col==0 ) 
615
                     return new Edge(WEST,row,col);
616
                   if( (row<mRows-1) && mCubes[row+1][col-1]==mCubes[row][col] )
617
                     return new Edge(EAST,row+1,col-1); 
618
                   if( mCubes[row][col-1]==mCubes[row][col] )
619
                     return new Edge(SOUTH,row,col-1);
620
                   else
621
                     return new Edge(WEST,row,col); 
622
                     
623
       case EAST : if( row==mRows-1 ) 
624
                     return new Edge(SOUTH,row,col);
625
                   if( (col<mCols-1) && mCubes[row+1][col+1]==mCubes[row][col] )
626
                     return new Edge(NORTH,row+1,col+1);
627
                   if( mCubes[row+1][col]==mCubes[row][col] )
628
                     return new Edge(EAST,row+1,col);
629
                   else 
630
                     return new Edge(SOUTH,row,col);
631
                   
632
       case WEST : if( row==0 )
633
                     return new Edge(NORTH,row,col);
634
                   if( col>0 && mCubes[row-1][col-1]==mCubes[row][col] )
635
                     return new Edge(SOUTH,row-1,col-1);
636
                   if( mCubes[row-1][col]==mCubes[row][col] )
637
                     return new Edge(WEST,row-1,col);
638
                   else
639
                     return new Edge(NORTH,row,col);     
640
       }
641
     
642
     return null;
643
     }
644

    
645
///////////////////////////////////////////////////////////////////////////////////////////////////
646
   
647
   private void addSideVertex(Edge curr, boolean back, boolean lower,int side, int vertex, float[] position, float[] normal, float[] texture)
648
     {
649
     //android.util.Log.e("CUBES", "adding Side vertex!");
650

    
651
     remainingVert--;
652

    
653
     float x, y;
654

    
655
     switch(curr.side)
656
       {
657
       case NORTH: x = (float)(back ? (curr.col  ):(curr.col+1))/mCols;
658

    
659
                   position[3*vertex  ] = x - 0.5f;
660
                   position[3*vertex+1] = 0.5f - (float)curr.row/mRows;
661
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
662

    
663
                   normal[3*vertex  ]   = side==NORTH ? 0.0f : (side==WEST?-R:R);
664
                   normal[3*vertex+1]   = 1.0f;
665
                   normal[3*vertex+2]   = lower ? -R:R;
666

    
667
                   texture[2*vertex  ]  = x;
668
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row-1):(curr.row  ))/mRows;
669
                   break;
670
       case SOUTH: x = (float)(back ? (curr.col+1):(curr.col  ))/mCols;
671

    
672
                   position[3*vertex  ] = x - 0.5f;
673
                   position[3*vertex+1] = 0.5f - (float)(curr.row+1)/mRows;
674
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;  
675
            
676
                   normal[3*vertex  ]   = side==SOUTH ? 0.0f: (side==EAST?-R:R);
677
                   normal[3*vertex+1]   =-1.0f;
678
                   normal[3*vertex+2]   = lower ? -R:R;
679

    
680
                   texture[2*vertex  ]  = x;
681
                   texture[2*vertex+1]  = 1.0f-(float)(lower? (curr.row+2):(curr.row+1))/mRows;
682
                   break;
683
       case WEST : y = (float)(back  ? (curr.row+1):(curr.row))/mRows;
684

    
685
                   position[3*vertex  ] = (float)curr.col/mCols -0.5f;
686
                   position[3*vertex+1] = 0.5f - y;
687
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
688

    
689
                   normal[3*vertex  ]   =-1.0f;
690
                   normal[3*vertex+1]   = side==WEST ? 0.0f : (side==NORTH?-R:R);
691
                   normal[3*vertex+2]   = lower ? -R:R;
692
 
693
                   texture[2*vertex  ]  = (float)(lower ? (curr.col-1):(curr.col  ))/mCols;
694
                   texture[2*vertex+1]  = 1.0f - y;
695
                   break;
696
       case EAST : y = (float)(back  ? (curr.row):(curr.row+1))/mRows;
697

    
698
                   position[3*vertex  ] = (float)(curr.col+1)/mCols -0.5f;
699
                   position[3*vertex+1] = 0.5f - y;
700
                   position[3*vertex+2] = lower ? BACKZ : FRONTZ;
701

    
702
                   normal[3*vertex  ]   = 1.0f;
703
                   normal[3*vertex+1]   = side==EAST ? 0.0f : (side==SOUTH?-R:R);
704
                   normal[3*vertex+2]   = lower ? -R:R; 
705

    
706
                   texture[2*vertex  ]  = (float)(lower ? (curr.col+2):(curr.col+1))/mCols;
707
                   texture[2*vertex+1]  = 1.0f - y;
708
                   break;
709
       }
710
     
711
     if(texture[2*vertex  ]>1.0f) texture[2*vertex  ] =2.0f-texture[2*vertex  ];
712
     if(texture[2*vertex  ]<0.0f) texture[2*vertex  ] =    -texture[2*vertex  ];
713
     if(texture[2*vertex+1]>1.0f) texture[2*vertex+1] =2.0f-texture[2*vertex+1];
714
     if(texture[2*vertex+1]<0.0f) texture[2*vertex+1] =    -texture[2*vertex+1];
715
     }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718
// PUBLIC API
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720
   
721
/**
722
 * Creates the underlying grid of vertices, normals, texture coords and colors.
723
 *    
724
 * @param cols      See {@link DistortedCubes#DistortedCubes(int,String,int,boolean)}
725
 * @param desc      See {@link DistortedCubes#DistortedCubes(int,String,int,boolean)}
726
 * @param frontOnly See {@link DistortedCubes#DistortedCubes(int,String,int,boolean)}
727
 */
728
   public DistortedCubesGrid(int cols, String desc, boolean frontOnly)
729
      {
730
      //android.util.Log.d("CUBES","calculating dataLength...");
731

    
732
      prepareDataStructures(cols,desc,frontOnly);
733
       
734
      int numVertices=0;
735
      float[] positionData= new float[POSITION_DATA_SIZE*dataLength];
736
      float[] normalData  = new float[NORMAL_DATA_SIZE  *dataLength];
737
      float[] textureData = new float[TEX_DATA_SIZE     *dataLength];
738

    
739
      //android.util.Log.d("CUBES","building front grid...");
740

    
741
      numVertices = buildFrontBackGrid(true, numVertices,positionData,normalData,textureData);
742
      
743
      if( !frontOnly )
744
        {
745
        numVertices = repeatLast(numVertices,positionData,normalData,textureData);
746
        if( numVertices%2==1 )
747
          {
748
          //android.util.Log.d("CUBES","repeating winding1 vertex");
749

    
750
          numVertices = repeatLast(numVertices,positionData,normalData,textureData);
751
          }
752

    
753
        //android.util.Log.d("CUBES","building side grid...");
754

    
755
        numVertices = buildSideGrid (numVertices,positionData,normalData,textureData);
756

    
757
        //android.util.Log.d("CUBES","building back grid...");
758

    
759
        numVertices = buildFrontBackGrid (false,numVertices,positionData,normalData,textureData);
760
        }
761
      
762
      /*
763
      android.util.Log.e("CUBES","dataLen="+dataLength+" vertex="+numVertices);
764
      android.util.Log.d("CUBES", "position: "+debug(positionData,3) );
765
      android.util.Log.d("CUBES", "normal: "  +debug(  normalData,3) );
766
      android.util.Log.d("CUBES", "texture: " +debug( textureData,2) );
767
      */
768
      android.util.Log.d("CUBES", "remainingVert " +remainingVert );
769

    
770
      mGridPositions = ByteBuffer.allocateDirect(POSITION_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
771
      mGridPositions.put(positionData).position(0); 
772
      
773
      mGridNormals = ByteBuffer.allocateDirect(NORMAL_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
774
      mGridNormals.put(normalData).position(0); 
775

    
776
      mGridTexture = ByteBuffer.allocateDirect(TEX_DATA_SIZE*dataLength*BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();                                                        
777
      mGridTexture.put(textureData).position(0); 
778
      }
779
   }
780
///////////////////////////////////////////////////////////////////////////////////////////////////
781

    
(5-5/18)