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library / src / main / java / org / distorted / library / mesh / MeshBase.java @ cbd502ec

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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import android.opengl.GLES30;
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import android.util.Log;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effectqueue.EffectQueueVertex;
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import org.distorted.library.main.DistortedLibrary;
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import org.distorted.library.main.InternalBuffer;
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import org.distorted.library.program.DistortedProgram;
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import org.distorted.library.type.Static4D;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Abstract class which represents a Mesh, ie an array of vertices (rendered as a TRIANGLE_STRIP).
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 * <p>
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 * If you want to render to a particular shape, extend from here, construct a float array
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 * containing per-vertex attributes, and call back setAttribs().
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 */
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public abstract class MeshBase
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   {
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   // sizes of attributes of an individual vertex.
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   private static final int POS_DATA_SIZE= 3; // vertex coordinates: x,y,z
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   private static final int NOR_DATA_SIZE= 3; // normal vector: x,y,z
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   private static final int INF_DATA_SIZE= 3; // 'inflate' vector: x,y,z
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   private static final int TEX_DATA_SIZE= 2; // texture coordinates: s,t
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   static final int POS_ATTRIB   = 0;
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   static final int NOR_ATTRIB   = POS_DATA_SIZE;
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   static final int INF_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE;
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   static final int TEX_ATTRIB   = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE;
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   static final int VERT_ATTRIBS = POS_DATA_SIZE + NOR_DATA_SIZE + INF_DATA_SIZE + TEX_DATA_SIZE;  // number of attributes of a 'normal' vertex
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   static final int TRAN_ATTRIBS = POS_DATA_SIZE + POS_DATA_SIZE;                                  // number of attributes of a transform feedback vertex
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   private static final int BYTES_PER_FLOAT = 4;
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   private static final int OFFSET_POS = POS_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_NOR = NOR_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_INF = INF_ATTRIB*BYTES_PER_FLOAT;
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   private static final int OFFSET_TEX = TEX_ATTRIB*BYTES_PER_FLOAT;
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   private static final int TRAN_SIZE  = TRAN_ATTRIBS*BYTES_PER_FLOAT;
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   private static final int VERT_SIZE  = VERT_ATTRIBS*BYTES_PER_FLOAT;
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   private boolean mShowNormals;      // when rendering this mesh, draw normal vectors?
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   private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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   private int mNumVertices;
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   private float[] mVertAttribs;      // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
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   private float mInflate;
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   private boolean mNeedsAdjustment;
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   private static class Component
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     {
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     private int mEndIndex;
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     private Static4D mTextureMap;
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     private EffectQueueVertex mQueue;
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     Component(int end)
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       {
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       mEndIndex  = end;
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       mTextureMap= new Static4D(0,0,1,1);
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       mQueue     = new EffectQueueVertex();
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       }
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     Component(Component original)
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       {
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       mEndIndex = original.mEndIndex;
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       float x = original.mTextureMap.get0();
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       float y = original.mTextureMap.get1();
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       float z = original.mTextureMap.get2();
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       float w = original.mTextureMap.get3();
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       mTextureMap = new Static4D(x,y,z,w);
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       mQueue = new EffectQueueVertex(original.mQueue);
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       }
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     void setMap(Static4D map)
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       {
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       mTextureMap.set(map.get0(),map.get1(),map.get2(),map.get3());
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       }
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     }
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   private ArrayList<Component> mComponent;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   MeshBase()
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     {
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     mShowNormals     = false;
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     mInflate         = 0.0f;
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     mNeedsAdjustment = false;
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     mComponent       = new ArrayList<>();
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     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// copy constructor
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   MeshBase(MeshBase original)
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     {
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     mShowNormals     = original.mShowNormals;
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     mInflate         = original.mInflate;
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     mNeedsAdjustment = original.mNeedsAdjustment;
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     int size = original.mComponent.size();
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     mComponent = new ArrayList<>();
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     for(int i=0; i<size; i++)
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       {
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       Component comp = new Component(original.mComponent.get(i));
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       mComponent.add(comp);
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       }
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     mVBO = new InternalBuffer(GLES30.GL_ARRAY_BUFFER             , GLES30.GL_STATIC_READ);
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     mTFO = new InternalBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, GLES30.GL_STATIC_READ);
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     mNumVertices = original.mNumVertices;
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     mVertAttribs = new float[mNumVertices*VERT_ATTRIBS];
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     System.arraycopy(original.mVertAttribs,0,mVertAttribs,0,mNumVertices*VERT_ATTRIBS);
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     mVBO.invalidate();
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   int numComponents()
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     {
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     return mComponent.size();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// when a derived class is done computing its mesh, it has to call this method.
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   void setAttribs(float[] vertexAttribs)
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     {
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     mNumVertices = vertexAttribs.length/VERT_ATTRIBS;
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     mVertAttribs = vertexAttribs;
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     mComponent.add(new Component(mNumVertices));
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     mVBO.invalidate();
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     mTFO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// called from MeshJoined
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   void join(MeshBase[] meshes)
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     {
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     MeshBase mesh;
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     Component comp;
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     int numComponents, numVertices, numMeshes = meshes.length;
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     int origVertices = mNumVertices;
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     // compute new numVertices; take care of Components
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     if( origVertices>0 )
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       {
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       numComponents = mComponent.size();
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       mNumVertices+= ( mNumVertices%2==1 ? 2:1 );
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       mComponent.get(numComponents-1).mEndIndex = mNumVertices;
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numComponents = mesh.mComponent.size();
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       for(int j=0; j<numComponents; j++)
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         {
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         comp = new Component(mesh.mComponent.get(j));
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         comp.mEndIndex += mNumVertices;
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         mComponent.add(comp);
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         }
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       numVertices = mesh.mNumVertices;
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       if( mNumVertices==0 )
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         {
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         if( numMeshes>1 )
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            mNumVertices += (numVertices%2==1 ? numVertices+2 : numVertices+1);
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         else
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            mNumVertices +=  numVertices;
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         }
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       else if( i==numMeshes-1 ) mNumVertices += (numVertices+1);
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       else                      mNumVertices += (numVertices%2==1 ? numVertices+3 : numVertices+2);
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       }
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     // allocate new attrib array
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     float[] newAttribs = new float[VERT_ATTRIBS*mNumVertices];
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     numVertices = origVertices;
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     if( origVertices>0 )
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       {
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       System.arraycopy(mVertAttribs,                             0, newAttribs,                         0, VERT_ATTRIBS*numVertices);
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       System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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       origVertices++;
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       if( numVertices%2==1 )
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         {
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         System.arraycopy(mVertAttribs, VERT_ATTRIBS*(origVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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         origVertices++;
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         }
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       }
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     for(int i=0; i<numMeshes; i++)
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       {
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       mesh = meshes[i];
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       numVertices = mesh.mNumVertices;
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       if( origVertices>0 )
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         {
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         System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS    );
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         origVertices++;
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         }
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       System.arraycopy(mesh.mVertAttribs, 0, newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS*numVertices);
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       origVertices+=numVertices;
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       if( i<numMeshes-1 )
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         {
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         System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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         origVertices++;
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         if( numVertices%2==1 )
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           {
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           System.arraycopy(mesh.mVertAttribs, VERT_ATTRIBS*(numVertices-1), newAttribs, VERT_ATTRIBS*origVertices, VERT_ATTRIBS);
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           origVertices++;
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           }
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         }
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       }
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     if( origVertices!=mNumVertices )
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       {
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       android.util.Log.e("mesh", "join: origVertices: "+origVertices+" numVertices: "+mNumVertices);
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       }
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     mVertAttribs = newAttribs;
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     mVBO.invalidate();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void copyTransformToVertex()
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     {
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     float posX, posY, posZ, norX, norY, norZ;
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     FloatBuffer feedback=null;
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     ByteBuffer buffer = (ByteBuffer)GLES30.glMapBufferRange( GLES30.GL_TRANSFORM_FEEDBACK, 0, 6*4*mNumVertices,
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                                                                GLES30.GL_MAP_READ_BIT);
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     if( buffer!=null )
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       {
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       feedback = buffer.order(ByteOrder.nativeOrder()).asFloatBuffer();
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       }
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     else
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       {
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       Log.e("mesh", "print: failed to map tf buffer");
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       }
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     if( feedback!=null )
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       {
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       for(int vertex=0; vertex<mNumVertices; vertex++)
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         {
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         posX = feedback.get(6*vertex  );
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         posY = feedback.get(6*vertex+1);
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         posZ = feedback.get(6*vertex+2);
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         norX = feedback.get(6*vertex+3) - posX;
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         norY = feedback.get(6*vertex+4) - posY;
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         norZ = feedback.get(6*vertex+5) - posZ;
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB     ] = posX;
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 1 ] = posY;
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         mVertAttribs[vertex*VERT_ATTRIBS + POS_ATTRIB + 2 ] = posZ;
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB     ] = norX;
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 1 ] = norY;
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         mVertAttribs[vertex*VERT_ATTRIBS + NOR_ATTRIB + 2 ] = norZ;
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         }
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void computeQueue()
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     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
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       {
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       mComponent.get(i).mQueue.compute(1);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public void sendQueue()
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     {
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     int numComp = mComponent.size();
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     for(int i=0; i<numComp; i++)
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       {
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       mComponent.get(i).mQueue.send(0.0f,3);
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       }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public int getTFO()
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     {
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     return mTFO.getIndex();
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
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 * @y.exclude
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 */
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   public int getNumVertices()
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     {
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     return mNumVertices;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
365
 * Not part of public API, do not document (public only because has to be used from the main package)
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 *
367
 * @y.exclude
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 */
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   public void bindVertexAttribs(DistortedProgram program)
370
     {
371
     if( mNeedsAdjustment )
372
       {
373
       mNeedsAdjustment = false;
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       DistortedLibrary.adjustVertices(this);
375
       }
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377
     int index = mVBO.createImmediately(mNumVertices*VERT_SIZE, mVertAttribs);
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379
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
380
     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_POS);
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     GLES30.glVertexAttribPointer(program.mAttribute[1], NOR_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_NOR);
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     GLES30.glVertexAttribPointer(program.mAttribute[2], INF_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_INF);
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     GLES30.glVertexAttribPointer(program.mAttribute[3], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, VERT_SIZE, OFFSET_TEX);
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     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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 * Not part of public API, do not document (public only because has to be used from the main package)
390
 *
391
 * @y.exclude
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 */
393
   public void bindTransformAttribs(DistortedProgram program)
394
     {
395
     int index = mTFO.createImmediately(mNumVertices*TRAN_SIZE, null);
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397
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, index );
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     GLES30.glVertexAttribPointer(program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0);
399
     GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0);
400
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
404
 * Not part of public API, do not document (public only because has to be used from the main package)
405
 *
406
 * @y.exclude
407
 */
408
   public void setInflate(float inflate)
409
     {
410
     mInflate = inflate;
411
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
415
 * Not part of public API, do not document (public only because has to be used from the main package)
416
 *
417
 * @y.exclude
418
 */
419
   public float getInflate()
420
     {
421
     return mInflate;
422
     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
425
// PUBLIC API
426
///////////////////////////////////////////////////////////////////////////////////////////////////
427
/**
428
 * When rendering this Mesh, do we want to render the Normal vectors as well?
429
 * <p>
430
 * Will work only on OpenGL ES >= 3.0 devices.
431
 *
432
 * @param show Controls if we render the Normal vectors or not.
433
 */
434
   public void setShowNormals(boolean show)
435
     {
436
     mShowNormals = show;
437
     }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440
/**
441
 * When rendering this mesh, should we also draw the normal vectors?
442
 *
443
 * @return <i>true</i> if we do render normal vectors
444
 */
445
   public boolean getShowNormals()
446
     {
447
     return mShowNormals;
448
     }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451
/**
452
 * Release all internal resources.
453
 */
454
   public void markForDeletion()
455
     {
456
     mVertAttribs = null;
457

    
458
     mVBO.markForDeletion();
459
     mTFO.markForDeletion();
460
     }
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462
///////////////////////////////////////////////////////////////////////////////////////////////////
463
/**
464
 * Apply a Vertex Effect to the vertex mesh.
465
 * <p>
466
 * This is a static, permanent modification of the vertices contained in this Mesh. If the effects
467
 * contain any Dynamics, the Dynamics will be evaluated at 0.
468
 *
469
 * We would call this several times building up a list of Effects to do. This list of effects gets
470
 * lazily executed only when the Mesh is used for rendering for the first time.
471
 *
472
 * @param effect Vertex Effect to apply to the Mesh.
473
 */
474
   public void apply(VertexEffect effect)
475
     {
476
     int numComp = mComponent.size();
477

    
478
     for(int i=0; i<numComp; i++)
479
       {
480
       mComponent.get(i).mQueue.add(effect);
481
       }
482

    
483
     mNeedsAdjustment = true;
484
     }
485

    
486
///////////////////////////////////////////////////////////////////////////////////////////////////
487
/**
488
 * Sets texture maps for (some of) the components of this mesh.
489
 * <p>
490
 * Format: ( x of lower-left corner, y of lower-left corner, width, height ).
491
 * For example maps[0] = new Static4D( 0.0, 0.5, 0.5, 0.5 ) sets the 0th component texture map to the
492
 * upper-left quadrant of the texture.
493
 * <p>
494
 * Probably the most common user case would be sending as many maps as there are components in this
495
 * Mesh. One can also send less, or more (the extraneous ones will be ignored) and set some of them
496
 * to null (those will be ignored as well). So if there are 5 components, and we want to set the map
497
 * of the 2nd and 4rd one, call this with
498
 * maps = new Static4D[4]
499
 * maps[0] = null
500
 * maps[1] = the map for the 2nd component
501
 * maps[2] = null
502
 * maps[3] = the map for the 4th component
503
 *
504
 * A map's width and height have to be non-zero (but can be negative!)
505
 *
506
 * @param maps List of texture maps to apply to the texture's components.
507
 */
508
   public void setTextureMap(Static4D[] maps)
509
     {
510
     int num_comp = mComponent.size();
511
     int num_maps = maps.length;
512
     int min = Math.min(num_comp, num_maps);
513
     int vertex = 0;
514
     Static4D newMap, oldMap;
515
     Component comp;
516
     float newW, newH, ratW, ratH, movX, movY;
517

    
518
     for(int i=0; i<min; i++)
519
       {
520
       newMap = maps[i];
521
       comp = mComponent.get(i);
522

    
523
       if( newMap!=null )
524
         {
525
         newW = newMap.get2();
526
         newH = newMap.get3();
527

    
528
         if( newW!=0.0f && newH!=0.0f )
529
           {
530
           oldMap = comp.mTextureMap;
531
           ratW = newW/oldMap.get2();
532
           ratH = newH/oldMap.get3();
533
           movX = newMap.get0() - ratW*oldMap.get0();
534
           movY = newMap.get1() - ratH*oldMap.get1();
535

    
536
           for( int index=vertex*VERT_ATTRIBS+TEX_ATTRIB ; vertex<=comp.mEndIndex; vertex++, index+=VERT_ATTRIBS)
537
             {
538
             mVertAttribs[index  ] = ratW*mVertAttribs[index  ] + movX;
539
             mVertAttribs[index+1] = ratH*mVertAttribs[index+1] + movY;
540
             }
541
           comp.setMap(newMap);
542
           }
543
         }
544

    
545
       vertex= comp.mEndIndex+1;
546
       }
547

    
548
     mVBO.invalidate();
549
     }
550

    
551
///////////////////////////////////////////////////////////////////////////////////////////////////
552
/**
553
 * Return the texture map of one of the components.
554
 *
555
 * @param component The component number whose texture map we want to retrieve.
556
 */
557
   public Static4D getTextureMap(int component)
558
     {
559
     return (component>=0 && component<mComponent.size()) ? mComponent.get(component).mTextureMap : null;
560
     }
561

    
562
///////////////////////////////////////////////////////////////////////////////////////////////////
563
/**
564
 * Deep copy
565
 */
566
   public abstract MeshBase deepCopy();
567
   }
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