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Revision bc6adbb5

Added by Leszek Koltunski over 1 year ago

also change the fullVertices to the same format

View differences:

src/main/java/org/distorted/library/mesh/MeshMultigon.java
47 47

  
48 48
///////////////////////////////////////////////////////////////////////////////////////////////////
49 49

  
50
  private static int isUp(float[][] vertices, int polygon, int edge)
50
  private static int isUp(float[][][] vertices, int polygon, int edge)
51 51
    {
52
    float[] p= vertices[polygon];
53
    int lenP = p.length/2;
52
    float[][] p= vertices[polygon];
53
    int lenP = p.length;
54 54
    int len  = vertices.length;
55 55
    int next = (edge==lenP-1 ? 0 : edge+1);
56 56

  
57
    float v1x = p[2*edge  ];
58
    float v1y = p[2*edge+1];
59
    float v2x = p[2*next  ];
60
    float v2y = p[2*next+1];
57
    float v1x = p[edge][0];
58
    float v1y = p[edge][1];
59
    float v2x = p[next][0];
60
    float v2y = p[next][1];
61 61

  
62 62
    for(int i=0; i<len; i++)
63 63
      if( i!=polygon )
64 64
        {
65
        int num = vertices[i].length/2;
65
        int num = vertices[i].length;
66 66

  
67 67
        for(int j=0; j<num; j++)
68 68
          {
69 69
          int n = (j==num-1 ? 0 : j+1);
70
          float[] v = vertices[i];
71
          float x1 = v[2*j  ];
72
          float y1 = v[2*j+1];
73
          float x2 = v[2*n  ];
74
          float y2 = v[2*n+1];
70
          float[][] v = vertices[i];
71
          float x1 = v[j][0];
72
          float y1 = v[j][1];
73
          float x2 = v[n][0];
74
          float y2 = v[n][1];
75 75

  
76 76
          if( isSame(v2x-x1,v2y-y1) && isSame(v1x-x2,v1y-y2) ) return i;
77 77
          }
......
82 82

  
83 83
///////////////////////////////////////////////////////////////////////////////////////////////////
84 84

  
85
  private static float[] detectFirstOuterVertex(float[][] vertices)
85
  private static float[] detectFirstOuterVertex(float[][][] vertices)
86 86
    {
87 87
    float X = -Float.MAX_VALUE;
88 88
    int I=0,J=0, len = vertices.length;
89 89

  
90 90
    for(int i=0; i<len; i++ )
91 91
      {
92
      float[] v = vertices[i];
93
      int num = v.length/2;
92
      float[][] v = vertices[i];
93
      int num = v.length;
94 94

  
95 95
      for(int j=0; j<num; j++)
96
        if(v[2*j]>X)
96
        if( v[j][0]>X )
97 97
          {
98
          X = v[2*j];
98
          X = v[j][0];
99 99
          I = i;
100 100
          J = j;
101 101
          }
102 102
      }
103 103

  
104
    float[] v = vertices[I];
105
    return new float[] {v[2*J],v[2*J+1]};
104
    float[] v = vertices[I][J];
105
    return new float[] {v[0],v[1]};
106 106
    }
107 107

  
108 108
///////////////////////////////////////////////////////////////////////////////////////////////////
......
115 115

  
116 116
///////////////////////////////////////////////////////////////////////////////////////////////////
117 117

  
118
  private static float[] detectNextOuterVertex(float[][] vertices, float[] curr, float[] vect, int[][] edgesUp)
118
  private static float[] detectNextOuterVertex(float[][][] vertices, float[] curr, float[] vect, int[][] edgesUp)
119 119
    {
120 120
    double maxAngle = 0;
121 121
    float x=0, y=0;
......
123 123

  
124 124
    for( int c=0; c<numC; c++ )
125 125
      {
126
      float[] vert = vertices[c];
127
      int numV = vert.length/2;
126
      float[][] vert = vertices[c];
127
      int numV = vert.length;
128 128

  
129 129
      for( int v=0; v<numV; v++)
130 130
        {
131
        float xc = vert[2*v];
132
        float yc = vert[2*v+1];
131
        float xc = vert[v][0];
132
        float yc = vert[v][1];
133 133

  
134 134
        if( edgesUp[c][v]<0 && isSame(xc-curr[0],yc-curr[1]) )
135 135
          {
136 136
          int n = (v==numV-1 ? 0 : v+1);
137
          float xn = vert[2*n];
138
          float yn = vert[2*n+1];
137
          float xn = vert[n][0];
138
          float yn = vert[n][1];
139 139

  
140 140
          double angle = computeAngle(vect[0], vect[1], xn-xc, yn-yc);
141 141

  
......
156 156

  
157 157
///////////////////////////////////////////////////////////////////////////////////////////////////
158 158

  
159
  private static int getNextIndex(float[][] vertices, int[][] unclaimedEdges, int currIndex, int numHoleVerts)
159
  private static int getNextIndex(float[][][] vertices, int[][] unclaimedEdges, int currIndex, int numHoleVerts)
160 160
    {
161 161
    int[] currEdge = unclaimedEdges[currIndex];
162 162
    int currP = currEdge[0];
163 163
    int currE = currEdge[1];
164
    float[] polygon = vertices[currP];
165
    int numV = polygon.length/2;
164
    float[][] polygon = vertices[currP];
165
    int numV = polygon.length;
166 166
    int nextE= currE<numV-1 ? currE+1 : 0;
167 167

  
168
    float x = polygon[2*nextE];
169
    float y = polygon[2*nextE+1];
168
    float x = polygon[nextE][0];
169
    float y = polygon[nextE][1];
170 170

  
171 171
    for(int e=0; e<numHoleVerts; e++)
172 172
      {
......
177 177
        int po = edge[0];
178 178
        int ed = edge[1];
179 179

  
180
        float cx = vertices[po][2*ed];
181
        float cy = vertices[po][2*ed+1];
180
        float cx = vertices[po][ed][0];
181
        float cy = vertices[po][ed][1];
182 182

  
183 183
        if( isSame(cx-x,cy-y) )
184 184
          {
......
193 193

  
194 194
///////////////////////////////////////////////////////////////////////////////////////////////////
195 195

  
196
  private static int generateHole(float[][] vertices, int[][] unclaimedEdges, float[][] output, int[][] edgesUp, int holeNumber, int numHoleVerts)
196
  private static int generateHole(float[][][] vertices, int[][] unclaimedEdges, float[][] output, int[][] edgesUp, int holeNumber, int numHoleVerts)
197 197
    {
198 198
    int firstIndex=-1;
199 199

  
......
217 217
      edgesUp[p][v] = -holeNumber-2;
218 218
      currIndex = nextIndex;
219 219
      int[] e = unclaimedEdges[nextIndex];
220
      float[] polygon = vertices[e[0]];
221
      output[numAdded][0] = polygon[2*e[1]];
222
      output[numAdded][1] = polygon[2*e[1]+1];
220
      float[] ve = vertices[e[0]][e[1]];
221
      output[numAdded][0] = ve[0];
222
      output[numAdded][1] = ve[1];
223 223
      numAdded++;
224 224
      }
225 225

  
......
238 238

  
239 239
///////////////////////////////////////////////////////////////////////////////////////////////////
240 240

  
241
  private static float[][][] computeHoles(float[][] vertices, int[][] edgesUp, float[][] outer, int numHoleVerts)
241
  private static float[][][] computeHoles(float[][][] vertices, int[][] edgesUp, float[][] outer, int numHoleVerts)
242 242
    {
243 243
    int[][] unclaimedEdges = new int[numHoleVerts][];
244 244
    int index = 0;
......
246 246

  
247 247
    for(int p=0; p<numPoly; p++)
248 248
      {
249
      float[] ve = vertices[p];
250
      int numEdges = ve.length/2;
249
      float[][] ve = vertices[p];
250
      int numEdges = ve.length;
251 251

  
252 252
      for(int e=0; e<numEdges; e++)
253 253
        if( edgesUp[p][e]<0 )
254 254
          {
255
          float x1 = ve[2*e];
256
          float y1 = ve[2*e+1];
255
          float x1 = ve[e][0];
256
          float y1 = ve[e][1];
257 257

  
258 258
          int n = e<numEdges-1 ? e+1 : 0;
259
          float x2 = ve[2*n];
260
          float y2 = ve[2*n+1];
259
          float x2 = ve[n][0];
260
          float y2 = ve[n][1];
261 261

  
262 262
          // yes, we need to check both ends of the edge - otherwise the
263 263
          // following 3x3 situation (x - wall, o - hole ) does not work:
......
315 315

  
316 316
///////////////////////////////////////////////////////////////////////////////////////////////////
317 317

  
318
  private float[] produceNormalVector(float[][] verts, float xs, float ys)
318
  private float[] produceNormalVector(float[][] outerAndHole, float xs, float ys)
319 319
    {
320
    int vCurr,len = verts.length;
320
    int vCurr,len = outerAndHole.length;
321 321

  
322 322
    for(vCurr=0; vCurr<len; vCurr++)
323 323
      {
324
      float[] vs = verts[vCurr];
324
      float[] vs = outerAndHole[vCurr];
325 325
      if( isSame(vs[0]-xs,vs[1]-ys) ) break;
326 326
      }
327 327

  
......
329 329

  
330 330
    int vPrev = vCurr==0 ? len-1 : vCurr-1;
331 331
    int vNext = vCurr>=len-1 ? 0 : vCurr+1;
332
    float[] vp = verts[vPrev];
333
    float[] vn = verts[vNext];
332
    float[] vp = outerAndHole[vPrev];
333
    float[] vn = outerAndHole[vNext];
334 334

  
335 335
    return new float[] { vp[1]-vn[1], vn[0]-vp[0] };
336 336
    }
337 337

  
338 338
///////////////////////////////////////////////////////////////////////////////////////////////////
339 339

  
340
  private float[] produceNormalVector(float[][] verts, float xs, float ys, float xe, float ye)
340
  private float[] produceNormalVector(float[][] outerAndHole, float xs, float ys, float xe, float ye)
341 341
    {
342
    int vCurr,len = verts.length;
342
    int vCurr,len = outerAndHole.length;
343 343

  
344 344
    for(vCurr=0; vCurr<len; vCurr++)
345 345
      {
346
      float[] vs = verts[vCurr];
346
      float[] vs = outerAndHole[vCurr];
347 347

  
348 348
      if( isSame(vs[0]-xs,vs[1]-ys) )
349 349
        {
350 350
        int vNext = vCurr==len-1 ? 0 : vCurr+1;
351
        float[] ve = verts[vNext];
351
        float[] ve = outerAndHole[vNext];
352 352
        if( isSame(ve[0]-xe,ve[1]-ye) ) break;
353 353
        }
354 354
      }
355 355

  
356 356
    int vPrev = vCurr==0 ? len-1 : vCurr-1;
357 357
    int vNext = vCurr>=len-1 ? 0 : vCurr+1;
358
    float[] vp = verts[vPrev];
359
    float[] vn = verts[vNext];
358
    float[] vp = outerAndHole[vPrev];
359
    float[] vn = outerAndHole[vNext];
360 360

  
361 361
    return new float[] { vp[1]-vn[1], vn[0]-vp[0] };
362 362
    }
363 363

  
364 364
///////////////////////////////////////////////////////////////////////////////////////////////////
365 365

  
366
  private void computeEdgeVectors(float[][] vertices, int[][] edgesUp)
366
  private void computeEdgeVectors(float[][][] vertices, int[][] edgesUp)
367 367
    {
368
    int numComponents = vertices.length;
369
    mEdgeVectors = new float[numComponents][][];
368
    int numPoly = vertices.length;
369
    mEdgeVectors = new float[numPoly][][];
370 370

  
371
    for(int c=0; c<numComponents; c++)
371
    for(int c=0; c<numPoly; c++)
372 372
      {
373
      float[] polygon = vertices[c];
374
      int numV = polygon.length/2;
373
      float[][] polygon = vertices[c];
374
      int numV = polygon.length;
375 375
      mEdgeVectors[c] = new float[numV][];
376 376

  
377 377
      for(int v=0; v<numV; v++)
378 378
        {
379 379
        int edgeUp = edgesUp[c][v];
380
        float xs = polygon[2*v];
381
        float ys = polygon[2*v+1];
380
        float xs = polygon[v][0];
381
        float ys = polygon[v][1];
382 382
        int n = v==numV-1 ? 0 : v+1;
383
        float xe = polygon[2*n];
384
        float ye = polygon[2*n+1];
383
        float xe = polygon[n][0];
384
        float ye = polygon[n][1];
385 385

  
386 386
        if( edgeUp<0 ) // external edge, normal vector
387 387
          {
......
432 432

  
433 433
///////////////////////////////////////////////////////////////////////////////////////////////////
434 434

  
435
  private boolean[][] computeVertsUp(float[][] vertices)
435
  private boolean[][] computeVertsUp(float[][][] vertices)
436 436
    {
437
    int num = vertices.length;
438
    boolean[][] up = new boolean[num][];
437
    int numPoly = vertices.length;
438
    boolean[][] up = new boolean[numPoly][];
439 439

  
440
    for(int i=0; i<num; i++)
440
    for(int i=0; i<numPoly; i++)
441 441
      {
442
      float[] v = vertices[i];
443
      int len = v.length/2;
442
      float[][] v = vertices[i];
443
      int len = v.length;
444 444
      up[i] = new boolean[len];
445 445

  
446 446
      for(int j=0; j<len; j++)
......
455 455

  
456 456
///////////////////////////////////////////////////////////////////////////////////////////////////
457 457

  
458
  private float[] computeCenter(float[] vertices)
458
  private float[] computeCenter(float[][] vertices)
459 459
    {
460
    int num = vertices.length/2;
460
    int num = vertices.length;
461 461
    float[] ret = new float[2];
462 462

  
463
    for(int i=0; i<num; i++)
463
    for(float[] vertex : vertices)
464 464
      {
465
      ret[0] += vertices[2*i];
466
      ret[1] += vertices[2*i+1];
465
      ret[0] += vertex[0];
466
      ret[1] += vertex[1];
467 467
      }
468 468

  
469 469
    ret[0] /= num;
......
474 474

  
475 475
///////////////////////////////////////////////////////////////////////////////////////////////////
476 476

  
477
  private float[][] computeCenters(float[][] vertices)
477
  private float[][] computeCenters(float[][][] vertices)
478 478
    {
479 479
    int num = vertices.length;
480 480
    float[][] ret = new float[num][];
......
485 485
///////////////////////////////////////////////////////////////////////////////////////////////////
486 486

  
487 487
  private int computeMode(float[] vL, float[] vR, float[] vT, float[] normL, float[] normR,
488
                          int[][] edgesUp, boolean[][] vertsUp, float[][] vertices, float[][] centers, int component, int curr)
488
                          int[][] edgesUp, boolean[][] vertsUp, float[][][] vertices, float[][] centers, int component, int curr)
489 489
    {
490
    float[] v = vertices[component];
490
    float[][] v = vertices[component];
491 491
    int[] edges = edgesUp[component];
492
    int len = v.length /2;
493
    int next= curr==len-1 ? 0 : curr+1;
494
    int prev= curr==0 ? len-1 : curr-1;
492
    int numPoly = v.length;
493
    int next= curr==numPoly-1 ? 0 : curr+1;
494
    int prev= curr==0 ? numPoly-1 : curr-1;
495 495
    int eupc = edges[curr];
496 496

  
497 497
    if( eupc<0 )
498 498
      {
499
      vL[0] = v[2*curr];
500
      vL[1] = v[2*curr+1];
501
      vR[0] = v[2*next];
502
      vR[1] = v[2*next+1];
499
      vL[0] = v[curr][0];
500
      vL[1] = v[curr][1];
501
      vR[0] = v[next][0];
502
      vR[1] = v[next][1];
503 503
      vT[0] = centers[component][0];
504 504
      vT[1] = centers[component][1];
505 505

  
......
520 520

  
521 521
        if( eupp<0 )
522 522
          {
523
          normL[0]=vL[0]-vT[0];
524
          normL[1]=vL[1]-vT[1];
523
          normL[0]= vL[0]-vT[0];
524
          normL[1]= vL[1]-vT[1];
525 525
          }
526 526
        else
527 527
          {
528
          normL[0]= v[2*curr  ] - v[2*prev  ];
529
          normL[1]= v[2*curr+1] - v[2*prev+1];
528
          normL[0]= v[curr][0] - v[prev][0];
529
          normL[1]= v[curr][1] - v[prev][1];
530 530
          }
531 531

  
532 532
        if( eupn<0 )
533 533
          {
534
          normR[0]=vR[0]-vT[0];
535
          normR[1]=vR[1]-vT[1];
534
          normR[0]= vR[0]-vT[0];
535
          normR[1]= vR[1]-vT[1];
536 536
          }
537 537
        else
538 538
          {
539
          int nnxt= next==len-1 ? 0 : next+1;
540
          normR[0]= v[2*next  ] - v[2*nnxt  ];
541
          normR[1]= v[2*next+1] - v[2*nnxt+1];
539
          int nnxt= next==numPoly-1 ? 0 : next+1;
540
          normR[0]= v[next][0] - v[nnxt][0];
541
          normR[1]= v[next][1] - v[nnxt][1];
542 542
          }
543 543
        }
544 544

  
......
550 550
      vL[1] = centers[eupc][1];
551 551
      vR[0] = centers[component][0];
552 552
      vR[1] = centers[component][1];
553
      vT[0] = v[2*curr];
554
      vT[1] = v[2*curr+1];
553
      vT[0] = v[curr][0];
554
      vT[1] = v[curr][1];
555 555

  
556 556
      boolean vup = vertsUp[component][curr];
557 557

  
......
577 577
          }
578 578
        else
579 579
          {
580
          float dx = v[2*next  ]-v[2*curr  ];
581
          float dy = v[2*next+1]-v[2*curr+1];
580
          float dx = v[next][0]-v[curr][0];
581
          float dy = v[next][1]-v[curr][1];
582 582
          normL[0]= dx;
583 583
          normL[1]= dy;
584 584
          normR[0]= dx;
......
594 594
// PUBLIC API
595 595
///////////////////////////////////////////////////////////////////////////////////////////////////
596 596

  
597
  public static int[][] computeEdgesUp(float[][] vertices)
597
  public static int[][] computeEdgesUp(float[][][] vertices)
598 598
    {
599 599
    int numPoly = vertices.length;
600 600
    int[][] up = new int[numPoly][];
601 601

  
602 602
    for(int p=0; p<numPoly; p++)
603 603
      {
604
      int numEdges = vertices[p].length/2;
604
      int numEdges = vertices[p].length;
605 605
      up[p] = new int[numEdges];
606

  
607
      for(int e=0; e<numEdges; e++)
608
        up[p][e] = isUp(vertices,p,e);
606
      for(int e=0; e<numEdges; e++) up[p][e] = isUp(vertices,p,e);
609 607
      }
610 608

  
611 609
    return up;
......
613 611

  
614 612
///////////////////////////////////////////////////////////////////////////////////////////////////
615 613

  
616
  public static float[][][] computeOuterAndHoleVertices(float[][] vertices, int[][] edgesUp)
614
  public static float[][][] computeOuterAndHoleVertices(float[][][] vertices, int[][] edgesUp)
617 615
    {
618 616
    ArrayList<float[]> tmp = new ArrayList<>();
619 617

  
......
653 651
 * If two such polygons share an edge (or several edges) then the edge in both of them is
654 652
 * marked 'up'.
655 653
 *
656
 * @param vertices   an array of arrays, each specifying vertices of a single polygon.
654
 * @param vertices   an array float[][]s, each specifying vertices of a single polygon.
657 655
 * @param band       see MeshPolygon. Shared among all polygons.
658 656
 * @param exBands    see MeshPolygon. Shared among all polygons.
659 657
 * @param exVertices see MeshPolygon. Shared among all polygons.
660 658
 */
661
  public MeshMultigon(float[][] vertices, float[] band, int exBands, int exVertices)
659
  public MeshMultigon(float[][][] vertices, float[] band, int exBands, int exVertices)
662 660
    {
663 661
    super();
664 662

  
665 663
    int numTriangles=0;
666
    for(float[] vertex : vertices) numTriangles+=vertex.length/2;
664
    for(float[][] vertex : vertices) numTriangles+=vertex.length;
667 665
    MeshBandedTriangle[] triangles = new MeshBandedTriangle[numTriangles];
668 666

  
669 667
    int[][] edgesUp = computeEdgesUp(vertices);
......
684 682

  
685 683
    for(int i=0; i<len; i++)
686 684
      {
687
      int num=vertices[i].length/2;
685
      int num=vertices[i].length;
688 686

  
689 687
      for(int j=0; j<num; j++)
690 688
        {

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