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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ b7074bc6

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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.mesh;
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import android.opengl.GLES30;
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import android.opengl.Matrix;
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import org.distorted.library.effect.MatrixEffect;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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public abstract class MeshBase
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   {
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   // sizes of attributes of an individual vertex.
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   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
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   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
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   static final int TEX_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
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   static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE;  // number of attributes of a 'normal' vertex
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_DATA_SIZE;                                  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT_SIZE  = VERT_ATTRIBS*BYTES_PER_FLOAT;
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   private boolean mShowNormals;      // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs;      // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
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   private float mInflate;
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   private float mBoundingX, mBoundingY, mBoundingZ;
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   private float mStretchX, mStretchY, mStretchZ;
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   private static class Component
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     {
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     private int mEndIndex;
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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 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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       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(Static4D map)
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       {
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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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   private ArrayList<Component> mComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase(float bx, float by, float bz)
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     {
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     mBoundingX = bx/2;
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     mBoundingY = by/2;
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     mBoundingZ = bz/2;
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     mStretchX = 1.0f;
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     mStretchY = 1.0f;
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     mStretchZ = 1.0f;
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     mShowNormals = false;
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     mInflate     = 0.0f;
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     mComponent   = new ArrayList<>();
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     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original)
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     {
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     mBoundingX = original.mBoundingX;
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     mBoundingY = original.mBoundingY;
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     mBoundingZ = original.mBoundingZ;
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     mStretchX = original.mStretchX;
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     mStretchY = original.mStretchY;
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     mStretchZ = original.mStretchZ;
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     mShowNormals = original.mShowNormals;
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     mInflate     = original.mInflate;
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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,original.mNumVertices*VERT_ATTRIBS);
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     setAttribs(mVertAttribs);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setBounding(float bx, float by, float bz)
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     {
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     mBoundingX = bx/2;
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     mBoundingY = by/2;
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     mBoundingZ = bz/2;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vertexAttribs)
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     {
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     mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
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     mVertAttribs = vertexAttribs;
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     mComponent.add(new Component(mNumVertices));
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     mVBO.invalidate();
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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   void join(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int numComponents, numVertices, numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     // compute new numVertices; take care of Components
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     if( origVertices>0 )
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       {
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       numComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numComponents = mesh.mComponent.size();
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       for(int j=0; j<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += mNumVertices;
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         mComponent.add(comp);
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         }
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       numVertices = mesh.mNumVertices;
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       if( mNumVertices==0 )
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         {
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         if( numMeshes>1 )
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            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
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         else
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            mNumVertices +=  numVertices;
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         }
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       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
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       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
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       }
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     // allocate new attrib array
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     float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
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     numVertices = origVertices;
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     if( origVertices>0 )
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       {
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       System.arraycopy(mVertAttribs,                             0, newAttribs,                         0, VERT_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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         origVertices++;
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         }
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
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         {
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         System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
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         {
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         System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
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           {
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           System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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           origVertices++;
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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
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       {
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       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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       }
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     mVertAttribs = newAttribs;
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     mVBO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public int getTFO()
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     {
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     return mTFO.getIndex();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public int getNumVertices()
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     {
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     return mNumVertices;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void bindVertexAttribs(DistortedProgram program)
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     {
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     int index = mVBO.createImmediately(mNumVertices*VERT_SIZE, mVertAttribs);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
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     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
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     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
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     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
320
 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void bindTransformAttribs(DistortedProgram program)
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     {
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     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
336
 *
337
 * @y.exclude
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 */
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   public void setInflate(float inflate)
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     {
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     mInflate = inflate;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
346
 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public float getInflate()
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     {
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     return mInflate;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
359
 * When rendering this Mesh, do we want to render the Normal vectors as well?
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 * <p>
361
 * Will work only on OpenGL ES >= 3.0 devices.
362
 *
363
 * @param show Controls if we render the Normal vectors or not.
364
 */
365
   public void setShowNormals(boolean show)
366
     {
367
     mShowNormals = show;
368
     }
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370
///////////////////////////////////////////////////////////////////////////////////////////////////
371
/**
372
 * When rendering this mesh, should we also draw the normal vectors?
373
 *
374
 * @return <i>true</i> if we do render normal vectors
375
 */
376
   public boolean getShowNormals()
377
     {
378
     return mShowNormals;
379
     }
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381
///////////////////////////////////////////////////////////////////////////////////////////////////
382
/**
383
 * Release all internal resources.
384
 */
385
   public void markForDeletion()
386
     {
387
     mVertAttribs = null;
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389
     mVBO.markForDeletion();
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     mTFO.markForDeletion();
391
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
395
 * Apply all Effects to the vertex mesh. Overwrite the mesh in place.
396
 * <p>
397
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
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 * contain any Dynamics, they will be evaluated at 0.
399
 *
400
 * Please note that calling this once with the complete list of Effects will be much faster than
401
 * calling it repeatedly with one Effect at a time, as we have to reallocate the array of vertices
402
 * each time.
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 *
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 * @param effects List of Matrix Effects to apply to the Mesh.
405
 */
406
   public void apply(MatrixEffect[] effects)
407
     {
408
     float[][] matrix = new float[effects.length][16];
409
     float[] tmp;
410
     float[] array = new float[7];
411
     float x,y,z;
412
     int numEffects = 0;
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414
     for(MatrixEffect eff: effects)
415
       {
416
       if( eff!=null )
417
         {
418
         Matrix.setIdentityM(matrix[numEffects],0);
419
         eff.compute(array,0,0,0);
420
         eff.apply(matrix[numEffects], array, 0);
421
         numEffects++;
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         }
423
       }
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     for(int index=0; index<mNumVertices*VERT_ATTRIBS; index+=VERT_ATTRIBS )
426
       {
427
       for(int mat=0; mat<numEffects; mat++)
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         {
429
         tmp = matrix[mat];
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431
         x = mVertAttribs[index+POS_ATTRIB  ];
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         y = mVertAttribs[index+POS_ATTRIB+1];
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         z = mVertAttribs[index+POS_ATTRIB+2];
434

    
435
         mVertAttribs[index+POS_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z + tmp[12];
436
         mVertAttribs[index+POS_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z + tmp[13];
437
         mVertAttribs[index+POS_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z + tmp[14];
438

    
439
         x = mVertAttribs[index+NOR_ATTRIB  ];
440
         y = mVertAttribs[index+NOR_ATTRIB+1];
441
         z = mVertAttribs[index+NOR_ATTRIB+2];
442

    
443
         mVertAttribs[index+NOR_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
444
         mVertAttribs[index+NOR_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
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         mVertAttribs[index+NOR_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
446

    
447
         x = mVertAttribs[index+INF_ATTRIB  ];
448
         y = mVertAttribs[index+INF_ATTRIB+1];
449
         z = mVertAttribs[index+INF_ATTRIB+2];
450

    
451
         mVertAttribs[index+INF_ATTRIB  ] = tmp[0]*x + tmp[4]*y + tmp[ 8]*z;
452
         mVertAttribs[index+INF_ATTRIB+1] = tmp[1]*x + tmp[5]*y + tmp[ 9]*z;
453
         mVertAttribs[index+INF_ATTRIB+2] = tmp[2]*x + tmp[6]*y + tmp[10]*z;
454
         }
455
       }
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457
     mVBO.invalidate();
458
     }
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460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
/**
462
 * Sets texture maps for (some of) the components of this mesh.
463
 * <p>
464
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
465
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
466
 * upper-left quadrant of the texture.
467
 * <p>
468
 * Probably the most common user case would be sending as many maps as there are components in this
469
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
470
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
471
 * of the 2nd and 4rd one, call this with
472
 * maps = new Static4D[4]
473
 * maps[0] = null
474
 * maps[1] = the map for the 2nd component
475
 * maps[2] = null
476
 * maps[3] = the map for the 4th component
477
 *
478
 * A map's width and height have to be non-zero (but can be negative!)
479
 *
480
 * @param maps List of texture maps to apply to the texture's components.
481
 */
482
   public void setTextureMap(Static4D[] maps)
483
     {
484
     int num_comp = mComponent.size();
485
     int num_maps = maps.length;
486
     int min = Math.min(num_comp, num_maps);
487
     int vertex = 0;
488
     Static4D newMap, oldMap;
489
     Component comp;
490
     float newW, newH, ratW, ratH, movX, movY;
491

    
492
     for(int i=0; i<min; i++)
493
       {
494
       newMap = maps[i];
495
       comp = mComponent.get(i);
496

    
497
       if( newMap!=null )
498
         {
499
         newW = newMap.get2();
500
         newH = newMap.get3();
501

    
502
         if( newW!=0.0f && newH!=0.0f )
503
           {
504
           oldMap = comp.mTextureMap;
505
           ratW = newW/oldMap.get2();
506
           ratH = newH/oldMap.get3();
507
           movX = newMap.get0() - ratW*oldMap.get0();
508
           movY = newMap.get1() - ratH*oldMap.get1();
509

    
510
           for( int index=vertex*VERT_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
511
             {
512
             mVertAttribs[index  ] = ratW*mVertAttribs[index  ] + movX;
513
             mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY;
514
             }
515
           comp.setMap(newMap);
516
           }
517
         }
518

    
519
       vertex= comp.mEndIndex+1;
520
       }
521

    
522
     mVBO.invalidate();
523
     }
524

    
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526
/**
527
 * Return the texture map of one of the components.
528
 *
529
 * @param component The component number whose texture map we want to retrieve.
530
 */
531
   public Static4D getTextureMap(int component)
532
     {
533
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
534
     }
535

    
536
///////////////////////////////////////////////////////////////////////////////////////////////////
537
/**
538
 * Each mesh has its 'bounding box' - return half of its X-length.
539
 * <p>
540
 * In case of all 'simple' Meshes, the bounding box is always 1x1x1 (Sphere, Cubes) or 1x1x0
541
 * (Rectangles, Triangles, Quad - i.e. all 'flat' Meshes). But this can be something else in case of
542
 * MeshComponent.
543
 */
544
   public float getBoundingX()
545
    {
546
    return mBoundingX*mStretchX;
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550
/**
551
 * Each mesh has its 'bounding box' - return half of its Y-length.
552
 */
553
   public float getBoundingY()
554
    {
555
    return mBoundingY*mStretchY;
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559
/**
560
 * Each mesh has its 'bounding box' - return half of its Z-length.
561
 */
562
   public float getBoundingZ()
563
    {
564
    return mBoundingZ*mStretchZ;
565
    }
566

    
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568
/**
569
 * Sometimes we want to display a Mesh on a rectangular screen. Then we need to stretch it by
570
 * different factors in x and y (or z) directions. If we also wanted do display some vertex effects
571
 * done on this mesh, let's say a bulge done by a Distort effect, and wanted the bulge to be round,
572
 * (i.e the same in x and y directions) then doing so without this method would be impossible.
573
 *
574
 * This sets 'stretch' factors in each 3 dimensions. All vertices of this Mesh will be premultiplied
575
 * by those factors in the very first line of the Vertex Shader, before any Effects are done on it.
576
 * Using this we can thus pre-stretch the mesh to aspect ratio equal to the surface we eventually
577
 * want to display the Mesh on, and this way we can achieve a round Distort bulge!
578
 *
579
 * This could also be used to pre-stretch a Rectangles Mesh to a size equal (in pixels) to the bitmap
580
 * this mesh is textured with - and this lets us work with all Effects in natural, pixel units.
581
 *
582
 * @param sx stretch factor in x.
583
 * @param sy stretch factor in y.
584
 * @param sz stretch factor in z.
585
 */
586
   public void setStretch(float sx, float sy, float sz)
587
     {
588
     mStretchX = sx;
589
     mStretchY = sy;
590
     mStretchZ = sz;
591
     }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594
/**
595
 * Returns the x-factor set by setStretch().
596
 */
597
   public float getStretchX()
598
     {
599
     return mStretchX;
600
     }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603
/**
604
 * Returns the y-factor set by setStretch().
605
 */
606
   public float getStretchY()
607
     {
608
     return mStretchY;
609
     }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612
/**
613
 * Returns the z-factor set by setStretch().
614
 */
615
   public float getStretchZ()
616
     {
617
     return mStretchZ;
618
     }
619
   }
620

    
621

    
622

    
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