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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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 java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a 'multigon' mesh - a union of several polygons.
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*
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* <p>
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* Specify several lists of vertices. Each list defines one polygon. (@see MeshPolygon).
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* If two such polygons share an edge (or several edges) then the edge in both of them is
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* marked 'up'.
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*/
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public class MeshMultigon extends MeshBase
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{
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private static final float MAX_ERROR = 0.0001f;
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private float[][] mOuterVertices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isSame(float dx, float dy)
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{
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return (dx*dx + dy*dy < MAX_ERROR);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isUp(float[][] vertices, int polygon, int edge)
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{
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//android.util.Log.e("D", "checking polygon "+polygon+" edge "+edge);
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float[] p= vertices[polygon];
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int lenP = p.length/2;
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int len = vertices.length;
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int next = (edge==lenP-1 ? 0 : edge+1);
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float v1x = p[2*edge ];
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float v1y = p[2*edge+1];
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float v2x = p[2*next ];
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float v2y = p[2*next+1];
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//android.util.Log.e("D", " v1="+v1x+" "+v1y+" v2="+v2x+" "+v2y);
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for(int i=0; i<len; i++)
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if( i!=polygon )
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{
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int num = vertices[i].length/2;
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for(int j=0; j<num; j++)
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{
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int n = (j==num-1 ? 0 : j+1);
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float[] v = vertices[i];
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float x1 = v[2*j ];
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float y1 = v[2*j+1];
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float x2 = v[2*n ];
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float y2 = v[2*n+1];
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//android.util.Log.e("D", "comparing v2 to "+x1+" "+y1);
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//android.util.Log.e("D", "comparing v1 to "+x2+" "+y2);
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if( isSame(v2x-x1,v2y-y1) && isSame(v1x-x2,v1y-y2) ) return true;
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}
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}
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//android.util.Log.e("D", "FALSE");
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean[][] computeEdgesUp(float[][] vertices)
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{
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int num = vertices.length;
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boolean[][] up = new boolean[num][];
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for(int i=0; i<num; i++)
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{
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int len = vertices[i].length/2;
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up[i] = new boolean[len];
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for(int j=0; j<len; j++)
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{
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up[i][j] = isUp(vertices,i,j);
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//android.util.Log.e("D", "polygon "+i+" edge "+j+" up: "+up[i][j]);
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}
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}
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return up;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] detectFirstOuterVertex(float[][] vertices)
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{
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float X = -Float.MAX_VALUE;
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int I=0,J=0, len = vertices.length;
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for(int i=0; i<len; i++ )
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{
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float[] v = vertices[i];
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int num = v.length/2;
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for(int j=0; j<num; j++)
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if(v[2*j]>X)
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{
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X = v[2*j];
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I = i;
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J = j;
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}
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}
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float[] v = vertices[I];
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return new float[] {v[2*J],v[2*J+1]};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private double computeAngle(float x1,float y1, float x2, float y2)
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{
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double diff = Math.atan2(y2,x2)-Math.atan2(y1,x1);
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return diff<0 ? diff+(2*Math.PI) : diff;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] detectNextOuterVertex(float[][] vertices, float[] curr, float[] vect)
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{
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double minAngle = 2*Math.PI;
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float x=0, y=0;
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for( float[] v : vertices )
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{
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int num = v.length/2;
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for( int j=0; j<num; j++)
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{
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float xc = v[2*j];
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float yc = v[2*j+1];
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if( xc==curr[0] && yc==curr[1])
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{
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int n = (j==num-1 ? 0 : j+1);
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float xn = v[2*n];
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float yn = v[2*n+1];
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double angle = computeAngle(vect[0], vect[1], xn-xc, yn-yc);
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if (angle < minAngle)
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{
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minAngle = angle;
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x = xn;
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y = yn;
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}
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break;
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}
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}
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}
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return new float[] {x,y};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeOuter(float[][] vertices)
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{
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ArrayList<float[]> tmp = new ArrayList<>();
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float[] vect = new float[] {1,0};
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float[] first= detectFirstOuterVertex(vertices);
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float[] next = first;
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do
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{
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float[] prev = next;
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next = detectNextOuterVertex(vertices,next,vect);
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vect[0] = prev[0]-next[0];
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vect[1] = prev[1]-next[1];
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tmp.add(next);
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}
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while( next[0]!=first[0] || next[1]!=first[1] );
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int num = tmp.size();
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mOuterVertices = new float[num][];
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for(int i=0; i<num; i++) mOuterVertices[i] = tmp.remove(0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean doesntBelongToOuter(float x, float y)
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{
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for( float[] v : mOuterVertices )
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if( x==v[0] && y==v[1] ) return false;
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean[][] computeVertsUp(float[][] vertices)
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{
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computeOuter(vertices);
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int num = vertices.length;
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boolean[][] up = new boolean[num][];
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for(int i=0; i<num; i++)
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{
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float[] v = vertices[i];
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int len = v.length/2;
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up[i] = new boolean[len];
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for(int j=0; j<len; j++) up[i][j] = doesntBelongToOuter(v[2*j],v[2*j+1]);
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}
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return up;
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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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* Specify several lists of vertices. Each list defines one polygon. (@see MeshPolygon).
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* If two such polygons share an edge (or several edges) then the edge in both of them is
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* marked 'up'.
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*
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* @param vertices an array of arrays, each specifying vertices of a single polygon.
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* @param band see MeshPolygon. Shared among all polygons.
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* @param exIndex see MeshPolygon. Shared among all polygons.
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* @param exVertices see MeshPolygon. Shared among all polygons.
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* @param centers for each polygon, coordinates of its center.
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*/
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public MeshMultigon(float[][] vertices, float[] band, int exIndex, int exVertices, float[][] centers)
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{
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super();
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int numPolygons = vertices.length;
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MeshPolygon[] meshes = new MeshPolygon[numPolygons];
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boolean[][] edgesUp = computeEdgesUp(vertices);
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boolean[][] vertsUp = computeVertsUp(vertices);
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for(int i=0; i<numPolygons; i++)
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meshes[i] = new MeshPolygon(vertices[i],band,edgesUp[i],vertsUp[i],exIndex,exVertices,centers[i][0],centers[i][1]);
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join(meshes);
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mergeEffComponents();
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mergeTexComponents();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Auto-create the centers to be the centers of gravity of each polygon.
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*/
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public MeshMultigon(float[][] vertices, float[] band, int exIndex, int exVertices)
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{
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super();
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int numPolygons = vertices.length;
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MeshPolygon[] meshes = new MeshPolygon[numPolygons];
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boolean[][] edgesUp = computeEdgesUp(vertices);
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boolean[][] vertsUp = computeVertsUp(vertices);
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for(int i=0; i<numPolygons; i++)
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{
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float[] v = vertices[i];
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int num = v.length/2;
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float xsum=0, ysum = 0;
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for(int j=0; j<num; j++)
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{
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xsum += v[2*j];
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ysum += v[2*j+1];
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}
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meshes[i] = new MeshPolygon(v,band,edgesUp[i],vertsUp[i],exIndex,exVertices,xsum/num,ysum/num);
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}
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join(meshes);
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mergeEffComponents();
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mergeTexComponents();
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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 MeshMultigon(MeshMultigon 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 MeshMultigon copy(boolean deep)
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{
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return new MeshMultigon(this,deep);
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}
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}
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