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Revision f08b268d

Added by Leszek Koltunski over 7 years ago

minor

View differences:

src/main/java/org/distorted/library/MeshCubes.java
32 32
public class MeshCubes extends MeshObject
33 33
   {
34 34
   private static final float R = 0.0f;//0.2f;
35
   private static final float FRONTZ = 0.5f;
36
   private static final float BACKZ  =-0.5f;
37
   
35

  
38 36
   private static final int NORTH = 0;
39 37
   private static final int WEST  = 1;
40 38
   private static final int EAST  = 2;
41 39
   private static final int SOUTH = 3;
42 40

  
43
   private static final boolean BACK  = true;
44
   private static final boolean FRONT = false;
45
   private static final boolean UPPER = false;
46
   private static final boolean LOWER = true;
47
   
48 41
   private static final float[] mNormalX = new float[4];
49 42
   private static final float[] mNormalY = new float[4];
50 43
   private static final float[] mNormalZ = new float[4];
......
391 384
     boolean seenLand=false;
392 385
     boolean lastBlockIsNE = false;
393 386
     boolean currentBlockIsNE;
394
     float vectZ = front?FRONTZ:BACKZ;
387
     float vectZ = (front ? 0.5f : -0.5f);
395 388

  
396 389
     //android.util.Log.d("CUBES", "buildFrontBack");
397 390

  
......
517 510
       side= curr.side;
518 511
       next = getNextEdge(curr);
519 512
     
520
       addSideVertex(curr,BACK,i+1,prev.side,vertex++,attribs);
513
       addSideVertex(curr,true,i+1,prev.side,vertex++,attribs);
521 514

  
522 515
       do
523 516
         {
524 517
         if( prev.side!=curr.side )
525 518
           {
526
           addSideVertex(curr,BACK,i+1,prev.side,vertex++,attribs);
527
           addSideVertex(curr,BACK,i  ,prev.side,vertex++,attribs);
519
           addSideVertex(curr,true,i+1,prev.side,vertex++,attribs);
520
           addSideVertex(curr,true,i  ,prev.side,vertex++,attribs);
528 521
           }
529 522
       
530
         addSideVertex(curr,FRONT,i+1,next.side,vertex++,attribs);
531
         addSideVertex(curr,FRONT,i  ,next.side,vertex++,attribs);
523
         addSideVertex(curr,false,i+1,next.side,vertex++,attribs);
524
         addSideVertex(curr,false,i  ,next.side,vertex++,attribs);
532 525
       
533 526
         prev = curr;
534 527
         curr = next;
......
628 621

  
629 622
                   attribs[8*vertex  ] = x - 0.5f;
630 623
                   attribs[8*vertex+1] = 0.5f - (float)curr.row/mRows;
631
                   attribs[8*vertex+2] = FRONTZ + ((BACKZ-FRONTZ)*slice)/mSlices;
624
                   attribs[8*vertex+2] = 0.5f - (float)slice/mSlices;
632 625
                   attribs[8*vertex+3] = side==NORTH ? 0.0f : (side==WEST?-R:R);
633 626
                   attribs[8*vertex+4] = 1.0f;
634 627
                   attribs[8*vertex+5] = (slice==0 ? R : (slice==mSlices ? -R:0) );
......
639 632

  
640 633
                   attribs[8*vertex  ] = x - 0.5f;
641 634
                   attribs[8*vertex+1] = 0.5f - (float)(curr.row+1)/mRows;
642
                   attribs[8*vertex+2] = FRONTZ + ((BACKZ-FRONTZ)*slice)/mSlices;
635
                   attribs[8*vertex+2] = 0.5f - (float)slice/mSlices;
643 636
                   attribs[8*vertex+3] = side==SOUTH ? 0.0f: (side==EAST?-R:R);
644 637
                   attribs[8*vertex+4] =-1.0f;
645 638
                   attribs[8*vertex+5] = (slice==0 ? R : (slice==mSlices ? -R:0) );
......
650 643

  
651 644
                   attribs[8*vertex  ] = (float)curr.col/mCols -0.5f;
652 645
                   attribs[8*vertex+1] = 0.5f - y;
653
                   attribs[8*vertex+2] = FRONTZ + ((BACKZ-FRONTZ)*slice)/mSlices;
646
                   attribs[8*vertex+2] = 0.5f - (float)slice/mSlices;
654 647
                   attribs[8*vertex+3] =-1.0f;
655 648
                   attribs[8*vertex+4] = side==WEST ? 0.0f : (side==NORTH?-R:R);
656 649
                   attribs[8*vertex+5] = (slice==0 ? R : (slice==mSlices ? -R:0) );
......
661 654

  
662 655
                   attribs[8*vertex  ] = (float)(curr.col+1)/mCols -0.5f;
663 656
                   attribs[8*vertex+1] = 0.5f - y;
664
                   attribs[8*vertex+2] = FRONTZ + ((BACKZ-FRONTZ)*slice)/mSlices;
657
                   attribs[8*vertex+2] = 0.5f - (float)slice/mSlices;
665 658
                   attribs[8*vertex+3] = 1.0f;
666 659
                   attribs[8*vertex+4] = side==EAST ? 0.0f : (side==SOUTH?-R:R);
667 660
                   attribs[8*vertex+5] = (slice==0 ? R : (slice==mSlices ? -R:0) );

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