Revision a3a05347
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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import org.distorted.library.main.DistortedLibrary; |
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import org.distorted.library.main.InternalBuffer; |
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import org.distorted.library.program.DistortedProgram; |
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import org.distorted.library.type.Static4D; |
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import java.util.ArrayList; |
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private class Component |
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{ |
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private int mEndIndex; |
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private float[] mTextureMap;
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private Static4D mTextureMap;
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Component(int end) |
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{ |
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mEndIndex = end; |
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mTextureMap = new float[4]; |
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mTextureMap[0] = 0.0f; // LowerLeft_X |
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mTextureMap[1] = 0.0f; // LowerLeft_Y |
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mTextureMap[2] = 1.0f; // Width |
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mTextureMap[3] = 1.0f; // Height |
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mEndIndex = end; |
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mTextureMap= new Static4D(0,0,1,1); |
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} |
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Component(Component original) |
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{ |
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mEndIndex = original.mEndIndex; |
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mTextureMap = new float[4]; |
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System.arraycopy(original.mTextureMap,0,mTextureMap,0,4); |
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float x = original.mTextureMap.get0(); |
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float y = original.mTextureMap.get1(); |
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float z = original.mTextureMap.get2(); |
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float w = original.mTextureMap.get3(); |
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mTextureMap = new Static4D(x,y,z,w); |
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} |
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void setMap(float[] newMap)
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void setMap(Static4D map)
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{ |
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System.arraycopy(newMap,0,mTextureMap,0,4);
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mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Sets texture maps for all components of this mesh.
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* Sets texture maps for (some of) the components of this mesh.
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* <p> |
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* Please note that calling this once with the complete list of Maps will be much faster than |
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* calling it repeatedly with one Maps at a time, as we have to reallocate the array of vertices |
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* each time. |
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* 'maps' needs to be maps[NumComponentsInThisMesh][4]. [0] is the lower-left corner's X, [1]- its Y, |
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* [2] - width, [3] - height of the map. |
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* For example map[0] = new float { 0.0, 0.5, 0.5, 0.5 } sets the 0th component texture map to the |
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* Format: ( x of lower-left corner, y of lower-left corner, width, height ). |
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* For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the |
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* upper-left quadrant of the texture. |
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* <p> |
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* Probably the most common user case would be sending as many maps as there are components in this |
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* Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them |
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* to null (those will be ignored as well). So if there are 5 components, and we want to set the map |
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* of the 2nd and 4rd one, call this with |
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* maps = new Static4D[4] |
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* maps[0] = null |
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* maps[1] = the map for the 2nd component |
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* maps[2] = null |
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* maps[3] = the map for the 4th component |
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* |
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* A map's width and height have to be non-zero (but can be negative!) |
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*/ |
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public void setTextureMap(float[][] maps)
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public void setTextureMap(Static4D[] maps)
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{ |
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int num_comp = mComponent.size(); |
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int num_maps = maps.length; |
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int min = num_comp<num_maps ? num_comp : num_maps; |
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int vertex = 0; |
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int index = TEX_ATTRIB; |
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float[] newMap, oldMap;
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Static4D newMap, oldMap;
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Component comp; |
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float newW, newH, ratW, ratH, movX, movY; |
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for(int i=0; i<min; i++) |
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{ |
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if( maps[i]!=null && maps[i][2]!=0.0f && maps[i][3]!=0.0f ) |
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newMap = maps[i]; |
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if( newMap!=null ) |
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{ |
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comp = mComponent.get(i); |
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newMap = maps[i]; |
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oldMap = comp.mTextureMap; |
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newW = newMap.get2(); |
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newH = newMap.get3(); |
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for( ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
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if( newW!=0.0f && newH!=0.0f )
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{ |
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mVertAttribs[index ] = (newMap[2]/oldMap[2])*(mVertAttribs[index ]-oldMap[0]) + newMap[0]; |
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mVertAttribs[index+1] = (newMap[3]/oldMap[3])*(mVertAttribs[index+1]-oldMap[1]) + newMap[1]; |
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comp = mComponent.get(i); |
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oldMap = comp.mTextureMap; |
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ratW = newW/oldMap.get2(); |
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ratH = newH/oldMap.get3(); |
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movX = newMap.get0() - ratW*oldMap.get0(); |
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movY = newMap.get1() - ratH*oldMap.get1(); |
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for( ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS) |
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{ |
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mVertAttribs[index ] = ratW*mVertAttribs[index ] + movX; |
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mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY; |
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} |
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comp.setMap(newMap); |
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} |
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comp.setMap(newMap); |
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} |
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} |
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Also available in: Unified diff
Improve setTextureMap.