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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.bandaged;
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import static org.distorted.objectlib.main.TwistyObject.MESH_NICE;
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import static org.distorted.objectlib.objects.TwistyBandagedCuboid.REGION_SIZE;
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import static org.distorted.objectlib.objects.TwistyBandagedCuboid.STRENGTH;
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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.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import java.util.ArrayList;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract public class FactoryBandaged
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{
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private ArrayList<float[]> mTmpArray;
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private float[] mDist3D;
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private int[][] mFaceBelongsBitmap;
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private float[][] mCuts;
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private float[][] mRotAxis;
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BandagedElement[] mElements;
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ArrayList<float[][]> mVertexArray;
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int[][] mBandIndices;
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float[][][] mVertices;
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int[][][][] mIndices;
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float[][] mMove;
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int mNumElements;
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int mNumFaces;
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int mNumAxis;
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Static3D[] mNormals;
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int[] mNumLayers;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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FactoryBandaged()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract float faceDiameter(float[][] vertices, int[][] indices);
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abstract Static3D[] getNormals();
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abstract float[] getDist3D();
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abstract float[][] getBands(boolean iconMode);
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abstract float[][] getCuts(int[] numLayers);
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abstract float[][] getRotAxis();
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abstract float[] elementVertices(int ax, boolean left, int element);
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abstract int getElementVariant(int index);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] computeFaceBelongsBitmap(float[][] vertices, float[] move)
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{
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int numVerts = vertices.length;
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int[] ret = new int[numVerts];
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for(int i=0; i<numVerts; i++)
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{
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int vertBelongsBitmap=0x00000000;
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float[] vert=vertices[i];
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for(int j=0; j<mNumFaces; j++)
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if( vertInFace(vert, move, mNormals[j], mDist3D[j]) ) vertBelongsBitmap |= (1<<j);
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ret[i]=vertBelongsBitmap;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return array of:
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// 0 if this is an inner face, 1 if its diameter is 1, 2 if diameter is 2, 3 if 3, etc
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// but only up to 5 (because the number of bands is 6 - see createIrregularFaceShape() )
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int[] generateBandIndices(float[][] vertices, int[][][] indices, int[] belongs)
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{
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int numCubitFaces = indices.length;
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int[] bandIndices = new int[numCubitFaces];
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for(int f=0; f<numCubitFaces; f++)
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{
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bandIndices[f] = 0xffffffff;
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for( int index : indices[f][0] ) bandIndices[f] &= belongs[index];
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if( bandIndices[f]!=0 ) // outer face
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{
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float diameter = faceDiameter(vertices, indices[f]);
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bandIndices[f] = (diameter>=6 ? 5: (int)diameter);
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}
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}
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return bandIndices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void computeMove(float[] pos, int variant)
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{
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int numMoves = pos.length/3;
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float[] m = mMove[variant];
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m[0]=0.0f;
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m[1]=0.0f;
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m[2]=0.0f;
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for(int i=0; i<numMoves; i++)
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{
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m[0] += pos[3*i ];
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m[1] += pos[3*i+1];
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m[2] += pos[3*i+2];
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}
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m[0]/=numMoves;
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m[1]/=numMoves;
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m[2]/=numMoves;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getVertices(ArrayList<float[][]> list, int variant)
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{
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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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int len = vertices[i].length;
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for(int j=0; j<len; j++) total += vertices[i][j].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;
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for(int j=0; j<len; j++)
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{
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float[] v = vertices[i][j];
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int l = v.length/3;
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for(int k=0; k<l; k++)
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{
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verts[pointer][0] = v[3*k ] - mMove[variant][0];
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verts[pointer][1] = v[3*k+1] - mMove[variant][1];
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verts[pointer][2] = v[3*k+2] - mMove[variant][2];
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pointer++;
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}
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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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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[][] face = list.get(i);
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int len = face.length;
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int[][] ind = new int[len][];
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for(int j=0; j<len; j++)
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{
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int l = face[j].length/3;
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ind[j] = new int[l];
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for(int k=0; k<l; k++) ind[j][k] = (indicesSoFar++);
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}
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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 numFaces = indices.length;
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for(int face=0; face<numFaces; face++)
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{
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int len = indices[face].length;
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for(int comp=0; comp<len; comp++)
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{
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int l = indices[face][comp].length;
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for(int v=0; v<l; v++)
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{
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if( mIndices[variant][face][comp][v]==-1 )
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{
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int ind=indices[face][comp][v];
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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][face][comp][v]=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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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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 numFaces = indices.length;
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int pointer=0;
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mIndices[variant] = new int[numFaces][][];
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for(int face=0; face<numFaces;face++)
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{
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int len = indices[face].length;
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mIndices[variant][face] = new int[len][];
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for(int comp=0; comp<len; comp++)
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{
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int l = indices[face][comp].length;
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mIndices[variant][face][comp] = new int[l];
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for(int v=0; v<l; v++) mIndices[variant][face][comp][v] = -1;
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}
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}
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for(int face=0; face<numFaces; face++)
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{
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int len = indices[face].length;
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for(int comp=0; comp<len; comp++)
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{
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int l = indices[face][comp].length;
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for(int v=0; v<l; v++)
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{
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if( mIndices[variant][face][comp][v]==-1 )
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{
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int ind=indices[face][comp][v];
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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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}
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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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boolean elementDoesntExist(int[] p)
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{
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boolean res;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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res = true;
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for(int j=0; j<mNumAxis; j++)
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if( row[j]!=p[j] )
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{
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res = false;
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break;
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}
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if( res ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static boolean vertInFace(float[] vertex, float[] move, Static3D faceAxis, float dist)
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{
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final float MAX_ERROR = 0.01f;
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float x= faceAxis.get0();
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float y= faceAxis.get1();
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float z= faceAxis.get2();
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float a = (vertex[0]+move[0])*x + (vertex[1]+move[1])*y + (vertex[2]+move[2])*z;
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float diff = a - dist;
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return diff>-MAX_ERROR && diff<MAX_ERROR;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeVectorFace(float[] prev, float[] curr, float[] next, float[] output)
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{
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float ax = prev[0]-curr[0];
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float ay = prev[1]-curr[1];
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float az = prev[2]-curr[2];
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float bx = next[0]-curr[0];
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float by = next[1]-curr[1];
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float bz = next[2]-curr[2];
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float lena = (float)Math.sqrt(ax*ax + ay*ay + az*az);
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float lenb = (float)Math.sqrt(bx*bx + by*by + bz*bz);
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ax /= lena;
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ay /= lena;
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az /= lena;
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bx /= lenb;
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by /= lenb;
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bz /= lenb;
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output[0] = ay*bz - az*by;
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output[1] = az*bx - ax*bz;
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output[2] = ax*by - ay*bx;
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output[3] = ax;
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output[4] = ay;
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output[5] = az;
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output[6] = bx;
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output[7] = by;
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output[8] = bz;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// 'concave' vertices do not get pushed!
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private boolean vertexIsConcave(float[][] vecs, int numVecs)
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{
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for(int i=0; i<numVecs; i++)
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{
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float[] v1 = vecs[i];
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for(int j=0; j<numVecs; j++)
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{
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if( i==j ) continue;
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float[] v2 = vecs[j];
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float scalar1 = v1[0]*v2[3] + v1[1]*v2[4] + v1[2]*v2[5];
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float scalar2 = v1[0]*v2[6] + v1[1]*v2[7] + v1[2]*v2[8];
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if( scalar1<0 || scalar2<0 ) return true;
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}
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeVector(int index, float[][] vertices, int[][][] indices, int[] bandIndices)
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{
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int band=0;
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int numFaces = indices.length;
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int numBordering = 0;
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float x=0, y=0, z=0;
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float[][] vecs = new float[numFaces][9];
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int vecIndex = 0;
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for(int f=0; f<numFaces; f++)
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{
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int numComponentsInFace = indices[f].length;
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for(int c=0; c<numComponentsInFace; c++)
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{
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int[] ind = indices[f][c];
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int numVertsInComponent = ind.length;
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for(int v=0; v<numVertsInComponent; v++)
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{
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if(ind[v]==index)
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{
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int prev=v>0 ? v-1 : numVertsInComponent-1;
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int next=v<numVertsInComponent-1 ? v+1 : 0;
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int prevIndex=ind[prev];
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int currIndex=ind[v];
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int nextIndex=ind[next];
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float[] vec = vecs[vecIndex++];
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computeVectorFace(vertices[prevIndex], vertices[currIndex], vertices[nextIndex], vec);
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band|=bandIndices[f];
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v = numVertsInComponent;
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c = numComponentsInFace;
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numBordering++;
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x += vec[0];
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y += vec[1];
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z += vec[2];
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}
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}
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}
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}
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boolean concave = vertexIsConcave(vecs,vecIndex);
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return ( concave || band==0 || numBordering<3 ) ? null : new float[] { x/numBordering, y/numBordering, z/numBordering};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] generateVectors(float[][] vertices, int[][][] indices, int[] bandIndices)
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{
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int len = vertices.length;
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float[][] vectors = new float[len][];
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for(int i=0; i<len; i++)
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{
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vectors[i] = computeVector(i,vertices,indices,bandIndices);
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}
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return vectors;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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|
466
|
private boolean elementsFormSection(int e1, int e2, int ax)
|
467
|
{
|
468
|
int[] r1 = mElements[e1].getRotRow();
|
469
|
int[] r2 = mElements[e2].getRotRow();
|
470
|
|
471
|
if( r1[ax]==r2[ax] )
|
472
|
{
|
473
|
int dist=0;
|
474
|
|
475
|
for(int i=0; i<mNumAxis; i++)
|
476
|
{
|
477
|
int d=r1[i]-r2[i];
|
478
|
dist+=d*d;
|
479
|
}
|
480
|
|
481
|
return dist==1;
|
482
|
}
|
483
|
return false;
|
484
|
}
|
485
|
|
486
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
487
|
|
488
|
private int computeConnectedSection(int element, int ax, boolean[] walls, int[] output, int index)
|
489
|
{
|
490
|
int found = index;
|
491
|
|
492
|
for(int e=0; e<mNumElements; e++)
|
493
|
if( walls[e] && elementsFormSection(element,e,ax) )
|
494
|
{
|
495
|
walls[e] = false;
|
496
|
output[found++] = e;
|
497
|
found = computeConnectedSection(e,ax,walls,output,found);
|
498
|
}
|
499
|
|
500
|
return found;
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
|
505
|
private void buildAllSections(int ax, boolean left, boolean[] walls, ArrayList<float[][]> list)
|
506
|
{
|
507
|
int numElements = 0;
|
508
|
for(int i=0; i<mNumElements; i++)
|
509
|
if( walls[i] ) numElements++;
|
510
|
|
511
|
int[] tmp = new int[numElements];
|
512
|
|
513
|
while( numElements>0 )
|
514
|
{
|
515
|
int element = 0;
|
516
|
|
517
|
for( ; element<mNumElements; element++)
|
518
|
if( walls[element] )
|
519
|
{
|
520
|
walls[element] = false;
|
521
|
tmp[0] = element;
|
522
|
break;
|
523
|
}
|
524
|
|
525
|
int elementsInSection = computeConnectedSection(element,ax,walls,tmp,1);
|
526
|
|
527
|
float[][] newSection = new float[elementsInSection][];
|
528
|
|
529
|
for(int i=0; i<elementsInSection; i++)
|
530
|
newSection[i] = elementVertices(ax,left,tmp[i]);
|
531
|
|
532
|
list.add(newSection);
|
533
|
|
534
|
numElements -= elementsInSection;
|
535
|
}
|
536
|
}
|
537
|
|
538
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
539
|
|
540
|
private void fillUpVertexArray()
|
541
|
{
|
542
|
boolean[][][] walls = new boolean[mNumAxis][2][mNumElements];
|
543
|
|
544
|
int[] tmp = new int[mNumAxis];
|
545
|
|
546
|
for(int e=0; e<mNumElements; e++)
|
547
|
{
|
548
|
int[] row = mElements[e].getRotRow();
|
549
|
for(int t=0; t<mNumAxis; t++) tmp[t]=row[t];
|
550
|
|
551
|
for(int a=0; a<mNumAxis; a++)
|
552
|
{
|
553
|
if( a>0 ) tmp[a-1]=row[a-1];
|
554
|
tmp[a] = row[a]-1;
|
555
|
walls[a][0][e] = elementDoesntExist(tmp);
|
556
|
tmp[a] = row[a]+1;
|
557
|
walls[a][1][e] = elementDoesntExist(tmp);
|
558
|
}
|
559
|
}
|
560
|
|
561
|
for(int a=0; a<mNumAxis; a++)
|
562
|
{
|
563
|
buildAllSections(a, true, walls[a][0], mVertexArray );
|
564
|
buildAllSections(a, false, walls[a][1], mVertexArray );
|
565
|
}
|
566
|
}
|
567
|
|
568
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
569
|
|
570
|
private void debug(float[][] vert, int[][] ind)
|
571
|
{
|
572
|
String vv="VERTICES: ";
|
573
|
for (float[] floats : vert)
|
574
|
{
|
575
|
vv += "\n";
|
576
|
int lenV2 = floats.length / 3;
|
577
|
|
578
|
for (int v2 = 0; v2 < lenV2; v2++)
|
579
|
{
|
580
|
vv += " {";
|
581
|
vv += (floats[3 * v2] + " ");
|
582
|
vv += (floats[3 * v2 + 1] + " ");
|
583
|
vv += (floats[3 * v2 + 2] + " ");
|
584
|
vv += "}";
|
585
|
}
|
586
|
}
|
587
|
android.util.Log.e("D", vv);
|
588
|
|
589
|
String ii="INDICES: ";
|
590
|
for (int[] ints : ind)
|
591
|
{
|
592
|
ii += "\n";
|
593
|
for(int anInt : ints) ii+=(anInt+" ");
|
594
|
}
|
595
|
android.util.Log.e("D", ii);
|
596
|
}
|
597
|
|
598
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
599
|
|
600
|
private int debugArray(int start, String str)
|
601
|
{
|
602
|
StringBuilder s = new StringBuilder();
|
603
|
int n = mVertexArray.size();
|
604
|
for(int i=start; i<n; i++)
|
605
|
{
|
606
|
float[][] v = mVertexArray.get(i);
|
607
|
int numC = v.length;
|
608
|
s.append("numComp: ");
|
609
|
s.append(numC);
|
610
|
|
611
|
for(float[] floats : v)
|
612
|
{
|
613
|
int l=floats.length/3;
|
614
|
|
615
|
for(int k=0; k<l; k++)
|
616
|
{
|
617
|
s.append(" (");
|
618
|
s.append(floats[3*k ]);
|
619
|
s.append(" ");
|
620
|
s.append(floats[3*k+1]);
|
621
|
s.append(" ");
|
622
|
s.append(floats[3*k+2]);
|
623
|
s.append(") ");
|
624
|
}
|
625
|
}
|
626
|
}
|
627
|
|
628
|
android.util.Log.e("D", str+" : "+s);
|
629
|
|
630
|
return n;
|
631
|
}
|
632
|
|
633
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
634
|
// PUBLIC API
|
635
|
|
636
|
public void prepare(int numVariants, int[] numLayers)
|
637
|
{
|
638
|
if( mVertexArray==null ) mVertexArray = new ArrayList<>();
|
639
|
mVertices= new float[numVariants][][];
|
640
|
mIndices = new int[numVariants][][][];
|
641
|
mMove = new float[numVariants][3];
|
642
|
mBandIndices = new int[numVariants][];
|
643
|
mFaceBelongsBitmap= new int[numVariants][];
|
644
|
|
645
|
mNumLayers = numLayers;
|
646
|
mNormals = getNormals();
|
647
|
mNumFaces = mNormals.length;
|
648
|
mDist3D = getDist3D();
|
649
|
mCuts = getCuts(numLayers);
|
650
|
mRotAxis = getRotAxis();
|
651
|
mNumAxis = mRotAxis.length;
|
652
|
}
|
653
|
|
654
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
655
|
|
656
|
public ObjectShape createIrregularShape(int variant, float[] pos)
|
657
|
{
|
658
|
mVertexArray.clear();
|
659
|
|
660
|
mNumElements = pos.length/3;
|
661
|
mElements = new BandagedElement[mNumElements];
|
662
|
for(int i=0; i<mNumElements; i++)
|
663
|
{
|
664
|
int elementVariant = getElementVariant(i);
|
665
|
mElements[i] = new BandagedElement(pos, 3*i, mRotAxis, mCuts,elementVariant);
|
666
|
}
|
667
|
|
668
|
fillUpVertexArray();
|
669
|
|
670
|
computeMove(pos,variant);
|
671
|
float[][] verts = getVertices(mVertexArray,variant);
|
672
|
int[][][] inds = getIndices(mVertexArray);
|
673
|
|
674
|
compressVerticesAndIndices(variant,verts,inds);
|
675
|
|
676
|
return new ObjectShape(mVertices[variant], mIndices[variant]);
|
677
|
}
|
678
|
|
679
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
680
|
|
681
|
public ObjectFaceShape createIrregularFaceShape(int variant, boolean iconMode)
|
682
|
{
|
683
|
float[][] bands = getBands(iconMode);
|
684
|
|
685
|
if( mBandIndices[variant]==null )
|
686
|
{
|
687
|
mFaceBelongsBitmap[variant] = computeFaceBelongsBitmap(mVertices[variant], mMove[variant]);
|
688
|
mBandIndices[variant] = generateBandIndices(mVertices[variant], mIndices[variant], mFaceBelongsBitmap[variant]);
|
689
|
}
|
690
|
|
691
|
return new ObjectFaceShape(bands,mBandIndices[variant],null);
|
692
|
}
|
693
|
|
694
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
695
|
|
696
|
public ObjectVertexEffects createVertexEffects(int variant, boolean roundCorners)
|
697
|
{
|
698
|
float[][] vertVec= generateVectors(mVertices[variant], mIndices[variant], mBandIndices[variant]);
|
699
|
int numEffects = mVertices[variant].length;
|
700
|
float S = STRENGTH;
|
701
|
float[] region = {0,0,0,REGION_SIZE};
|
702
|
String[] names = new String[numEffects];
|
703
|
float[][] regions= new float[numEffects][];
|
704
|
boolean[] uses = new boolean[numEffects];
|
705
|
float[][] vars = new float[numEffects][];
|
706
|
|
707
|
for(int i=0; i<numEffects; i++)
|
708
|
{
|
709
|
float[] v = vertVec[i];
|
710
|
|
711
|
if( v!=null )
|
712
|
{
|
713
|
names[i] = FactoryCubit.NAME;
|
714
|
regions[i]= region;
|
715
|
uses[i] = roundCorners;
|
716
|
vars[i] = new float[] { 0, S*v[0], S*v[1], S*v[2], 1 };
|
717
|
}
|
718
|
}
|
719
|
|
720
|
return new ObjectVertexEffects(names,vars,mVertices[variant],regions,uses);
|
721
|
}
|
722
|
|
723
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
724
|
|
725
|
public MeshBase createMesh(float[] pos, int[] numLayers, boolean iconMode, boolean roundCorners)
|
726
|
{
|
727
|
prepare(1,numLayers);
|
728
|
ObjectShape shape = createIrregularShape(0,pos);
|
729
|
ObjectFaceShape face = createIrregularFaceShape(0,iconMode);
|
730
|
ObjectVertexEffects effects = createVertexEffects(0,roundCorners);
|
731
|
int numFaces = shape.getNumFaces();
|
732
|
|
733
|
FactoryCubit factory = FactoryCubit.getInstance();
|
734
|
factory.clear();
|
735
|
factory.createNewFaceTransform(shape,null);
|
736
|
return factory.createRoundedSolid(shape,face,effects,MESH_NICE,numFaces);
|
737
|
}
|
738
|
}
|