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e1e94682
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a quad, i.e. two triangles with vertices at (+-0.5,+-0.5).
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* <p>
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* Mainly to have a simple example showing how to create a Mesh; otherwise a MeshQuad can be perfectly
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* emulated by a MeshFlat(1,1) or a MeshCubes(1,1,0).
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*/
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public class MeshQuad extends MeshBase
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addVertex(int vertex, float x, float y, float[] attribs)
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{
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB ] = x-0.5f;
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+1] = 0.5f-y;
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attribs[VERT_ATTRIBS*vertex + POS_ATTRIB+2] = 0.0f;
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB ] = 0.0f;
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+1] = 0.0f;
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attribs[VERT_ATTRIBS*vertex + NOR_ATTRIB+2] = 1.0f;
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB ] = (x-0.5f);
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+1] = (0.5f-y);
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attribs[VERT_ATTRIBS*vertex + INF_ATTRIB+2] = 0.01f ; // Inflated surface needs to be slightly in front
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB ] = x;
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attribs[VERT_ATTRIBS*vertex + TEX_ATTRIB+1] = 1.0f-y;
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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 the underlying grid of 4 vertices, normals, inflates and texture coords.
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*/
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public MeshQuad()
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{
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super(0.0f);
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float[] attribs= new float[VERT_ATTRIBS*4];
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addVertex(0, 0.0f,0.0f, attribs);
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addVertex(1, 0.0f,1.0f, attribs);
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addVertex(2, 1.0f,0.0f, attribs);
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addVertex(3, 1.0f,1.0f, attribs);
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setAttribs(attribs);
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}
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}
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