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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;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Instance of this class represents a flat set of cubes optionally textured as a whole.
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* (a subset of a NxMx1 cuboid build with 1x1x1 cubes, i.e. the MxNx1 cuboid with arbitrary cubes missing)
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* <p>
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* General idea is as follows:
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* <ul>
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* <li> Create an instance of this class
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* <li> Optionally texture it
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* <li> Apply some effects
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* <li> Draw it!
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* </ul>
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* <p>
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* The effects we can apply fall into three general categories:
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* <ul>
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* <li> Matrix Effects, i.e. ones that change the Cuboid's ModelView Matrix (moves, scales, rotations)
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* <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
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* the shape of (some sub-Region of) the Cuboid in some way (deforms, distortions, sinks)
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* <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Texture (transparency, macroblock)
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* </ul>
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* <p>
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*
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*/
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public class DistortedCubes extends DistortedObject
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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 internal memory representation of a cuboid subset.
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*
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* @param cols Integer helping to parse the next parameter.
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* @param desc String describing the subset of a MxNx1 cuboid that we want to create.
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* Its MxN characters - all 0 or 1 - decide of appropriate field is taken or not.
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* <p>
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* For example, (cols=2, desc="111010") describes the following shape:
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*
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* XX
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* X
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* X
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*
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* whereas (cols=2,desc="110001") describes
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*
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* XX
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*
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* X
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* </p>
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* @param cubeSize size, in pixels, of the single 1x1x1 cube our cuboid is built from
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* @param frontOnly Only create the front wall or side and back as well?
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*/
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public DistortedCubes(int cols, String desc, int cubeSize, boolean frontOnly)
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{
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int Rs = 0;
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int Cs = 0;
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if( cols>0 )
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{
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int reallen = desc.length();
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int len = reallen;
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if( (reallen/cols)*cols != reallen )
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{
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len = ((reallen/cols)+1)*cols;
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for(int i=reallen; i<len; i++) desc += "0";
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}
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if( desc.contains("1") )
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{
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Cs = cols;
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Rs = len/cols;
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}
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}
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mSizeX= cubeSize*Cs;
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mSizeY= cubeSize*Rs;
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mSizeZ= frontOnly ? 1 : cubeSize;
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mGrid = DistortedGridFactory.getGrid(cols,desc, frontOnly);
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initializeData();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Convenience constructor
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*/
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public DistortedCubes(int cols, String desc, int gridSize)
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{
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this(cols,desc,gridSize,false);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* {@see DistortedObject#DistortedObject(DistortedObject,int)}
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*/
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public DistortedCubes(DistortedCubes dc, int flags)
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{
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super(dc,flags);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected DistortedObject deepCopy(int flags)
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{
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return new DistortedCubes(this,flags);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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}
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