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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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import org.distorted.library.main.DistortedLibrary;
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/**
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* Creator a triangular mesh divided into 'bands' i.e. strips parallel to one of the sides and
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* and of different elevations.
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* <p>
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* This is a building block for MeshMultigon.
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*/
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public class MeshBandedTriangle extends MeshBase
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{
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public static final int MODE_NORMAL = 0;
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public static final int MODE_INVERTED= 1;
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public static final int MODE_FLAT = 2;
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private static final int NUM_CACHE = 20;
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private float mLeftX, mLeftY;
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private float mRightX, mRightY;
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private float mTopX, mTopY;
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private float[] mNormL, mNormR;
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private int mMode;
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private float[] mBands;
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private int mNumBands;
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private int remainingVert;
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private int numVertices;
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private int extraBands, extraVertices;
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private float[] mCurveCache;
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private float mVecX, mVecY;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeNumberOfVertices()
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{
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if( mMode==MODE_FLAT )
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{
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numVertices = 3;
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}
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else if( mMode==MODE_NORMAL )
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{
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numVertices = mNumBands*(mNumBands+2) + 4*extraVertices*extraBands;
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}
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else
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{
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numVertices = mNumBands*(mNumBands+2);
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}
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remainingVert = numVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeCache()
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{
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mCurveCache = new float[NUM_CACHE];
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float[] tmpD = new float[mNumBands+1];
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float[] tmpX = new float[mNumBands+1];
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for(int i=1; i<mNumBands; i++)
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{
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tmpD[i] = (mBands[2*i-1]-mBands[2*i+1]) / (mBands[2*i]-mBands[2*i-2]);
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tmpX[i] = 1.0f - (mBands[2*i]+mBands[2*i-2])/2;
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}
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tmpD[0] = tmpD[1];
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tmpD[mNumBands] = tmpD[mNumBands-1];
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tmpX[0] = 0.0f;
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tmpX[mNumBands] = 1.0f;
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int prev = 0;
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int next = 0;
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for(int i=0; i<NUM_CACHE-1; i++)
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{
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float x = i/(NUM_CACHE-1.0f);
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if( x>=tmpX[next] )
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{
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prev = next;
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while( next<=mNumBands && x>=tmpX[next] ) next++;
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}
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if( next>prev )
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{
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float t = (x-tmpX[prev]) / (tmpX[next]-tmpX[prev]);
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mCurveCache[i] = t*(tmpD[next]-tmpD[prev]) + tmpD[prev];
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}
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else
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{
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mCurveCache[i] = tmpD[next];
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}
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}
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mCurveCache[NUM_CACHE-1] = tmpD[mNumBands];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float derivative(float x)
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{
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if( x>=1.0f )
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{
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return 0.0f;
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}
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else
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{
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float tmp = x*(NUM_CACHE-1);
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int i1 = (int)tmp;
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int i2 = i1+1;
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// why 0.5? Arbitrarily; this way the cubit faces of Twisty Puzzles
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// [the main and only user of this class] look better.
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return 0.5f*((tmp-i1)*(mCurveCache[i2]-mCurveCache[i1]) + mCurveCache[i1]);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void figureOutNormalVector2D(float qx)
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{
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mVecX = mNormL[0] + qx*(mNormR[0]-mNormL[0]);
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mVecY = mNormL[1] + qx*(mNormR[1]-mNormL[1]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float figureOutDerivative(float qy)
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{
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switch(mMode)
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{
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case MODE_NORMAL : return derivative(1-qy);
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case MODE_INVERTED: return -derivative(qy);
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default : return 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float computeElevation(int band)
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{
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switch(mMode)
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{
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case MODE_NORMAL : return mBands[2*band+1];
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case MODE_INVERTED: return mBands[2*(mNumBands-band)+1];
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default : return mBands[2*mNumBands+1];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int addStripVertex(int vertex, float qx, float qy, int band, float[] attribs1, float[] attribs2)
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{
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remainingVert--;
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// android.util.Log.e("D", "new v: qx="+qx+" band="+band);
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float bx = mLeftX + qx*(mRightX-mLeftX);
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float by = mLeftY + qx*(mRightY-mLeftY);
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float q = 1-qy;
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float x = bx + q*(mTopX-bx);
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float y = by + q*(mTopY-by);
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float z = computeElevation(band);
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figureOutNormalVector2D(band<mNumBands ? qx : 0.5f);
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float d = figureOutDerivative(qy);
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB ] = x;
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+1] = y;
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attribs1[VERT1_ATTRIBS*vertex + POS_ATTRIB+2] = z;
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float vx = d*mVecX;
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float vy = d*mVecY;
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float vz = mVecX*mVecX + mVecY*mVecY;
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float len = (float)Math.sqrt(vx*vx + vy*vy + vz*vz);
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int index = VERT1_ATTRIBS*vertex + NOR_ATTRIB;
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attribs1[index ] = vx/len;
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attribs1[index+1] = vy/len;
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attribs1[index+2] = vz/len;
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB ] = x+0.5f;
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attribs2[VERT2_ATTRIBS*vertex + TEX_ATTRIB+1] = y+0.5f;
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return vertex+1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createBand(int vertex, int band, float[] attribs1, float[] attribs2)
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{
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boolean fromLeft = (band%2 == 0);
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int extra = ((band<extraBands && mMode==MODE_NORMAL) ? extraVertices : 0);
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int n = mNumBands-band-1;
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float b = 1.0f/(mNumBands-band);
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float dxb = fromLeft ? b : -b;
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float sdx = dxb/(extra+1);
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float qx = fromLeft ? 0.0f : 1.0f;
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int bb = mMode==MODE_NORMAL ? band : mNumBands-band;
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int bt = mMode==MODE_NORMAL ? band+1 : mNumBands-(band+1);
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float qyb = mBands[2*bb];
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float qyt = mBands[2*bt];
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if( mMode!=MODE_NORMAL )
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{
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qyb = 1-qyb;
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qyt = 1-qyt;
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}
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vertex = addStripVertex(vertex, qx, qyb, band, attribs1,attribs2);
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for(int v=0; v<extra; v++)
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{
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vertex = addStripVertex(vertex, qx , qyt, band+1, attribs1,attribs2);
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vertex = addStripVertex(vertex, qx+(v+1)*sdx, qyb, band , attribs1,attribs2);
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}
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if( n>0 )
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{
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float t = 1.0f/n;
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float dxt = fromLeft ? t : -t;
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for(int v=0; v<n; v++)
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{
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vertex=addStripVertex(vertex, qx+ v *dxt, qyt, band+1, attribs1, attribs2);
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vertex=addStripVertex(vertex, qx+(v+1)*dxb, qyb, band , attribs1, attribs2);
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}
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}
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qx = 1-qx;
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for(int v=0; v<=extra; v++)
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{
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vertex = addStripVertex(vertex, qx , qyt, band+1, attribs1,attribs2);
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vertex = addStripVertex(vertex, qx-dxb+(v+1)*sdx, qyb, band , attribs1,attribs2);
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}
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return vertex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void buildGrid(float[] attribs1, float[] attribs2)
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{
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if( mMode==MODE_FLAT )
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{
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addStripVertex(0, 0, 1, 0, attribs1,attribs2);
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addStripVertex(1, 0, 0, 0, attribs1,attribs2);
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addStripVertex(2, 1, 1, 0, attribs1,attribs2);
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}
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else
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{
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int vertex=0;
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for(int b=0; b<mNumBands; b++) vertex=createBand(vertex, b, attribs1, attribs2);
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}
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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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* Create a triangular mesh split into 'bands' - i.e. strips of triangles - which are parallel to
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* a given edge.
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*
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* @param vL A pair of floats (x,y) which defines the 'left' vertex of the triangle.
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* @param vR A pair of floats (x,y) which defines the 'right' vertex of the triangle.
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* @param vT A pair of floats (x,y) which defines the 'top' vertex of the triangle.
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* @param bands 2K floats; K pairs of two floats each describing a single band.
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* From (1.0,Z[0]) (the 'left-right' edge, its Z elevation) to (0.0,Z[K])
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* (the 'top' vertex, its elevation). The polygon is split into such strips.
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* Must be band[2*i] > band[2*(i+1)] !
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* The way the bands get interpreted also depends on the 'mode' param.
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* @param normL A pair of floats which define a 2D vector - which is the normal vector of each
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* mesh vertex which lies on the 'left-top' edge casted to the XY plane.
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* @param normR Same as above but about the vertices which belong to the 'right-top' triangle
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* edge. This and the previous param define the vector field of normals, as seen
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* from above, of the whole mesh.
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* @param mode MODE_UP, MODE_DOWN or MODE_FLAT.
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* This defines how we interpret the bands.
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* If UP, we interpret them the same as in MeshPolygon - i.e. the first band is
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* about the 'left-right' edge, then progressively towards the 'top'.
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* If DOWN, we turn the interpretation of the bands upside-down: it is the last
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* band which defines the strip aong the 'left-right' edge.
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* If FLAT, everything is flat anyway, so we disregard the bands and return a mesh
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* with 3 vertices.
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* @param exBands This and the next parameter describe how to make the mesh denser at the
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* 'left' and 'right' vertices. If e.g. exBands=3 and exVertices=2, then 3 triangles
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* of the outermost band (and 2 triangles of the next band, and 1 triangle of the
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* third band) get denser - the 3 triangles become 3+2 = 5.
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* @param exVertices See above.
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*/
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public MeshBandedTriangle(float[] vL, float[] vR, float[] vT, float[] bands, float[] normL, float[] normR, int mode, int exBands, int exVertices)
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{
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super();
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mLeftX = vL[0];
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mLeftY = vL[1];
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mRightX = vR[0];
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mRightY = vR[1];
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mTopX = vT[0];
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mTopY = vT[1];
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mMode = mode;
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mNormL= normL;
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mNormR= normR;
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mBands = bands;
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mNumBands = mBands.length/2 -1;
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extraBands = exBands;
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extraVertices = exVertices;
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computeNumberOfVertices();
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computeCache();
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float[] attribs1= new float[VERT1_ATTRIBS*numVertices];
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float[] attribs2= new float[VERT2_ATTRIBS*numVertices];
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buildGrid(attribs1,attribs2);
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if( remainingVert!=0 )
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DistortedLibrary.logMessage("MeshBandedTriangle: remainingVert " +remainingVert );
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setAttribs(attribs1,attribs2);
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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 MeshBandedTriangle(MeshBandedTriangle 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 MeshBandedTriangle copy(boolean deep)
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{
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return new MeshBandedTriangle(this,deep);
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}
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}
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