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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube 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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// Magic Cube 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 Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.helpers;
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import java.util.ArrayList;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.type.Static3D;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import static org.distorted.objectlib.main.TwistyObject.MESH_NICE;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FactoryBandagedCubit
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{
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private static final int WALL_MARKED=0;
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private static final int WALL_EMPTY =-1;
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private static final int AXIS_XP = 0;
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private static final int AXIS_XM = 1;
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private static final int AXIS_YP = 2;
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private static final int AXIS_YM = 3;
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private static final int AXIS_ZP = 4;
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private static final int AXIS_ZM = 5;
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private static final float[][] VECTOR =
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{
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{-1.0f,-1.0f,-1.0f},
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{-1.0f,-1.0f,+1.0f},
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{-1.0f,+1.0f,-1.0f},
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{-1.0f,+1.0f,+1.0f},
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{+1.0f,-1.0f,-1.0f},
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{+1.0f,-1.0f,+1.0f},
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{+1.0f,+1.0f,-1.0f},
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{+1.0f,+1.0f,+1.0f}
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};
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private static FactoryBandagedCubit mThis;
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private ArrayList<float[]> mVertexArray;
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private ArrayList<float[]> mTmpArray;
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private float[][][] mVertices;
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private int[][][] mIndices;
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private float[][] mMove;
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private int mX, mY, mZ, mMax;
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private float dX, dY, dZ;
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private int[][] mWall;
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private int[][] mPoints;
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private boolean[][][] mTmp;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactoryBandagedCubit()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(ArrayList<float[]> list, float[] move, int variant)
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{
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int numMoves = move.length/3;
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mMove[variant][0]=0.0f;
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mMove[variant][1]=0.0f;
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mMove[variant][2]=0.0f;
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for(int m=0; m<numMoves; m++)
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{
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mMove[variant][0] += move[3*m ];
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mMove[variant][1] += move[3*m+1];
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mMove[variant][2] += move[3*m+2];
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}
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mMove[variant][0]/=numMoves;
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mMove[variant][1]/=numMoves;
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mMove[variant][2]/=numMoves;
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int total = 0;
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int length = list.size();
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float[][] vertices = new float[length][];
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for( int i=0; i<length; i++ )
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{
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vertices[i] = list.get(i);
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total += vertices[i].length/3;
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}
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float[][] verts = new float[total][3];
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int pointer = 0;
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for(int i=0; i<length; i++)
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{
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int len = vertices[i].length/3;
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for(int j=0; j<len; j++)
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{
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verts[pointer][0] = vertices[i][3*j ] - mMove[variant][0];
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verts[pointer][1] = vertices[i][3*j+1] - mMove[variant][1];
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verts[pointer][2] = vertices[i][3*j+2] - mMove[variant][2];
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pointer++;
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}
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}
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return verts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[][] getIndices(ArrayList<float[]> list)
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{
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int indicesSoFar=0;
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int length = list.size();
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int[][] indices = new int[length][];
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for( int i=0; i<length; i++ )
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{
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float[] f = list.get(i);
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int len = f.length/3;
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int[] ind = new int[len];
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for(int j=0; j<len; j++) ind[j] = (indicesSoFar++);
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indices[i] = ind;
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}
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return indices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void markAllVertices(float[] vertex, float[][] vertices, int[][] indices, int pointer, int variant)
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{
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int lenI = indices.length;
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for(int index=0; index<lenI; index++)
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{
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int len = indices[index].length;
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for(int i=0; i<len; i++)
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{
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if( mIndices[variant][index][i] == -1 )
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{
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int ind = indices[index][i];
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float[] ver = vertices[ind];
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if( vertex[0]==ver[0] && vertex[1]==ver[1] && vertex[2]==ver[2] )
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{
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mIndices[variant][index][i] = pointer;
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}
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// So far the 'vertices/indices' are stored inefficiently, with each vertex stored three times
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// (each one normally is a corner of three faces) or even six times. Compress!
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// Example of six times: the central vertex here:
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//
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// { 1.0f, 0.0f, -1.0f,
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// 1.0f, -1.0f, -1.0f,
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// 1.0f, -1.0f, +0.0f,
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// 0.0f, -1.0f, -1.0f },
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private void compressVerticesAndIndices(int variant, float[][] vertices, int[][] indices)
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{
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if( mTmpArray==null ) mTmpArray = new ArrayList<>();
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int lenI = indices.length;
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int pointer=0;
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mIndices[variant] = new int[lenI][];
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for(int index=0; index<lenI; index++)
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{
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int len = indices[index].length;
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mIndices[variant][index] = new int[len];
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for(int i=0; i<len; i++) mIndices[variant][index][i] = -1;
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}
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for(int index=0; index<lenI; index++)
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{
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int len = indices[index].length;
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for(int i=0; i<len; i++)
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{
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if( mIndices[variant][index][i] == -1 )
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{
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int ind = indices[index][i];
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float[] ver = vertices[ind];
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mTmpArray.add(ver);
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markAllVertices(ver,vertices,indices,pointer,variant);
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pointer++;
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}
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}
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}
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int len = mTmpArray.size();
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mVertices[variant] = new float[len][];
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for(int i=0; i<len; i++)
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{
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mVertices[variant][i] = mTmpArray.remove(0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean cubitExists(float[] pos, float x, float y, float z)
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{
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int len = pos.length/3;
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for(int i=0; i<len; i++)
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if( pos[3*i]==x && pos[3*i+1]==y && pos[3*i+2]==z ) return true;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createRight(int x, ArrayList<float[]> list)
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{
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for(int y=0; y<mMax; y++)
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for(int z=0; z<mMax; z++)
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{
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boolean b = (y<mY && z<mZ) && ( mTmp[x][mY-1-y][mZ-1-z] && (x+1>=mX || !mTmp[x+1][mY-1-y][mZ-1-z]) );
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mWall[z][y] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_XP,x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createLeft(int x, ArrayList<float[]> list)
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{
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for(int y=0; y<mMax; y++)
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for(int z=0; z<mMax; z++)
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{
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boolean b = (y<mY && z<mZ) && ( mTmp[x][mY-1-y][z] && (x<1 || !mTmp[x-1][mY-1-y][z]) );
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mWall[z][y] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_XM,x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createTop(int y, ArrayList<float[]> list)
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{
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for(int z=0; z<mMax; z++)
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for(int x=0; x<mMax; x++)
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{
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boolean b = (x<mX && z<mZ) && ( mTmp[x][y][z] && (y+1>=mY || !mTmp[x][y+1][z]) );
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mWall[x][z] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_YP,y);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBottom(int y, ArrayList<float[]> list)
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{
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for(int z=0; z<mMax; z++)
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for(int x=0; x<mMax; x++)
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{
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boolean b = (x<mX && z<mZ) && ( mTmp[x][y][mZ-1-z] && (y<1 || !mTmp[x][y-1][mZ-1-z]) );
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mWall[x][z] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_YM,y);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createFront(int z, ArrayList<float[]> list)
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{
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for(int y=0; y<mMax; y++)
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for(int x=0; x<mMax; x++)
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{
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boolean b = (x<mX && y<mY) && ( mTmp[x][mY-1-y][z] && (z+1>=mZ || !mTmp[x][mY-1-y][z+1]) );
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mWall[x][y] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_ZP,z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBack(int z, ArrayList<float[]> list)
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{
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for(int y=0; y<mMax; y++)
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for(int x=0; x<mMax; x++)
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{
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boolean b = (x<mX && y<mY) && ( mTmp[mX-1-x][mY-1-y][z] && (z<1 || !mTmp[mX-1-x][mY-1-y][z-1]) );
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mWall[x][y] = b ? WALL_MARKED : WALL_EMPTY;
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}
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createVertices(list,mWall,AXIS_ZM,z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void markNeighbours(int[][] wall, int x, int y, int section)
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{
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wall[x][y] = section;
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if( x > 0 && wall[x-1][y]==WALL_MARKED ) markNeighbours(wall,x-1,y,section);
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if( x+1<mMax && wall[x+1][y]==WALL_MARKED ) markNeighbours(wall,x+1,y,section);
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if( y > 0 && wall[x][y-1]==WALL_MARKED ) markNeighbours(wall,x,y-1,section);
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if( y+1<mMax && wall[x][y+1]==WALL_MARKED ) markNeighbours(wall,x,y+1,section);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int markSections(int[][] wall)
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{
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int sections = 0;
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for(int x=0; x<mMax; x++)
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for(int y=0; y<mMax; y++)
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if( wall[x][y]==WALL_MARKED )
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{
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sections++;
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markNeighbours(wall,x,y,sections);
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}
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return sections;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return true iff exactly three or exactly one of the four values (x1,x2,x3,x4) are equal to 'value'.
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private boolean threeOrOne(int x1, int x2, int x3, int x4, int value)
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{
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if( x1==value ) return x2==value ? (x3==value)^(x4==value) : (x3==value)^(x4!=value);
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else return x2==value ? (x3==value)^(x4!=value) : (x3==value)^(x4==value);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isOddVertical(int x, int y)
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{
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int number = 0;
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for(int i=0; i<y; i++)
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if( mPoints[x][i]==0 ) number++;
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return (number%2)==0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isOddHorizontal(int x, int y)
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{
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int number = 0;
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for(int i=0; i<x; i++)
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if( mPoints[i][y]==0 ) number++;
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return (number%2)==0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int moveUp(int x, int y)
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{
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for(int i=y-1; i>=0; i--)
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if( mPoints[x][i]==0 ) return i;
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android.util.Log.e("D", "moveUp error!");
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int moveDown(int x, int y)
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{
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for(int i=y+1; i<=mMax; i++)
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if( mPoints[x][i]==0 ) return i;
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android.util.Log.e("D", "moveDown error!");
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int moveLeft(int x, int y)
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{
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for(int i=x-1; i>=0; i--)
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if( mPoints[i][y]==0 ) return i;
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android.util.Log.e("D", "moveLeft error!");
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int moveRight(int x, int y)
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{
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for(int i=x+1; i<=mMax; i++)
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if( mPoints[i][y]==0 ) return i;
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android.util.Log.e("D", "moveRight error!");
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] buildVertices(int[][] wall, int section, float dx, float dy)
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{
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int numPoints = buildPoints(wall,section);
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int numSections = numPoints/2;
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float[] vertices = new float[3*numPoints];
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int x=0,y=0,pointer=0;
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for(int i=0; i<=mMax; i++)
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for(int j=0; j<=mMax; j++)
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if( mPoints[i][j]==0 )
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{
|
438
|
x = i;
|
439
|
y = j;
|
440
|
i = j = mMax+1;
|
441
|
}
|
442
|
|
443
|
for(int s=0; s<numSections; s++)
|
444
|
{
|
445
|
vertices[6*pointer ] = x-dx;
|
446
|
vertices[6*pointer+1] = dy-y;
|
447
|
vertices[6*pointer+2] = 0.0f;
|
448
|
|
449
|
y = isOddVertical(x,y) ? moveDown(x,y) : moveUp(x,y);
|
450
|
|
451
|
vertices[6*pointer+3] = x-dx;
|
452
|
vertices[6*pointer+4] = dy-y;
|
453
|
vertices[6*pointer+5] = 0.0f;
|
454
|
|
455
|
x = isOddHorizontal(x,y) ? moveRight(x,y) : moveLeft(x,y);
|
456
|
|
457
|
pointer++;
|
458
|
}
|
459
|
|
460
|
return vertices;
|
461
|
}
|
462
|
|
463
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
464
|
|
465
|
private int buildPoints(int[][] wall, int section)
|
466
|
{
|
467
|
int numPoints=0;
|
468
|
boolean thereIsCorner;
|
469
|
|
470
|
for(int x=0; x<=mMax; x++)
|
471
|
for(int y=0; y<=mMax; y++)
|
472
|
{
|
473
|
if( y==0 )
|
474
|
{
|
475
|
if( x== 0 ) thereIsCorner = (wall[ 0][0]==section);
|
476
|
else if( x==mMax ) thereIsCorner = (wall[mMax-1][0]==section);
|
477
|
else thereIsCorner = (wall[x-1][0]==section)^(wall[x][0]==section);
|
478
|
}
|
479
|
else if( y==mMax )
|
480
|
{
|
481
|
if( x== 0 ) thereIsCorner = (wall[ 0][mMax-1]==section);
|
482
|
else if( x==mMax ) thereIsCorner = (wall[mMax-1][mMax-1]==section);
|
483
|
else thereIsCorner = (wall[x-1][mMax-1]==section)^(wall[x][mMax-1]==section);
|
484
|
}
|
485
|
else if( x==0 )
|
486
|
{
|
487
|
thereIsCorner = (wall[0][y-1]==section)^(wall[0][y]==section);
|
488
|
}
|
489
|
else if( x==mMax )
|
490
|
{
|
491
|
thereIsCorner = (wall[mMax-1][y-1]==section)^(wall[mMax-1][y]==section);
|
492
|
}
|
493
|
else
|
494
|
{
|
495
|
thereIsCorner = threeOrOne(wall[x-1][y-1],wall[x-1][y],wall[x][y-1],wall[x][y],section);
|
496
|
}
|
497
|
|
498
|
if( thereIsCorner )
|
499
|
{
|
500
|
mPoints[x][y] = 0;
|
501
|
numPoints++;
|
502
|
}
|
503
|
else
|
504
|
{
|
505
|
mPoints[x][y] =-1;
|
506
|
}
|
507
|
}
|
508
|
|
509
|
return numPoints;
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
|
514
|
private void rotateAndMoveVertices(float[] vertices, int axis, int layer)
|
515
|
{
|
516
|
int i,len = vertices.length/3;
|
517
|
|
518
|
switch(axis)
|
519
|
{
|
520
|
case AXIS_XP: for(i=0; i<len; i++)
|
521
|
{
|
522
|
vertices[3*i+2] =-vertices[3*i ];
|
523
|
vertices[3*i ] = layer-(dX-1.0f);
|
524
|
}
|
525
|
break;
|
526
|
case AXIS_XM: for(i=0; i<len; i++)
|
527
|
{
|
528
|
vertices[3*i+2] = vertices[3*i ];
|
529
|
vertices[3*i ] = layer-dX;
|
530
|
}
|
531
|
break;
|
532
|
case AXIS_YP: for(i=0; i<len; i++)
|
533
|
{
|
534
|
vertices[3*i+2] =-vertices[3*i+1];
|
535
|
vertices[3*i+1] = layer-(dY-1.0f);
|
536
|
}
|
537
|
break;
|
538
|
case AXIS_YM: for(i=0; i<len; i++)
|
539
|
{
|
540
|
vertices[3*i+2] = vertices[3*i+1];
|
541
|
vertices[3*i+1] = layer-dY;
|
542
|
}
|
543
|
break;
|
544
|
case AXIS_ZP: for(i=0; i<len; i++)
|
545
|
{
|
546
|
vertices[3*i+2] = layer-(dZ-1.0f);
|
547
|
}
|
548
|
break;
|
549
|
case AXIS_ZM: for(i=0; i<len; i++)
|
550
|
{
|
551
|
vertices[3*i+2] = layer-dZ;
|
552
|
vertices[3*i ] =-vertices[3*i ];
|
553
|
}
|
554
|
break;
|
555
|
}
|
556
|
}
|
557
|
|
558
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
559
|
// 1. assume the 'wall' is in the XY plane
|
560
|
// 2. split the wall into individual connected regions and for each such region:
|
561
|
// a. build the list of vertices (Z=0)
|
562
|
// b. take the axis into consideration and rotate the vertices.
|
563
|
// c. take layer into consideration and move the vertices.
|
564
|
// d. add the resulting vertices to the list.
|
565
|
|
566
|
private void createVertices(ArrayList<float[]> list, int[][] wall, int axis, int layer)
|
567
|
{
|
568
|
int sections = markSections(wall);
|
569
|
|
570
|
float dx = (axis==AXIS_XP || axis==AXIS_XM) ? dZ : dX;
|
571
|
float dy = (axis==AXIS_YP || axis==AXIS_YM) ? dZ : dY;
|
572
|
|
573
|
for(int i=0; i<sections; i++)
|
574
|
{
|
575
|
float[] vertices = buildVertices(wall,i+1,dx,dy);
|
576
|
|
577
|
rotateAndMoveVertices(vertices,axis,layer);
|
578
|
list.add(vertices);
|
579
|
/*
|
580
|
int len = vertices.length/3;
|
581
|
String w="";
|
582
|
|
583
|
for(int j=0; j<len; j++)
|
584
|
{
|
585
|
w += ( "["+vertices[3*j]+" "+vertices[3*j+1]+" "+vertices[3*j+2]+"] ");
|
586
|
}
|
587
|
android.util.Log.e("D", "1 section: "+i+" axis: "+axis+" layer: "+layer+" vertices after: "+w);
|
588
|
*/
|
589
|
}
|
590
|
}
|
591
|
|
592
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
593
|
|
594
|
private static boolean vertInFace(float[] vertex, float[] move, Static3D faceAxis, float dist)
|
595
|
{
|
596
|
final float MAX_ERROR = 0.01f;
|
597
|
|
598
|
float x= faceAxis.get0();
|
599
|
float y= faceAxis.get1();
|
600
|
float z= faceAxis.get2();
|
601
|
|
602
|
float a = (vertex[0]+move[0])*x + (vertex[1]+move[1])*y + (vertex[2]+move[2])*z;
|
603
|
float diff = a - dist;
|
604
|
|
605
|
return diff>-MAX_ERROR && diff<MAX_ERROR;
|
606
|
}
|
607
|
|
608
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
609
|
// (vertices,indices) define a cubit face, i.e. a connected subset of the NxN grid.
|
610
|
// Return its 'diameter', i.e. max(width,height)
|
611
|
|
612
|
private int faceDiameter(float[][] vertices, int[] indices)
|
613
|
{
|
614
|
float maxX = -dX;
|
615
|
float minX = +dX;
|
616
|
float maxY = -dY;
|
617
|
float minY = +dY;
|
618
|
float maxZ = -dZ;
|
619
|
float minZ = +dZ;
|
620
|
|
621
|
for (int index : indices)
|
622
|
{
|
623
|
float[] v = vertices[index];
|
624
|
|
625
|
if (v[0] > maxX) maxX = v[0];
|
626
|
if (v[0] < minX) minX = v[0];
|
627
|
if (v[1] > maxY) maxY = v[1];
|
628
|
if (v[1] < minY) minY = v[1];
|
629
|
if (v[2] > maxZ) maxZ = v[2];
|
630
|
if (v[2] < minZ) minZ = v[2];
|
631
|
}
|
632
|
|
633
|
float diffX = maxX-minX;
|
634
|
float diffY = maxY-minY;
|
635
|
float diffZ = maxZ-minZ;
|
636
|
|
637
|
float max = diffX>diffY ? Math.max(diffX,diffZ) : Math.max(diffY,diffZ);
|
638
|
|
639
|
return (int)max;
|
640
|
}
|
641
|
|
642
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
643
|
// return array of:
|
644
|
// 0 if this is an inner face, 1 if its diameter is 1, 2 if diameter is 2, 3 if 3, etc
|
645
|
|
646
|
private int[] generateBandIndices(float[][] vertices, int[][] indices, float[] move)
|
647
|
{
|
648
|
int numCubitFaces = indices.length;
|
649
|
int[] bandIndices = new int[numCubitFaces];
|
650
|
|
651
|
for(int cubitFace=0; cubitFace<numCubitFaces; cubitFace++)
|
652
|
{
|
653
|
bandIndices[cubitFace] = 0xffffffff;
|
654
|
int numVertices = indices[cubitFace].length;
|
655
|
|
656
|
for(int vertex=0; vertex<numVertices; vertex++)
|
657
|
{
|
658
|
int vertBelongsBitmap = 0x00000000;
|
659
|
float[] vert = vertices[ indices[cubitFace][vertex] ];
|
660
|
|
661
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[0], dX) ) vertBelongsBitmap |= (1<<0);
|
662
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[1], dX) ) vertBelongsBitmap |= (1<<1);
|
663
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[2], dY) ) vertBelongsBitmap |= (1<<2);
|
664
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[3], dY) ) vertBelongsBitmap |= (1<<3);
|
665
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[4], dZ) ) vertBelongsBitmap |= (1<<4);
|
666
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[5], dZ) ) vertBelongsBitmap |= (1<<5);
|
667
|
|
668
|
bandIndices[cubitFace] &= vertBelongsBitmap;
|
669
|
}
|
670
|
|
671
|
if( bandIndices[cubitFace]!=0 ) // outer face
|
672
|
{
|
673
|
bandIndices[cubitFace] = faceDiameter(vertices, indices[cubitFace]);
|
674
|
}
|
675
|
|
676
|
//android.util.Log.e("D", "cubit face "+cubitFace+" : "+bandIndices[cubitFace]);
|
677
|
}
|
678
|
|
679
|
return bandIndices;
|
680
|
}
|
681
|
|
682
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
683
|
|
684
|
private int[] generateCornerIndices(float[][] vertices, boolean roundCorners)
|
685
|
{
|
686
|
int len = vertices.length;
|
687
|
int val = roundCorners ? 0 : -1;
|
688
|
int[] cornerIndices = new int[len];
|
689
|
for(int i=0; i<len; i++) cornerIndices[i] = val;
|
690
|
return cornerIndices;
|
691
|
}
|
692
|
|
693
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
694
|
|
695
|
private int computeVectorFace(float[] prev, float[] curr, float[] next)
|
696
|
{
|
697
|
float ax = prev[0]-curr[0];
|
698
|
float ay = prev[1]-curr[1];
|
699
|
float az = prev[2]-curr[2];
|
700
|
|
701
|
float bx = next[0]-curr[0];
|
702
|
float by = next[1]-curr[1];
|
703
|
float bz = next[2]-curr[2];
|
704
|
|
705
|
float lena = (float)Math.sqrt(ax*ax + ay*ay + az*az);
|
706
|
float lenb = (float)Math.sqrt(bx*bx + by*by + bz*bz);
|
707
|
|
708
|
ax /= lena;
|
709
|
ay /= lena;
|
710
|
az /= lena;
|
711
|
|
712
|
bx /= lenb;
|
713
|
by /= lenb;
|
714
|
bz /= lenb;
|
715
|
|
716
|
float cx = ax + bx + ay*bz-az*by;
|
717
|
float cy = ay + by + az*bx-ax*bz;
|
718
|
float cz = az + bz + ax*by-ay*bx;
|
719
|
|
720
|
return (cx<0 ? 0:4) + (cy<0 ? 0:2) + (cz<0 ? 0:1);
|
721
|
}
|
722
|
|
723
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
724
|
|
725
|
private float[] computeVector(int index, float[][] vertices, int[][] indices, int[] bandIndices)
|
726
|
{
|
727
|
int band=0;
|
728
|
int len = indices.length;
|
729
|
int vector=-1;
|
730
|
|
731
|
for(int i=0; i<len; i++)
|
732
|
{
|
733
|
int len2 = indices[i].length;
|
734
|
|
735
|
for(int j=0; j<len2; j++)
|
736
|
{
|
737
|
if( indices[i][j]==index )
|
738
|
{
|
739
|
int prev = j>0 ? j-1 : len2-1;
|
740
|
int next = j<len2-1 ? j+1 : 0;
|
741
|
|
742
|
int prevIndex = indices[i][prev];
|
743
|
int currIndex = indices[i][j];
|
744
|
int nextIndex = indices[i][next];
|
745
|
|
746
|
int newVector = computeVectorFace(vertices[prevIndex],vertices[currIndex],vertices[nextIndex]);
|
747
|
if( vector!=-1 && vector!=newVector ) return null;
|
748
|
|
749
|
vector = newVector;
|
750
|
band |= bandIndices[i];
|
751
|
}
|
752
|
}
|
753
|
}
|
754
|
|
755
|
return band==0 ? null : VECTOR[vector];
|
756
|
}
|
757
|
|
758
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
759
|
|
760
|
private float[][] generateVectors(float[][] vertices, int[][] indices, int[] bandIndices)
|
761
|
{
|
762
|
int len = vertices.length;
|
763
|
float[][] vectors = new float[len][];
|
764
|
|
765
|
for(int i=0; i<len; i++)
|
766
|
{
|
767
|
vectors[i] = computeVector(i,vertices,indices,bandIndices);
|
768
|
}
|
769
|
|
770
|
return vectors;
|
771
|
}
|
772
|
|
773
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
774
|
|
775
|
private float[][] generateCenters(float[][] vertices, float[][] vectors)
|
776
|
{
|
777
|
int pointer=0,total=0;
|
778
|
int len = vertices.length;
|
779
|
|
780
|
for( float[] vector : vectors )
|
781
|
{
|
782
|
if( vector!=null ) total++;
|
783
|
}
|
784
|
|
785
|
float[][] centers = new float[total][3];
|
786
|
|
787
|
for( int i=0; i<len; i++ )
|
788
|
{
|
789
|
if( vectors[i]!=null )
|
790
|
{
|
791
|
centers[pointer][0] = vertices[i][0]+vectors[i][0];
|
792
|
centers[pointer][1] = vertices[i][1]+vectors[i][1];
|
793
|
centers[pointer][2] = vertices[i][2]+vectors[i][2];
|
794
|
pointer++;
|
795
|
}
|
796
|
}
|
797
|
|
798
|
return centers;
|
799
|
}
|
800
|
|
801
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
802
|
|
803
|
private int[] generateCenterIndices(float[][] vectors)
|
804
|
{
|
805
|
int pointer=0;
|
806
|
int len = vectors.length;
|
807
|
int[] centerIndices = new int[len];
|
808
|
|
809
|
for(int i=0; i<len; i++)
|
810
|
{
|
811
|
if( vectors[i]==null )
|
812
|
{
|
813
|
centerIndices[i] = -1;
|
814
|
}
|
815
|
else
|
816
|
{
|
817
|
centerIndices[i] = pointer;
|
818
|
pointer++;
|
819
|
}
|
820
|
}
|
821
|
|
822
|
return centerIndices;
|
823
|
}
|
824
|
|
825
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
826
|
// PUBLIC API
|
827
|
|
828
|
public static FactoryBandagedCubit getInstance()
|
829
|
{
|
830
|
if( mThis==null ) mThis = new FactoryBandagedCubit();
|
831
|
return mThis;
|
832
|
}
|
833
|
|
834
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
835
|
|
836
|
public void prepare(int numVariants, int x, int y, int z)
|
837
|
{
|
838
|
if( mVertexArray==null ) mVertexArray = new ArrayList<>();
|
839
|
mVertices= new float[numVariants][][];
|
840
|
mIndices = new int[numVariants][][];
|
841
|
mMove = new float[numVariants][3];
|
842
|
|
843
|
mX = x;
|
844
|
mY = y;
|
845
|
mZ = z;
|
846
|
|
847
|
dX = mX/2.0f;
|
848
|
dY = mY/2.0f;
|
849
|
dZ = mZ/2.0f;
|
850
|
|
851
|
mMax = mX>mY ? Math.max(mX,mZ) : Math.max(mY,mZ);
|
852
|
|
853
|
mWall = new int[mMax][mMax];
|
854
|
mPoints = new int[mMax+1][mMax+1];
|
855
|
mTmp = new boolean[mX][mY][mZ];
|
856
|
}
|
857
|
|
858
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
859
|
|
860
|
public ObjectShape createIrregularShape(int variant, float[] pos)
|
861
|
{
|
862
|
mVertexArray.clear();
|
863
|
|
864
|
float begX = 0.5f*(1-mX);
|
865
|
float begY = 0.5f*(1-mY);
|
866
|
float begZ = 0.5f*(1-mZ);
|
867
|
|
868
|
for(int x=0; x<mX; x++)
|
869
|
for(int y=0; y<mY; y++)
|
870
|
for(int z=0; z<mZ; z++) mTmp[x][y][z] = cubitExists(pos,begX+x,begY+y,begZ+z);
|
871
|
|
872
|
for(int x=0; x<mX; x++) createRight (x,mVertexArray);
|
873
|
for(int x=0; x<mX; x++) createLeft (x,mVertexArray);
|
874
|
for(int y=0; y<mY; y++) createTop (y,mVertexArray);
|
875
|
for(int y=0; y<mY; y++) createBottom(y,mVertexArray);
|
876
|
for(int z=0; z<mZ; z++) createFront (z,mVertexArray);
|
877
|
for(int z=0; z<mZ; z++) createBack (z,mVertexArray);
|
878
|
|
879
|
float[][] verts = getVertices(mVertexArray,pos,variant);
|
880
|
int[][] inds = getIndices(mVertexArray);
|
881
|
|
882
|
compressVerticesAndIndices(variant,verts,inds);
|
883
|
|
884
|
return new ObjectShape(mVertices[variant], mIndices[variant]);
|
885
|
}
|
886
|
|
887
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
888
|
|
889
|
private void debug(float[][] vert, int[][] ind)
|
890
|
{
|
891
|
String vv="VERTICES: ";
|
892
|
for (float[] floats : vert)
|
893
|
{
|
894
|
vv += "\n";
|
895
|
int lenV2 = floats.length / 3;
|
896
|
|
897
|
for (int v2 = 0; v2 < lenV2; v2++)
|
898
|
{
|
899
|
vv += " {";
|
900
|
vv += (floats[3 * v2] + " ");
|
901
|
vv += (floats[3 * v2 + 1] + " ");
|
902
|
vv += (floats[3 * v2 + 2] + " ");
|
903
|
vv += "}";
|
904
|
}
|
905
|
}
|
906
|
android.util.Log.e("D", vv);
|
907
|
|
908
|
String ii="INDICES: ";
|
909
|
for (int[] ints : ind)
|
910
|
{
|
911
|
ii += "\n";
|
912
|
int lenI2 = ints.length;
|
913
|
|
914
|
for (int i2 = 0; i2 < lenI2; i2++)
|
915
|
{
|
916
|
ii += (ints[i2] + " ");
|
917
|
}
|
918
|
}
|
919
|
android.util.Log.e("D", ii);
|
920
|
}
|
921
|
|
922
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
923
|
|
924
|
public ObjectFaceShape createIrregularFaceShape(int variant, boolean iconMode, boolean roundCorners)
|
925
|
{
|
926
|
float height = iconMode ? 0.001f : 0.048f;
|
927
|
int angle = 60;
|
928
|
float R = 0.2f;
|
929
|
float S = 0.5f;
|
930
|
int numVertices= 5;
|
931
|
int extraI = 0;
|
932
|
int extraV = 0;
|
933
|
|
934
|
float[][] corners = { {0.02f,0.12f} };
|
935
|
float[][] bands = { { 0.001f,angle,R,S,numVertices,extraV,extraI},
|
936
|
{height/1,angle,R,S,numVertices,extraV,extraI},
|
937
|
{height/2,angle,R,S,numVertices,extraV,extraI},
|
938
|
{height/3,angle,R,S,numVertices,extraV,extraI} };
|
939
|
|
940
|
int[] bandIndices = generateBandIndices(mVertices[variant], mIndices[variant], mMove[variant]);
|
941
|
int[] cornerIndices = generateCornerIndices(mVertices[variant], roundCorners);
|
942
|
float[][] vertexVec = generateVectors(mVertices[variant], mIndices[variant], bandIndices);
|
943
|
float[][] centers = generateCenters(mVertices[variant], vertexVec);
|
944
|
int[] centerIndices = generateCenterIndices(vertexVec);
|
945
|
|
946
|
return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
|
947
|
}
|
948
|
|
949
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
950
|
|
951
|
public MeshBase createMesh(float[] pos, int x, int y, int z, boolean iconMode, boolean roundCorners)
|
952
|
{
|
953
|
prepare(1,x,y,z);
|
954
|
ObjectShape shape = createIrregularShape(0,pos);
|
955
|
ObjectFaceShape face = createIrregularFaceShape(0,iconMode,roundCorners);
|
956
|
int[][] indices = shape.getVertIndices();
|
957
|
int numComponents = indices.length;
|
958
|
|
959
|
FactoryCubit factory = FactoryCubit.getInstance();
|
960
|
factory.clear();
|
961
|
factory.createNewFaceTransform(shape,null);
|
962
|
return factory.createRoundedSolid(shape,face,MESH_NICE,numComponents);
|
963
|
}
|
964
|
}
|