Revision b948df7a
Added by Leszek Koltunski about 5 years ago
| src/main/java/org/distorted/library/mesh/MeshRectangles.java | ||
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create a flat, rectangular grid. |
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* <p> |
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* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
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* effects to it, use MeshRectangles(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
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*/ |
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public class MeshRectangles extends MeshBase |
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{
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private int mCols, mRows; |
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private int remainingVert; |
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private int numVertices; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Create a flat, full grid. |
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private void computeNumberOfVertices(int cols, int rows) |
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{
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mRows=rows; |
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mCols=cols; |
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if( cols==1 && rows==1 ) |
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{
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numVertices = 4; |
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} |
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else |
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{
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numVertices = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) + |
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(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1); |
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} |
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remainingVert = numVertices; |
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} |
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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; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = -y; |
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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+0.5f; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 0.5f-y; |
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return vertex+1; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int repeatLast(int vertex, float[] attribs1, float[] attribs2) |
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{
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if( vertex>0 ) |
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{
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remainingVert--; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB ]; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+1]; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+2]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB ] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB ]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+1]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+2]; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB ]; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1]; |
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vertex++; |
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} |
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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) |
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{
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boolean currBlockIsNE, lastBlockIsNE = false; |
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int vertex = 0; |
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float x,y; |
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final float dx = 1.0f/mCols; |
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final float dy = 1.0f/mRows; |
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y =-0.5f; |
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for(int row=0; row<mRows; row++) |
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{
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x =-0.5f; |
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for(int col=0; col<mCols; col++) |
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{
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currBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
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if( col==0 || (lastBlockIsNE^currBlockIsNE) ) |
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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if( lastBlockIsNE^currBlockIsNE) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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} |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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lastBlockIsNE = currBlockIsNE; |
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x+=dx; |
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} |
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y+=dy; |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void buildGrid(float[] attribs1, float[] attribs2, float[] xLoc, float[] yLoc) |
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{
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boolean currBlockIsNE,lastBlockIsNE = false; |
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int vertex = 0; |
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float dx,dy,x,y= yLoc[0]; |
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for(int row=0; row<mRows; row++) |
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{
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x = xLoc[0]; |
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dy= yLoc[row+1]; |
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for(int col=0; col<mCols; col++) |
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{
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dx = xLoc[col+1]; |
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currBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
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if( col==0 || (lastBlockIsNE^currBlockIsNE) ) |
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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if( lastBlockIsNE^currBlockIsNE) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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} |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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lastBlockIsNE = currBlockIsNE; |
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x+=dx; |
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} |
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y+=dy; |
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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 a rectangular grid of vertices, normals and texture coords. |
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* |
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* @param cols Number of columns in the grid. |
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* @param rows Number of rows in the grid. |
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*/ |
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public MeshRectangles(int cols, int rows) |
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{
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super(); |
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computeNumberOfVertices(cols,rows); |
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float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
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float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
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buildGrid(attribs1,attribs2); |
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if( remainingVert!=0 ) |
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android.util.Log.d("MeshRectangles", "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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* Creates a rectangular grid of vertices, normals and texture coords. |
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* |
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* @param xLoc list of x-coordinates of vertices. First value: distance of the left edge from 0. |
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* Next values: distance of the next column from the previous. Must be NonNull! |
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* @param yLoc list of y-coordinates of vertices. First value: distance of the bottom edge from 0. |
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* Next values: distance of the next row from the previous. Must be NonNull! |
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*/ |
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public MeshRectangles(float[] xLoc, float[] yLoc) |
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{
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super(); |
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computeNumberOfVertices(xLoc.length-1,yLoc.length-1); |
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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,xLoc,yLoc); |
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if( remainingVert!=0 ) |
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android.util.Log.d("MeshRectangles", "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 MeshRectangles(MeshRectangles 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 MeshRectangles copy(boolean deep) |
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{
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return new MeshRectangles(this,deep); |
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} |
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} |
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| src/main/java/org/distorted/library/mesh/MeshSquare.java | ||
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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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| 7 |
// 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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| 10 |
// // |
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| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
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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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|
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package org.distorted.library.mesh; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Create a flat, rectangular grid. |
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* <p> |
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* Perfect if you just want to display a flat Texture. If you are not planning to apply any VERTEX |
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* effects to it, use MeshRectangles(1,1), i.e. a Quad. Otherwise, create more vertices for more realistic effects! |
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*/ |
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public class MeshSquare extends MeshBase |
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{
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private int mCols, mRows; |
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private int remainingVert; |
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private int numVertices; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Create a flat, full grid. |
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|
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private void computeNumberOfVertices(int cols, int rows) |
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{
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mRows=rows; |
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mCols=cols; |
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if( cols==1 && rows==1 ) |
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{
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numVertices = 4; |
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} |
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else |
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{
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numVertices = 2*( mRows*mCols +2*mRows - 1) +2*(mCols>=2 ? mRows:0) + |
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(mCols>=2 && mRows>=2 ? 2*mRows-2 : 1); |
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} |
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remainingVert = numVertices; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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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; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = -y; |
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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+0.5f; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = 0.5f-y; |
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return vertex+1; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int repeatLast(int vertex, float[] attribs1, float[] attribs2) |
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{
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if( vertex>0 ) |
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{
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remainingVert--; |
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|
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB ]; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+1]; |
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + POS_ATTRIB+2]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB ] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB ]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+1]; |
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attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(vertex-1) + NOR_ATTRIB+2]; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB ]; |
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(vertex-1) + TEX_ATTRIB+1]; |
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vertex++; |
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} |
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return vertex; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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private void buildGrid(float[] attribs1, float[] attribs2) |
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{
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boolean currBlockIsNE, lastBlockIsNE = false; |
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int vertex = 0; |
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float x,y; |
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final float dx = 1.0f/mCols; |
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final float dy = 1.0f/mRows; |
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y =-0.5f; |
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for(int row=0; row<mRows; row++) |
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{
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x =-0.5f; |
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for(int col=0; col<mCols; col++) |
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{
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currBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
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|
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if( col==0 || (lastBlockIsNE^currBlockIsNE) ) |
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{
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
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if( lastBlockIsNE^currBlockIsNE) vertex = repeatLast(vertex,attribs1,attribs2); |
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vertex= addVertex( vertex, x, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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} |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
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vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
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|
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| 132 |
lastBlockIsNE = currBlockIsNE; |
|
| 133 |
x+=dx; |
|
| 134 |
} |
|
| 135 |
|
|
| 136 |
y+=dy; |
|
| 137 |
} |
|
| 138 |
} |
|
| 139 |
|
|
| 140 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 141 |
|
|
| 142 |
private void buildGrid(float[] attribs1, float[] attribs2, float[] xLoc, float[] yLoc) |
|
| 143 |
{
|
|
| 144 |
boolean currBlockIsNE,lastBlockIsNE = false; |
|
| 145 |
int vertex = 0; |
|
| 146 |
float dx,dy,x,y= yLoc[0]; |
|
| 147 |
|
|
| 148 |
for(int row=0; row<mRows; row++) |
|
| 149 |
{
|
|
| 150 |
x = xLoc[0]; |
|
| 151 |
dy= yLoc[row+1]; |
|
| 152 |
|
|
| 153 |
for(int col=0; col<mCols; col++) |
|
| 154 |
{
|
|
| 155 |
dx = xLoc[col+1]; |
|
| 156 |
currBlockIsNE = (2*row<=mRows-1)^(2*col<=mCols-1); |
|
| 157 |
|
|
| 158 |
if( col==0 || (lastBlockIsNE^currBlockIsNE) ) |
|
| 159 |
{
|
|
| 160 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
|
| 161 |
vertex= addVertex( vertex, x, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
|
| 162 |
if( row!=0 && col==0 ) vertex = repeatLast(vertex,attribs1,attribs2); |
|
| 163 |
if( lastBlockIsNE^currBlockIsNE) vertex = repeatLast(vertex,attribs1,attribs2); |
|
| 164 |
vertex= addVertex( vertex, x, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
|
| 165 |
} |
|
| 166 |
vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?0:dy), attribs1,attribs2); |
|
| 167 |
vertex= addVertex( vertex, x+dx, y+(currBlockIsNE?dy:0), attribs1,attribs2); |
|
| 168 |
|
|
| 169 |
lastBlockIsNE = currBlockIsNE; |
|
| 170 |
x+=dx; |
|
| 171 |
} |
|
| 172 |
|
|
| 173 |
y+=dy; |
|
| 174 |
} |
|
| 175 |
} |
|
| 176 |
|
|
| 177 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 178 |
// PUBLIC API |
|
| 179 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 180 |
/** |
|
| 181 |
* Creates a rectangular grid of vertices, normals and texture coords. |
|
| 182 |
* |
|
| 183 |
* @param cols Number of columns in the grid. |
|
| 184 |
* @param rows Number of rows in the grid. |
|
| 185 |
*/ |
|
| 186 |
public MeshSquare(int cols, int rows) |
|
| 187 |
{
|
|
| 188 |
super(); |
|
| 189 |
computeNumberOfVertices(cols,rows); |
|
| 190 |
|
|
| 191 |
float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
|
| 192 |
float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
|
| 193 |
|
|
| 194 |
buildGrid(attribs1,attribs2); |
|
| 195 |
|
|
| 196 |
if( remainingVert!=0 ) |
|
| 197 |
android.util.Log.d("MeshRectangles", "remainingVert " +remainingVert );
|
|
| 198 |
|
|
| 199 |
setAttribs(attribs1,attribs2); |
|
| 200 |
} |
|
| 201 |
|
|
| 202 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 203 |
/** |
|
| 204 |
* Creates a rectangular grid of vertices, normals and texture coords. |
|
| 205 |
* |
|
| 206 |
* @param xLoc list of x-coordinates of vertices. First value: distance of the left edge from 0. |
|
| 207 |
* Next values: distance of the next column from the previous. Must be NonNull! |
|
| 208 |
* @param yLoc list of y-coordinates of vertices. First value: distance of the bottom edge from 0. |
|
| 209 |
* Next values: distance of the next row from the previous. Must be NonNull! |
|
| 210 |
*/ |
|
| 211 |
public MeshSquare(float[] xLoc, float[] yLoc) |
|
| 212 |
{
|
|
| 213 |
super(); |
|
| 214 |
computeNumberOfVertices(xLoc.length-1,yLoc.length-1); |
|
| 215 |
|
|
| 216 |
float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
|
| 217 |
float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
|
| 218 |
|
|
| 219 |
buildGrid(attribs1,attribs2,xLoc,yLoc); |
|
| 220 |
|
|
| 221 |
if( remainingVert!=0 ) |
|
| 222 |
android.util.Log.d("MeshRectangles", "remainingVert " +remainingVert );
|
|
| 223 |
|
|
| 224 |
setAttribs(attribs1,attribs2); |
|
| 225 |
} |
|
| 226 |
|
|
| 227 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 228 |
/** |
|
| 229 |
* Copy constructor. |
|
| 230 |
*/ |
|
| 231 |
public MeshSquare(MeshSquare mesh, boolean deep) |
|
| 232 |
{
|
|
| 233 |
super(mesh,deep); |
|
| 234 |
} |
|
| 235 |
|
|
| 236 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 237 |
/** |
|
| 238 |
* Copy the Mesh. |
|
| 239 |
* |
|
| 240 |
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices, |
|
| 241 |
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture |
|
| 242 |
* coordinates and effect associations, is always deep copied) |
|
| 243 |
*/ |
|
| 244 |
public MeshSquare copy(boolean deep) |
|
| 245 |
{
|
|
| 246 |
return new MeshSquare(this,deep); |
|
| 247 |
} |
|
| 248 |
} |
|
| src/main/java/org/distorted/library/mesh/MeshTriangle.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.library.mesh; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* Create a Mesh which approximates an equilateral triangle. |
|
| 25 |
*/ |
|
| 26 |
public class MeshTriangle extends MeshBase |
|
| 27 |
{
|
|
| 28 |
private int numVertices; |
|
| 29 |
private int remainingVert; |
|
| 30 |
|
|
| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2) |
|
| 34 |
{
|
|
| 35 |
remainingVert--; |
|
| 36 |
|
|
| 37 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = x-0.5f; |
|
| 38 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y-0.5f; |
|
| 39 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f; |
|
| 40 |
|
|
| 41 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB ] = 0.0f; |
|
| 42 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f; |
|
| 43 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f; |
|
| 44 |
|
|
| 45 |
attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x; |
|
| 46 |
attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y; |
|
| 47 |
|
|
| 48 |
return vertex+1; |
|
| 49 |
} |
|
| 50 |
|
|
| 51 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 52 |
|
|
| 53 |
private void computeNumberOfVertices(int level) |
|
| 54 |
{
|
|
| 55 |
numVertices = level*(level+2); |
|
| 56 |
remainingVert = numVertices; |
|
| 57 |
} |
|
| 58 |
|
|
| 59 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 60 |
|
|
| 61 |
private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs1, float[] attribs2) |
|
| 62 |
{
|
|
| 63 |
for(int i=0; i<length; i++) |
|
| 64 |
{
|
|
| 65 |
vertex = addVertex(vertex, sx , sy , attribs1, attribs2); |
|
| 66 |
vertex = addVertex(vertex, sx+dx, sy+dy, attribs1, attribs2); |
|
| 67 |
sx += 2*dx; |
|
| 68 |
} |
|
| 69 |
|
|
| 70 |
vertex = addVertex(vertex, sx, sy, attribs1, attribs2); |
|
| 71 |
|
|
| 72 |
return vertex; |
|
| 73 |
} |
|
| 74 |
|
|
| 75 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 76 |
|
|
| 77 |
private void buildGrid(float[] attribs1, float[] attribs2, int level) |
|
| 78 |
{
|
|
| 79 |
float sx = 0.0f; |
|
| 80 |
float sy = 0.0f; |
|
| 81 |
float dx = 0.5f/level; |
|
| 82 |
float dy = 1.0f/level; |
|
| 83 |
int vertex = 0; |
|
| 84 |
|
|
| 85 |
for(int row=level; row>=1; row--) |
|
| 86 |
{
|
|
| 87 |
vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs1,attribs2); |
|
| 88 |
|
|
| 89 |
sx += 2*dx*(row-0.5f); |
|
| 90 |
sy += dy; |
|
| 91 |
dx *= -1; |
|
| 92 |
} |
|
| 93 |
} |
|
| 94 |
|
|
| 95 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 96 |
// PUBLIC API |
|
| 97 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 98 |
/** |
|
| 99 |
* Creates the underlying grid of vertices with the usual attribs which approximates an equilateral |
|
| 100 |
* triangle. |
|
| 101 |
* |
|
| 102 |
* @param level Specifies the level of slicing. Valid values: level ≥ 1 |
|
| 103 |
*/ |
|
| 104 |
public MeshTriangle(int level) |
|
| 105 |
{
|
|
| 106 |
super(); |
|
| 107 |
|
|
| 108 |
computeNumberOfVertices(level); |
|
| 109 |
|
|
| 110 |
float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
|
| 111 |
float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
|
| 112 |
|
|
| 113 |
buildGrid(attribs1, attribs2, level); |
|
| 114 |
|
|
| 115 |
if( remainingVert!=0 ) |
|
| 116 |
android.util.Log.d("MeshTriangles", "remainingVert " +remainingVert );
|
|
| 117 |
|
|
| 118 |
setAttribs(attribs1, attribs2); |
|
| 119 |
} |
|
| 120 |
|
|
| 121 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 122 |
/** |
|
| 123 |
* Copy constructor. |
|
| 124 |
*/ |
|
| 125 |
public MeshTriangle(MeshTriangle mesh, boolean deep) |
|
| 126 |
{
|
|
| 127 |
super(mesh,deep); |
|
| 128 |
} |
|
| 129 |
|
|
| 130 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 131 |
/** |
|
| 132 |
* Copy the Mesh. |
|
| 133 |
* |
|
| 134 |
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices, |
|
| 135 |
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture |
|
| 136 |
* coordinates and effect associations, is always deep copied) |
|
| 137 |
*/ |
|
| 138 |
public MeshTriangle copy(boolean deep) |
|
| 139 |
{
|
|
| 140 |
return new MeshTriangle(this,deep); |
|
| 141 |
} |
|
| 142 |
} |
|
| src/main/java/org/distorted/library/mesh/MeshTriangles.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.library.mesh; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
/** |
|
| 24 |
* Create a Mesh which approximates an equilateral triangle. |
|
| 25 |
*/ |
|
| 26 |
public class MeshTriangles extends MeshBase |
|
| 27 |
{
|
|
| 28 |
private int numVertices; |
|
| 29 |
private int remainingVert; |
|
| 30 |
|
|
| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
private int addVertex(int vertex, float x, float y, float[] attribs1, float[] attribs2) |
|
| 34 |
{
|
|
| 35 |
remainingVert--; |
|
| 36 |
|
|
| 37 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = x-0.5f; |
|
| 38 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y-0.5f; |
|
| 39 |
attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f; |
|
| 40 |
|
|
| 41 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB ] = 0.0f; |
|
| 42 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f; |
|
| 43 |
attribs1[VERT1_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f; |
|
| 44 |
|
|
| 45 |
attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x; |
|
| 46 |
attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y; |
|
| 47 |
|
|
| 48 |
return vertex+1; |
|
| 49 |
} |
|
| 50 |
|
|
| 51 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 52 |
|
|
| 53 |
private void computeNumberOfVertices(int level) |
|
| 54 |
{
|
|
| 55 |
numVertices = level*(level+2); |
|
| 56 |
remainingVert = numVertices; |
|
| 57 |
} |
|
| 58 |
|
|
| 59 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 60 |
|
|
| 61 |
private int buildRow(int vertex,float sx, float sy, int length, float dx, float dy, float[] attribs1, float[] attribs2) |
|
| 62 |
{
|
|
| 63 |
for(int i=0; i<length; i++) |
|
| 64 |
{
|
|
| 65 |
vertex = addVertex(vertex, sx , sy , attribs1, attribs2); |
|
| 66 |
vertex = addVertex(vertex, sx+dx, sy+dy, attribs1, attribs2); |
|
| 67 |
sx += 2*dx; |
|
| 68 |
} |
|
| 69 |
|
|
| 70 |
vertex = addVertex(vertex, sx, sy, attribs1, attribs2); |
|
| 71 |
|
|
| 72 |
return vertex; |
|
| 73 |
} |
|
| 74 |
|
|
| 75 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 76 |
|
|
| 77 |
private void buildGrid(float[] attribs1, float[] attribs2, int level) |
|
| 78 |
{
|
|
| 79 |
float sx = 0.0f; |
|
| 80 |
float sy = 0.0f; |
|
| 81 |
float dx = 0.5f/level; |
|
| 82 |
float dy = 1.0f/level; |
|
| 83 |
int vertex = 0; |
|
| 84 |
|
|
| 85 |
for(int row=level; row>=1; row--) |
|
| 86 |
{
|
|
| 87 |
vertex = buildRow(vertex,sx,sy,row,dx,dy,attribs1,attribs2); |
|
| 88 |
|
|
| 89 |
sx += 2*dx*(row-0.5f); |
|
| 90 |
sy += dy; |
|
| 91 |
dx *= -1; |
|
| 92 |
} |
|
| 93 |
} |
|
| 94 |
|
|
| 95 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 96 |
// PUBLIC API |
|
| 97 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 98 |
/** |
|
| 99 |
* Creates the underlying grid of vertices with the usual attribs which approximates an equilateral |
|
| 100 |
* triangle. |
|
| 101 |
* |
|
| 102 |
* @param level Specifies the level of slicing. Valid values: level ≥ 1 |
|
| 103 |
*/ |
|
| 104 |
public MeshTriangles(int level) |
|
| 105 |
{
|
|
| 106 |
super(); |
|
| 107 |
|
|
| 108 |
computeNumberOfVertices(level); |
|
| 109 |
|
|
| 110 |
float[] attribs1= new float[VERT1_ATTRIBS*numVertices]; |
|
| 111 |
float[] attribs2= new float[VERT2_ATTRIBS*numVertices]; |
|
| 112 |
|
|
| 113 |
buildGrid(attribs1, attribs2, level); |
|
| 114 |
|
|
| 115 |
if( remainingVert!=0 ) |
|
| 116 |
android.util.Log.d("MeshTriangles", "remainingVert " +remainingVert );
|
|
| 117 |
|
|
| 118 |
setAttribs(attribs1, attribs2); |
|
| 119 |
} |
|
| 120 |
|
|
| 121 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 122 |
/** |
|
| 123 |
* Copy constructor. |
|
| 124 |
*/ |
|
| 125 |
public MeshTriangles(MeshTriangles mesh, boolean deep) |
|
| 126 |
{
|
|
| 127 |
super(mesh,deep); |
|
| 128 |
} |
|
| 129 |
|
|
| 130 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 131 |
/** |
|
| 132 |
* Copy the Mesh. |
|
| 133 |
* |
|
| 134 |
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices, |
|
| 135 |
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture |
|
| 136 |
* coordinates and effect associations, is always deep copied) |
|
| 137 |
*/ |
|
| 138 |
public MeshTriangles copy(boolean deep) |
|
| 139 |
{
|
|
| 140 |
return new MeshTriangles(this,deep); |
|
| 141 |
} |
|
| 142 |
} |
|
Also available in: Unified diff
Rename Meshes.