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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library 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 GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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import org.distorted.library.main.DistortedLibrary;
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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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* Create a 3D grid composed of Cubes.
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* <p>
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* Any subset of a MxNx1 cuboid is possible. (repeated arbitrary number of times into Z-dir)
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*/
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public class MeshCubes extends MeshBase
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{
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private static final float R = 0.0f;
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private static final int FRONT = 0;
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private static final int BACK = 1;
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private static final int LEFT = 2;
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private static final int RIGHT = 3;
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private static final int TOP = 4;
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private static final int BOTTOM= 5;
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private static final int NORTH = 0;
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private static final int WEST = 1;
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private static final int EAST = 2;
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private static final int SOUTH = 3;
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private static final float[] mNormalX = new float[4];
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private static final float[] mNormalY = new float[4];
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private static final float[] mNormalZ = new float[4];
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private static class Edge
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{
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final int side;
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final int row;
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final int col;
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Edge(int s, int r, int c)
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{
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side= s;
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row = r;
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col = c;
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}
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}
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private float[] mTexMappingX,mTexMappingY, mTexMappingW, mTexMappingH;
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private int mCols, mRows, mSlices;
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private int[][] mCubes;
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private byte[][] mInflateX, mInflateY;
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private ArrayList<Edge> mEdges = new ArrayList<>();
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private int currVert;
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private int numVertices;
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private int mSideBends;
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private int mEdgeNum;
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private int mSideWalls;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// a Block is split into two triangles along the NE-SW line iff it is in the top-right
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// or bottom-left quadrant of the grid.
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private boolean isNE(int row,int col)
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{
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return ( (2*row<mRows)^(2*col<mCols) );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// fill per-side texture mappings. Default: all 6 sides map to the whole texture.
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// Each Static4D describes the way its side will map. Format:
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//
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// 1st float: X-coord of the texture point that our top-left corner of the side maps to
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// 2nd float: Y-coord of the texture point that our top-left corner of the side maps to
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// 3rd float: X-coord of the texture point that our bot-right corner of the side maps to
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// 4th float: Y-coord of the texture point that our bot-right corner of the side maps to
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private void fillTexMappings(Static4D front, Static4D back, Static4D left, Static4D right, Static4D top, Static4D bottom)
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{
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if( mTexMappingX==null ) mTexMappingX = new float[6];
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if( mTexMappingY==null ) mTexMappingY = new float[6];
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if( mTexMappingW==null ) mTexMappingW = new float[6];
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if( mTexMappingH==null ) mTexMappingH = new float[6];
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mTexMappingX[FRONT] = front.get0();
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mTexMappingY[FRONT] = front.get1();
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mTexMappingW[FRONT] = front.get2() - front.get0();
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mTexMappingH[FRONT] = front.get3() - front.get1();
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mTexMappingX[BACK] = back.get0();
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mTexMappingY[BACK] = back.get1();
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mTexMappingW[BACK] = back.get2() - back.get0();
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mTexMappingH[BACK] = back.get3() - back.get1();
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mTexMappingX[LEFT] = left.get0();
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mTexMappingY[LEFT] = left.get1();
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mTexMappingW[LEFT] = left.get2() - left.get0();
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mTexMappingH[LEFT] = left.get3() - left.get1();
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mTexMappingX[RIGHT] = right.get0();
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mTexMappingY[RIGHT] = right.get1();
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mTexMappingW[RIGHT] = right.get2() - right.get0();
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mTexMappingH[RIGHT] = right.get3() - right.get1();
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mTexMappingX[TOP] = top.get0();
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mTexMappingY[TOP] = top.get1();
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mTexMappingW[TOP] = top.get2() - top.get0();
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mTexMappingH[TOP] = top.get3() - top.get1();
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mTexMappingX[BOTTOM] = bottom.get0();
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mTexMappingY[BOTTOM] = bottom.get1();
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mTexMappingW[BOTTOM] = bottom.get2() - bottom.get0();
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mTexMappingH[BOTTOM] = bottom.get3() - bottom.get1();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the number of vertices our grid will contain
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private int computeDataLength()
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{
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int frontWalls=0, frontSegments=0, triangleShifts=0, windingShifts=0;
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int shiftCol = (mCols-1)/2;
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boolean lastBlockIsNE=false;
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boolean thisBlockIsNE; // the block we are currently looking at is split into
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// two triangles along the NE-SW line (rather than NW-SE)
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for(int row=0; row<mRows; row++)
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{
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if( mCols>=2 && (mCubes[row][shiftCol]%2 == 1) && (mCubes[row][shiftCol+1]%2 == 1) ) triangleShifts++;
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for(int col=0; col<mCols; col++)
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{
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if( mCubes[row][col]%2 == 1 ) // land
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{
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thisBlockIsNE = isNE(row,col);
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if( thisBlockIsNE^lastBlockIsNE ) windingShifts++;
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lastBlockIsNE = thisBlockIsNE;
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frontWalls++;
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if( col==mCols-1 || mCubes[row][col+1]%2 == 0 ) frontSegments++;
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}
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}
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}
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int frontVert = 2*( frontWalls + 2*frontSegments - 1) +2*triangleShifts + windingShifts;
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int sideVertOneSlice= 2*( mSideWalls + mSideBends + mEdgeNum -1);
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int sideVert = 2*(mSlices-1) + mSlices*sideVertOneSlice;
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int firstWinding = (mSlices>0 && (frontVert+1)%2==1 ) ? 1:0;
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int dataL = mSlices==0 ? frontVert : (frontVert+1) +firstWinding+ (1+sideVert+1) + (1+frontVert);
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return dataL<0 ? 0:dataL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void prepareDataStructures(int cols, String desc, int slices)
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{
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mRows =0;
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mCols =0;
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mSlices =slices;
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numVertices =0;
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if( cols>0 && desc.contains("1") )
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{
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mCols = cols;
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mRows = desc.length()/cols;
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mCubes = new int[mRows][mCols];
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mInflateX = new byte[mRows+1][mCols+1];
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mInflateY = new byte[mRows+1][mCols+1];
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for(int col=0; col<mCols; col++)
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for(int row=0; row<mRows; row++)
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mCubes[row][col] = (desc.charAt(row * mCols + col) == '1' ? 1 : 0);
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for(int col=0; col<mCols+1; col++)
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for(int row=0; row<mRows+1; row++)
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{
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fillInflate(row,col);
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}
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markRegions();
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numVertices = computeDataLength();
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currVert = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// full grid
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private void prepareDataStructures(int cols, int rows, int slices)
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{
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mRows =rows;
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mCols =cols;
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mSlices =slices;
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numVertices =0;
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if( cols>0 && rows>0 )
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{
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mCubes = new int[mRows][mCols];
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mInflateX = new byte[mRows+1][mCols+1];
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mInflateY = new byte[mRows+1][mCols+1];
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for(int col=0; col<mCols; col++)
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for(int row=0; row<mRows; row++)
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mCubes[row][col] = 1;
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for(int col=0; col<mCols+1; col++)
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for(int row=0; row<mRows+1; row++)
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{
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fillInflate(row,col);
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}
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markRegions();
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numVertices = computeDataLength();
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currVert = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Mark all the 'regions' of our grid - i.e. separate pieces of 'land' (connected blocks that will
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// be rendered) and 'water' (connected holes in between) with integers. Each connected block of land
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// gets a unique odd integer, each connected block of water a unique even integer.
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//
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// Water on the edges of the grid is also considered connected to itself!
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//
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// This function also creates a list of 'Edges'. Each Edge is a data structure from which later on we
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// will start building the side walls of each connected block of land (and sides of holes of water
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// inside). Each Edge needs to point from Land to Water (thus the '(SOUTH,row-1,col)' below) - otherwise
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// later on setting up normal vectors wouldn't work.
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private void markRegions()
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{
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int row, col, numWater=1, numLand=0;
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for(row=0; row<mRows; row++) if( mCubes[ row][ 0]==0 ) markRegion((short)2, row, 0);
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for(row=0; row<mRows; row++) if( mCubes[ row][mCols-1]==0 ) markRegion((short)2, row, mCols-1);
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for(col=0; col<mCols; col++) if( mCubes[0 ][ col]==0 ) markRegion((short)2, 0, col);
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for(col=0; col<mCols; col++) if( mCubes[mRows-1][ col]==0 ) markRegion((short)2,mRows-1, col);
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for(row=0; row<mRows; row++)
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for(col=0; col<mCols; col++)
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{
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if( mCubes[row][col] == 0 ) { numWater++; markRegion( (short)(2*numWater ),row,col); mEdges.add(new Edge(SOUTH,row-1,col)); }
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if( mCubes[row][col] == 1 ) { numLand ++; markRegion( (short)(2*numLand+1),row,col); mEdges.add(new Edge(NORTH,row ,col)); }
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}
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// now we potentially need to kick out some Edges . Otherwise the following does not work:
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//
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// 0 1 0
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// 1 0 1
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// 0 1 0
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mEdgeNum= mEdges.size();
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int initCol, initRow, initSide, lastSide;
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Edge e1,e2;
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for(int edge=0; edge<mEdgeNum; edge++)
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{
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e1 = mEdges.get(edge);
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initRow= e1.row;
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initCol= e1.col;
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initSide=e1.side;
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do
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{
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mSideWalls++;
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if( e1.side==NORTH || e1.side==SOUTH )
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{
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for(int j=edge+1;j<mEdgeNum;j++)
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{
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e2 = mEdges.get(j);
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if( e2.side==e1.side && e2.row==e1.row && e2.col==e1.col )
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{
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mEdges.remove(j);
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mEdgeNum--;
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j--;
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}
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}
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}
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lastSide = e1.side;
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e1 = getNextEdge(e1);
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if( e1.side!=lastSide ) mSideBends++;
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}
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while( e1.col!=initCol || e1.row!=initRow || e1.side!=initSide );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when calling, make sure that newVal != val
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private void markRegion(short newVal, int row, int col)
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{
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int val = mCubes[row][col];
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mCubes[row][col] = newVal;
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if( row>0 && mCubes[row-1][col ]==val ) markRegion(newVal, row-1, col );
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if( row<mRows-1 && mCubes[row+1][col ]==val ) markRegion(newVal, row+1, col );
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if( col>0 && mCubes[row ][col-1]==val ) markRegion(newVal, row , col-1);
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if( col<mCols-1 && mCubes[row ][col+1]==val ) markRegion(newVal, row , col+1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createNormals(boolean front, int row, int col)
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{
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int td,lr;
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int nw = (col>0 && row>0 ) ? (mCubes[row-1][col-1]%2) : 0;
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int w = (col>0 ) ? (mCubes[row ][col-1]%2) : 0;
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int n = ( row>0 ) ? (mCubes[row-1][col ]%2) : 0;
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int c = (mCubes[row ][col ]%2);
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int sw = (col>0 && row<mRows-1) ? (mCubes[row+1][col-1]%2) : 0;
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int s = ( row<mRows-1) ? (mCubes[row+1][col ]%2) : 0;
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int ne = (col<mCols-1 && row>0 ) ? (mCubes[row-1][col+1]%2) : 0;
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int e = (col<mCols-1 ) ? (mCubes[row ][col+1]%2) : 0;
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int se = (col<mCols-1 && row<mRows-1) ? (mCubes[row+1][col+1]%2) : 0;
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if(front)
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{
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mNormalZ[0] = 1.0f;
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mNormalZ[1] = 1.0f;
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mNormalZ[2] = 1.0f;
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mNormalZ[3] = 1.0f;
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}
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else
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{
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mNormalZ[0] =-1.0f;
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mNormalZ[1] =-1.0f;
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mNormalZ[2] =-1.0f;
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mNormalZ[3] =-1.0f;
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}
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td = nw+n-w-c;
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lr = c+n-w-nw;
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if( td<0 ) td=-1;
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if( td>0 ) td= 1;
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if( lr<0 ) lr=-1;
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if( lr>0 ) lr= 1;
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mNormalX[0] = lr*R;
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mNormalY[0] = td*R;
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td = w+c-sw-s;
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lr = c+s-w-sw;
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if( td<0 ) td=-1;
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if( td>0 ) td= 1;
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if( lr<0 ) lr=-1;
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if( lr>0 ) lr= 1;
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mNormalX[1] = lr*R;
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mNormalY[1] = td*R;
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td = n+ne-c-e;
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lr = e+ne-c-n;
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if( td<0 ) td=-1;
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if( td>0 ) td= 1;
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if( lr<0 ) lr=-1;
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if( lr>0 ) lr= 1;
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mNormalX[2] = lr*R;
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mNormalY[2] = td*R;
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td = c+e-s-se;
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lr = e+se-c-s;
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if( td<0 ) td=-1;
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if( td>0 ) td= 1;
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if( lr<0 ) lr=-1;
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if( lr>0 ) lr= 1;
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mNormalX[3] = lr*R;
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mNormalY[3] = td*R;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void buildFrontBackGrid(boolean front, float[] attribs1, float[] attribs2)
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{
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|
int last, current;
|
399
|
boolean seenLand=false;
|
400
|
boolean lastBlockIsNE = false;
|
401
|
boolean currentBlockIsNE;
|
402
|
float vectZ = (front ? 0.5f : -0.5f);
|
403
|
|
404
|
for(int row=0; row<mRows; row++)
|
405
|
{
|
406
|
last =0;
|
407
|
|
408
|
for(int col=0; col<mCols; col++)
|
409
|
{
|
410
|
current = mCubes[row][col];
|
411
|
|
412
|
if( current%2 == 1 )
|
413
|
{
|
414
|
currentBlockIsNE = isNE(row,col);
|
415
|
|
416
|
if( !seenLand && !front && ((currVert%2==1)^currentBlockIsNE) )
|
417
|
{
|
418
|
repeatLast(attribs1,attribs2);
|
419
|
}
|
420
|
|
421
|
createNormals(front,row,col);
|
422
|
|
423
|
if( currentBlockIsNE )
|
424
|
{
|
425
|
if( (last!=current) || !lastBlockIsNE )
|
426
|
{
|
427
|
if( seenLand && (last != current) ) repeatLast(attribs1,attribs2);
|
428
|
addFrontVertex( 0, vectZ, col, row, attribs1,attribs2);
|
429
|
if( seenLand && (last != current) ) repeatLast(attribs1,attribs2);
|
430
|
if( !lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs1,attribs2);
|
431
|
addFrontVertex( 1, vectZ, col, row+1, attribs1,attribs2);
|
432
|
}
|
433
|
addFrontVertex( 2, vectZ, col+1, row , attribs1,attribs2);
|
434
|
addFrontVertex( 3, vectZ, col+1, row+1, attribs1,attribs2);
|
435
|
}
|
436
|
else
|
437
|
{
|
438
|
if( (last!=current) || lastBlockIsNE )
|
439
|
{
|
440
|
if( seenLand && (last != current) ) repeatLast(attribs1,attribs2);
|
441
|
addFrontVertex( 1, vectZ, col, row+1, attribs1,attribs2);
|
442
|
if( seenLand && (last != current) ) repeatLast(attribs1,attribs2);
|
443
|
if( lastBlockIsNE || (!front && !seenLand) ) repeatLast(attribs1,attribs2);
|
444
|
addFrontVertex( 0, vectZ, col, row, attribs1,attribs2);
|
445
|
}
|
446
|
addFrontVertex( 3, vectZ, col+1, row+1, attribs1,attribs2);
|
447
|
addFrontVertex( 2, vectZ, col+1, row , attribs1,attribs2);
|
448
|
}
|
449
|
|
450
|
seenLand = true;
|
451
|
lastBlockIsNE = currentBlockIsNE;
|
452
|
}
|
453
|
|
454
|
last = current;
|
455
|
}
|
456
|
}
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
|
461
|
private void buildSideGrid(float[] attribs1,float[] attribs2)
|
462
|
{
|
463
|
for(int i=0; i<mEdgeNum; i++)
|
464
|
{
|
465
|
buildIthSide(mEdges.get(i), attribs1, attribs2);
|
466
|
}
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
|
471
|
private void buildIthSide(Edge curr, float[] attribs1, float[] attribs2)
|
472
|
{
|
473
|
Edge prev, next;
|
474
|
int col, row, side;
|
475
|
|
476
|
if( curr.side==NORTH ) // water outside
|
477
|
{
|
478
|
prev = new Edge(WEST,curr.row,curr.col);
|
479
|
}
|
480
|
else // land outside; we need to move forward one link because we are
|
481
|
{ // going in opposite direction and we need to start from a bend.
|
482
|
prev = curr;
|
483
|
curr = new Edge(EAST,curr.row+1,curr.col-1);
|
484
|
}
|
485
|
|
486
|
for(int slice=0; slice<mSlices; slice++)
|
487
|
{
|
488
|
col = curr.col;
|
489
|
row = curr.row;
|
490
|
side= curr.side;
|
491
|
next = getNextEdge(curr);
|
492
|
|
493
|
addSideVertex(curr,true,slice+1,prev.side,attribs1,attribs2);
|
494
|
|
495
|
do
|
496
|
{
|
497
|
if( prev.side!=curr.side )
|
498
|
{
|
499
|
addSideVertex(curr,true,slice+1,prev.side,attribs1,attribs2);
|
500
|
addSideVertex(curr,true,slice ,prev.side,attribs1,attribs2);
|
501
|
}
|
502
|
|
503
|
addSideVertex(curr,false,slice+1,next.side,attribs1,attribs2);
|
504
|
addSideVertex(curr,false,slice ,next.side,attribs1,attribs2);
|
505
|
|
506
|
prev = curr;
|
507
|
curr = next;
|
508
|
next = getNextEdge(curr);
|
509
|
}
|
510
|
while( curr.col!=col || curr.row!=row || curr.side!=side );
|
511
|
|
512
|
repeatLast(attribs1,attribs2);
|
513
|
}
|
514
|
}
|
515
|
|
516
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
517
|
|
518
|
private Edge getNextEdge(Edge curr)
|
519
|
{
|
520
|
int col = curr.col;
|
521
|
int row = curr.row;
|
522
|
|
523
|
switch(curr.side)
|
524
|
{
|
525
|
case NORTH: if( col==mCols-1 )
|
526
|
return new Edge(EAST,row,col);
|
527
|
if( row>0 && mCubes[row-1][col+1]==mCubes[row][col] )
|
528
|
return new Edge(WEST,row-1,col+1);
|
529
|
if( mCubes[row][col+1]==mCubes[row][col] )
|
530
|
return new Edge(NORTH,row,col+1);
|
531
|
else
|
532
|
return new Edge(EAST,row,col);
|
533
|
|
534
|
case SOUTH: if( col==0 )
|
535
|
return new Edge(WEST,row,col);
|
536
|
if( (row<mRows-1) && mCubes[row+1][col-1]==mCubes[row][col] )
|
537
|
return new Edge(EAST,row+1,col-1);
|
538
|
if( mCubes[row][col-1]==mCubes[row][col] )
|
539
|
return new Edge(SOUTH,row,col-1);
|
540
|
else
|
541
|
return new Edge(WEST,row,col);
|
542
|
|
543
|
case EAST : if( row==mRows-1 )
|
544
|
return new Edge(SOUTH,row,col);
|
545
|
if( (col<mCols-1) && mCubes[row+1][col+1]==mCubes[row][col] )
|
546
|
return new Edge(NORTH,row+1,col+1);
|
547
|
if( mCubes[row+1][col]==mCubes[row][col] )
|
548
|
return new Edge(EAST,row+1,col);
|
549
|
else
|
550
|
return new Edge(SOUTH,row,col);
|
551
|
|
552
|
default : if( row==0 )
|
553
|
return new Edge(NORTH,row,col);
|
554
|
if( col>0 && mCubes[row-1][col-1]==mCubes[row][col] )
|
555
|
return new Edge(SOUTH,row-1,col-1);
|
556
|
if( mCubes[row-1][col]==mCubes[row][col] )
|
557
|
return new Edge(WEST,row-1,col);
|
558
|
else
|
559
|
return new Edge(NORTH,row,col);
|
560
|
}
|
561
|
}
|
562
|
|
563
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
564
|
|
565
|
private void fillInflate(int row, int col)
|
566
|
{
|
567
|
int diff;
|
568
|
|
569
|
if( col==0 ) mInflateX[row][col] = -1;
|
570
|
else if( col==mCols ) mInflateX[row][col] = +1;
|
571
|
else
|
572
|
{
|
573
|
if( row==0 )
|
574
|
{
|
575
|
diff = mCubes[0][col-1]-mCubes[0][col];
|
576
|
}
|
577
|
else if( row==mRows )
|
578
|
{
|
579
|
diff = mCubes[mRows-1][col-1]-mCubes[mRows-1][col];
|
580
|
}
|
581
|
else
|
582
|
{
|
583
|
diff = (mCubes[row ][col-1]-mCubes[row ][col]) +
|
584
|
(mCubes[row-1][col-1]-mCubes[row-1][col]) ;
|
585
|
|
586
|
if( diff==-2 ) diff=-1;
|
587
|
if( diff== 2 ) diff= 1;
|
588
|
}
|
589
|
|
590
|
mInflateX[row][col] = (byte)diff;
|
591
|
}
|
592
|
|
593
|
if( row==0 ) mInflateY[row][col] = +1;
|
594
|
else if( row==mRows ) mInflateY[row][col] = -1;
|
595
|
else
|
596
|
{
|
597
|
if( col==0 )
|
598
|
{
|
599
|
diff = mCubes[row][0]-mCubes[row-1][0];
|
600
|
}
|
601
|
else if( col==mCols )
|
602
|
{
|
603
|
diff = mCubes[row][mCols-1]-mCubes[row-1][mCols-1];
|
604
|
}
|
605
|
else
|
606
|
{
|
607
|
diff = (mCubes[row ][col-1]+mCubes[row ][col]) -
|
608
|
(mCubes[row-1][col-1]+mCubes[row-1][col]) ;
|
609
|
|
610
|
if( diff==-2 ) diff=-1;
|
611
|
if( diff== 2 ) diff= 1;
|
612
|
}
|
613
|
|
614
|
mInflateY[row][col] = (byte)diff;
|
615
|
}
|
616
|
}
|
617
|
|
618
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
619
|
|
620
|
private void addFrontVertex(int index, float vectZ, int col, int row, float[] attribs1, float[] attribs2)
|
621
|
{
|
622
|
float x = (float)col/mCols;
|
623
|
float y = (float)row/mRows;
|
624
|
|
625
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = x-0.5f;
|
626
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f-y;
|
627
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = vectZ;
|
628
|
|
629
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] = mNormalX[index];
|
630
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = mNormalY[index];
|
631
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = mNormalZ[index];
|
632
|
|
633
|
if( vectZ>0 )
|
634
|
{
|
635
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[FRONT] + x * mTexMappingW[FRONT];
|
636
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[FRONT] + (1.0f-y) * mTexMappingH[FRONT];
|
637
|
}
|
638
|
else
|
639
|
{
|
640
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[BACK] + x * mTexMappingW[BACK];
|
641
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BACK] + (1.0f-y) * mTexMappingH[BACK];
|
642
|
}
|
643
|
|
644
|
currVert++;
|
645
|
}
|
646
|
|
647
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
648
|
|
649
|
private void addSideVertex(Edge curr, boolean back, int slice, int side, float[] attribs1, float[] attribs2)
|
650
|
{
|
651
|
float x, y, z;
|
652
|
int row, col;
|
653
|
|
654
|
switch(curr.side)
|
655
|
{
|
656
|
case NORTH: row = curr.row;
|
657
|
col = (back ? (curr.col ):(curr.col+1));
|
658
|
x = (float)col/mCols;
|
659
|
y = 0.5f - (float)row/mRows;
|
660
|
z = 0.5f - (float)slice/mSlices;
|
661
|
|
662
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = x - 0.5f;
|
663
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = y;
|
664
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
|
665
|
|
666
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] = side==NORTH ? 0.0f : (side==WEST?-R:R);
|
667
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = 1.0f;
|
668
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
|
669
|
|
670
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[TOP] + x * mTexMappingW[TOP];
|
671
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[TOP] + (0.5f-z) * mTexMappingH[TOP];
|
672
|
|
673
|
break;
|
674
|
case SOUTH: row = curr.row+1;
|
675
|
col = (back ? (curr.col+1):(curr.col));
|
676
|
x = (float)col/mCols;
|
677
|
y = 0.5f - (float)row/mRows;
|
678
|
z = 0.5f - (float)slice/mSlices;
|
679
|
|
680
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = x - 0.5f;
|
681
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = y;
|
682
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
|
683
|
|
684
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] = side==SOUTH ? 0.0f: (side==EAST?-R:R);
|
685
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] =-1.0f;
|
686
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
|
687
|
|
688
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[BOTTOM] + x * mTexMappingW[BOTTOM];
|
689
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[BOTTOM] + (0.5f-z) * mTexMappingH[BOTTOM];
|
690
|
|
691
|
break;
|
692
|
case WEST : row = (back ? (curr.row+1):(curr.row));
|
693
|
col = curr.col;
|
694
|
x = (float)col/mCols -0.5f;
|
695
|
y = (float)row/mRows;
|
696
|
z = 0.5f - (float)slice/mSlices;
|
697
|
|
698
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = x;
|
699
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
|
700
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
|
701
|
|
702
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] =-1.0f;
|
703
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==WEST ? 0.0f : (side==NORTH?-R:R);
|
704
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
|
705
|
|
706
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[LEFT] + (0.5f-z) * mTexMappingW[LEFT];
|
707
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[LEFT] + (1.0f-y) * mTexMappingH[LEFT];
|
708
|
|
709
|
break;
|
710
|
case EAST : row = (back ? (curr.row):(curr.row+1));
|
711
|
col = (curr.col+1);
|
712
|
x = (float)col/mCols -0.5f;
|
713
|
y = (float)row/mRows;
|
714
|
z = 0.5f - (float)slice/mSlices;
|
715
|
|
716
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = x;
|
717
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = 0.5f - y;
|
718
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = z;
|
719
|
|
720
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] = 1.0f;
|
721
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = side==EAST ? 0.0f : (side==SOUTH?-R:R);
|
722
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = (slice==0 ? R : (slice==mSlices ? -R:0) );
|
723
|
|
724
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = mTexMappingX[RIGHT] + (0.5f-z) * mTexMappingW[RIGHT];
|
725
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = mTexMappingY[RIGHT] + (1.0f-y) * mTexMappingH[RIGHT];
|
726
|
|
727
|
break;
|
728
|
}
|
729
|
|
730
|
currVert++;
|
731
|
}
|
732
|
|
733
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
734
|
|
735
|
private void repeatLast(float[] attribs1, float[] attribs2)
|
736
|
{
|
737
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB ] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB ];
|
738
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB+1];
|
739
|
attribs1[VERT1_ATTRIBS*currVert + POS_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + POS_ATTRIB+2];
|
740
|
|
741
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB ] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB ];
|
742
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+1] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+1];
|
743
|
attribs1[VERT1_ATTRIBS*currVert + NOR_ATTRIB+2] = attribs1[VERT1_ATTRIBS*(currVert-1) + NOR_ATTRIB+2];
|
744
|
|
745
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB ] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB ];
|
746
|
attribs2[VERT2_ATTRIBS*currVert + TEX_ATTRIB+1] = attribs2[VERT2_ATTRIBS*(currVert-1) + TEX_ATTRIB+1];
|
747
|
|
748
|
currVert++;
|
749
|
}
|
750
|
|
751
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
752
|
|
753
|
private void build()
|
754
|
{
|
755
|
float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
|
756
|
float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
|
757
|
|
758
|
buildFrontBackGrid(true,attribs1,attribs2);
|
759
|
|
760
|
if( mSlices>0 )
|
761
|
{
|
762
|
repeatLast(attribs1,attribs2);
|
763
|
if( currVert%2==1 ) repeatLast(attribs1,attribs2);
|
764
|
buildSideGrid(attribs1,attribs2);
|
765
|
buildFrontBackGrid(false,attribs1,attribs2);
|
766
|
}
|
767
|
|
768
|
mEdges.clear();
|
769
|
mEdges = null;
|
770
|
mCubes = null;
|
771
|
mInflateX = null;
|
772
|
mInflateY = null;
|
773
|
|
774
|
if( currVert!=numVertices )
|
775
|
DistortedLibrary.logMessage("MeshCubes: currVert " +currVert+" numVertices="+numVertices );
|
776
|
|
777
|
setAttribs(attribs1,attribs2);
|
778
|
}
|
779
|
|
780
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
781
|
// PUBLIC API
|
782
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
783
|
/**
|
784
|
* Creates the underlying mesh of vertices, normals, texture coords.
|
785
|
*
|
786
|
* @param cols Integer helping to parse the next parameter.
|
787
|
* @param desc String describing the subset of a MxNx1 cuboid that we want to create.
|
788
|
* Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not.
|
789
|
* <p></p>
|
790
|
* <p>
|
791
|
* <pre>
|
792
|
* For example, (cols=2, desc="111010", slices=1) describes the following shape:
|
793
|
*
|
794
|
* XX
|
795
|
* X
|
796
|
* X
|
797
|
*
|
798
|
* whereas (cols=2,desc="110001", slices=1) describes
|
799
|
*
|
800
|
* XX
|
801
|
*
|
802
|
* X
|
803
|
* </pre>
|
804
|
* </p>
|
805
|
* @param slices Number of slices, i.e. 'depth' of the Mesh.
|
806
|
*/
|
807
|
public MeshCubes(int cols, String desc, int slices)
|
808
|
{
|
809
|
super();
|
810
|
Static4D map = new Static4D(0.0f,0.0f,1.0f,1.0f);
|
811
|
fillTexMappings(map,map,map,map,map,map);
|
812
|
prepareDataStructures(cols,desc,slices);
|
813
|
build();
|
814
|
}
|
815
|
|
816
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
817
|
/**
|
818
|
* Creates the underlying mesh of vertices, normals, texture coords with custom texture mappings.
|
819
|
*
|
820
|
* The mappings decide what part of the texture appears on a given side. Example:
|
821
|
* front = (0.0,0.5,0.5,1.0) means that the front side of the grid will be textured with the
|
822
|
* bottom-left quadrant of the texture.
|
823
|
*
|
824
|
* Default is: each of the 6 sides maps to the whole texture, i.e. (0.0,0.0,1.0,1.0)
|
825
|
*
|
826
|
* @param cols Integer helping to parse the next parameter.
|
827
|
* @param desc String describing the subset of a MxNx1 cuboid that we want to create.
|
828
|
* Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not.
|
829
|
* <p></p>
|
830
|
* <p>
|
831
|
* <pre>
|
832
|
* For example, (cols=2, desc="111010", slices=1) describes the following shape:
|
833
|
*
|
834
|
* XX
|
835
|
* X
|
836
|
* X
|
837
|
*
|
838
|
* whereas (cols=2,desc="110001", slices=1) describes
|
839
|
*
|
840
|
* XX
|
841
|
*
|
842
|
* X
|
843
|
* </pre>
|
844
|
* </p>
|
845
|
* @param slices Number of slices, i.e. 'depth' of the Mesh.
|
846
|
* @param front Texture mapping the front side maps to.
|
847
|
* @param back Texture mapping the back side maps to.
|
848
|
* @param left Texture mapping the left side maps to.
|
849
|
* @param right Texture mapping the right side maps to.
|
850
|
* @param top Texture mapping the top side maps to.
|
851
|
* @param bottom Texture mapping the bottom side maps to.
|
852
|
*/
|
853
|
public MeshCubes(int cols, String desc, int slices, Static4D front, Static4D back, Static4D left, Static4D right, Static4D top, Static4D bottom)
|
854
|
{
|
855
|
super();
|
856
|
fillTexMappings(front,back,left,right,top,bottom);
|
857
|
prepareDataStructures(cols,desc,slices);
|
858
|
build();
|
859
|
}
|
860
|
|
861
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
862
|
/**
|
863
|
* Creates a full, hole-less underlying mesh of vertices, normals, texture coords and colors.
|
864
|
*
|
865
|
* @param cols Number of columns, i.e. 'width' of the Mesh.
|
866
|
* @param rows Number of rows, i.e. 'height' of the Mesh.
|
867
|
* @param slices Number of slices, i.e. 'depth' of the Mesh.
|
868
|
*/
|
869
|
public MeshCubes(int cols, int rows, int slices)
|
870
|
{
|
871
|
super();
|
872
|
Static4D map = new Static4D(0.0f,0.0f,1.0f,1.0f);
|
873
|
fillTexMappings(map,map,map,map,map,map);
|
874
|
prepareDataStructures(cols,rows,slices);
|
875
|
build();
|
876
|
}
|
877
|
|
878
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
879
|
/**
|
880
|
* Creates a full, hole-less underlying mesh of vertices, normals, texture coords and colors with
|
881
|
* custom texture mappings.
|
882
|
*
|
883
|
* The mappings decide what part of the texture appears on a given side. Example:
|
884
|
* front = (0.0,0.5,0.5,1.0) means that the front side of the grid will be textured with the
|
885
|
* bottom-left quadrant of the texture.
|
886
|
*
|
887
|
* Default is: each of the 6 sides maps to the whole texture, i.e. (0.0,0.0,1.0,1.0)
|
888
|
*
|
889
|
* @param cols Number of columns, i.e. 'width' of the Mesh.
|
890
|
* @param rows Number of rows, i.e. 'height' of the Mesh.
|
891
|
* @param slices Number of slices, i.e. 'depth' of the Mesh.
|
892
|
* @param front Texture mapping the front side maps to.
|
893
|
* @param back Texture mapping the back side maps to.
|
894
|
* @param left Texture mapping the left side maps to.
|
895
|
* @param right Texture mapping the right side maps to.
|
896
|
* @param top Texture mapping the top side maps to.
|
897
|
* @param bottom Texture mapping the bottom side maps to.
|
898
|
*/
|
899
|
public MeshCubes(int cols, int rows, int slices, Static4D front, Static4D back, Static4D left, Static4D right, Static4D top, Static4D bottom)
|
900
|
{
|
901
|
super();
|
902
|
fillTexMappings(front,back,left,right,top,bottom);
|
903
|
prepareDataStructures(cols,rows,slices);
|
904
|
build();
|
905
|
}
|
906
|
|
907
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
908
|
/**
|
909
|
* Copy constructor.
|
910
|
*/
|
911
|
public MeshCubes(MeshCubes mesh, boolean deep)
|
912
|
{
|
913
|
super(mesh,deep);
|
914
|
}
|
915
|
|
916
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
917
|
/**
|
918
|
* Copy the Mesh.
|
919
|
*
|
920
|
* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
|
921
|
* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
|
922
|
* coordinates and effect associations, is always deep copied).
|
923
|
*/
|
924
|
public MeshCubes copy(boolean deep)
|
925
|
{
|
926
|
return new MeshCubes(this,deep);
|
927
|
}
|
928
|
}
|