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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a Mesh which is a union of several simpler Meshes.
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*/
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public class MeshJoined extends MeshBase
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Join a list of (probably already changed by Vertex Effects) Meshes into one.
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* <p>
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* You need to try and keep the origin (0,0,0) in the center of gravity of the whole thing.
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*/
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public MeshJoined(MeshBase[] meshes)
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{
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super();
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join(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy constructor.
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*/
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public MeshJoined(MeshJoined mesh, boolean deep)
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{
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super(mesh,deep);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Copy the Mesh.
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*
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* @param deep If to be a deep or shallow copy of mVertAttribs1, i.e. the array holding vertices,
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* normals and inflates (the rest, in particular the mVertAttribs2 containing texture
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* coordinates and effect associations, is always deep copied)
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*/
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public MeshJoined copy(boolean deep)
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{
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return new MeshJoined(this,deep);
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}
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}
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