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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a Mesh which approximates an equilateral triangle.
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*/
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public class MeshTriangles extends MeshBase
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{
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private int numVertices;
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private int remainingVert;
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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] = y-0.5f;
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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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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x;
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y;
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return vertex+1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeNumberOfVertices(int level)
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{
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numVertices = level*(level+2);
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remainingVert = numVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs1, float[] attribs2)
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{
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for(int i=0; i<length; i++)
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{
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vertex = addVertex(vertex, sx , sy , attribs1, attribs2);
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vertex = addVertex(vertex, sx+dx, sy+dy, attribs1, attribs2);
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sx += 2*dx;
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}
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vertex = addVertex(vertex, sx, sy, attribs1, attribs2);
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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, int level)
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{
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float sx = 0.0f;
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float sy = 0.0f;
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float dx = 0.5f/level;
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float dy = 1.0f/level;
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int vertex = 0;
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for(int row=level; row>=1; row--)
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{
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vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs1,attribs2);
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sx += 2*dx*(row-0.5f);
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sy += dy;
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dx *= -1;
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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 with the usual attribs which approximates an equilateral
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* triangle.
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*
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* @param level Specifies the level of slicing. Valid values: level ≥ 1
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*/
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public MeshTriangles(int level)
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{
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super();
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computeNumberOfVertices(level);
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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, level);
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if( remainingVert!=0 )
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android.util.Log.d("MeshTriangles", "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 MeshTriangles(MeshTriangles 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 MeshTriangles copy(boolean deep)
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{
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return new MeshTriangles(this,deep);
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}
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}
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