1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2020 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is proprietary software licensed under an EULA which you should have received //
|
7
|
// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
|
8
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
9
|
|
10
|
package org.distorted.objectlib.helpers;
|
11
|
|
12
|
import java.util.ArrayList;
|
13
|
|
14
|
import org.distorted.library.mesh.MeshBase;
|
15
|
import org.distorted.library.type.Static3D;
|
16
|
import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
|
17
|
|
18
|
import static org.distorted.objectlib.main.TwistyObject.MESH_NICE;
|
19
|
|
20
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
21
|
|
22
|
public class FactoryBandagedCubit
|
23
|
{
|
24
|
private static final int WALL_MARKED=0;
|
25
|
private static final int WALL_EMPTY =-1;
|
26
|
|
27
|
private static final int AXIS_XP = 0;
|
28
|
private static final int AXIS_XM = 1;
|
29
|
private static final int AXIS_YP = 2;
|
30
|
private static final int AXIS_YM = 3;
|
31
|
private static final int AXIS_ZP = 4;
|
32
|
private static final int AXIS_ZM = 5;
|
33
|
|
34
|
private static final float[][] VECTOR =
|
35
|
{
|
36
|
{-1.0f,-1.0f,-1.0f},
|
37
|
{-1.0f,-1.0f,+1.0f},
|
38
|
{-1.0f,+1.0f,-1.0f},
|
39
|
{-1.0f,+1.0f,+1.0f},
|
40
|
{+1.0f,-1.0f,-1.0f},
|
41
|
{+1.0f,-1.0f,+1.0f},
|
42
|
{+1.0f,+1.0f,-1.0f},
|
43
|
{+1.0f,+1.0f,+1.0f}
|
44
|
};
|
45
|
|
46
|
private static FactoryBandagedCubit mThis;
|
47
|
private ArrayList<float[]> mVertexArray;
|
48
|
private ArrayList<float[]> mTmpArray;
|
49
|
private float[][][] mVertices;
|
50
|
private int[][][] mIndices;
|
51
|
private float[][] mMove;
|
52
|
|
53
|
private int mX, mY, mZ, mMax;
|
54
|
private float dX, dY, dZ;
|
55
|
private int[][] mWall;
|
56
|
private int[][] mPoints;
|
57
|
private boolean[][][] mTmp;
|
58
|
|
59
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
60
|
|
61
|
private FactoryBandagedCubit()
|
62
|
{
|
63
|
|
64
|
}
|
65
|
|
66
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
67
|
|
68
|
private float[][] getVertices(ArrayList<float[]> list, float[] move, int variant)
|
69
|
{
|
70
|
int numMoves = move.length/3;
|
71
|
mMove[variant][0]=0.0f;
|
72
|
mMove[variant][1]=0.0f;
|
73
|
mMove[variant][2]=0.0f;
|
74
|
|
75
|
for(int m=0; m<numMoves; m++)
|
76
|
{
|
77
|
mMove[variant][0] += move[3*m ];
|
78
|
mMove[variant][1] += move[3*m+1];
|
79
|
mMove[variant][2] += move[3*m+2];
|
80
|
}
|
81
|
|
82
|
mMove[variant][0]/=numMoves;
|
83
|
mMove[variant][1]/=numMoves;
|
84
|
mMove[variant][2]/=numMoves;
|
85
|
|
86
|
int total = 0;
|
87
|
int length = list.size();
|
88
|
float[][] vertices = new float[length][];
|
89
|
|
90
|
for( int i=0; i<length; i++ )
|
91
|
{
|
92
|
vertices[i] = list.get(i);
|
93
|
total += vertices[i].length/3;
|
94
|
}
|
95
|
|
96
|
float[][] verts = new float[total][3];
|
97
|
int pointer = 0;
|
98
|
|
99
|
for(int i=0; i<length; i++)
|
100
|
{
|
101
|
int len = vertices[i].length/3;
|
102
|
|
103
|
for(int j=0; j<len; j++)
|
104
|
{
|
105
|
verts[pointer][0] = vertices[i][3*j ] - mMove[variant][0];
|
106
|
verts[pointer][1] = vertices[i][3*j+1] - mMove[variant][1];
|
107
|
verts[pointer][2] = vertices[i][3*j+2] - mMove[variant][2];
|
108
|
pointer++;
|
109
|
}
|
110
|
}
|
111
|
|
112
|
return verts;
|
113
|
}
|
114
|
|
115
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
116
|
|
117
|
private int[][] getIndices(ArrayList<float[]> list)
|
118
|
{
|
119
|
int indicesSoFar=0;
|
120
|
int length = list.size();
|
121
|
int[][] indices = new int[length][];
|
122
|
|
123
|
for( int i=0; i<length; i++ )
|
124
|
{
|
125
|
float[] f = list.get(i);
|
126
|
int len = f.length/3;
|
127
|
int[] ind = new int[len];
|
128
|
for(int j=0; j<len; j++) ind[j] = (indicesSoFar++);
|
129
|
indices[i] = ind;
|
130
|
}
|
131
|
|
132
|
return indices;
|
133
|
}
|
134
|
|
135
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
136
|
|
137
|
private void markAllVertices(float[] vertex, float[][] vertices, int[][] indices, int pointer, int variant)
|
138
|
{
|
139
|
int lenI = indices.length;
|
140
|
|
141
|
for(int index=0; index<lenI; index++)
|
142
|
{
|
143
|
int len = indices[index].length;
|
144
|
|
145
|
for(int i=0; i<len; i++)
|
146
|
{
|
147
|
if( mIndices[variant][index][i] == -1 )
|
148
|
{
|
149
|
int ind = indices[index][i];
|
150
|
float[] ver = vertices[ind];
|
151
|
|
152
|
if( vertex[0]==ver[0] && vertex[1]==ver[1] && vertex[2]==ver[2] )
|
153
|
{
|
154
|
mIndices[variant][index][i] = pointer;
|
155
|
}
|
156
|
}
|
157
|
}
|
158
|
}
|
159
|
}
|
160
|
|
161
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
162
|
// So far the 'vertices/indices' are stored inefficiently, with each vertex stored three times
|
163
|
// (each one normally is a corner of three faces) or even six times. Compress!
|
164
|
// Example of six times: the central vertex here:
|
165
|
//
|
166
|
// { 1.0f, 0.0f, -1.0f,
|
167
|
// 1.0f, -1.0f, -1.0f,
|
168
|
// 1.0f, -1.0f, +0.0f,
|
169
|
// 0.0f, -1.0f, -1.0f },
|
170
|
|
171
|
private void compressVerticesAndIndices(int variant, float[][] vertices, int[][] indices)
|
172
|
{
|
173
|
if( mTmpArray==null ) mTmpArray = new ArrayList<>();
|
174
|
|
175
|
int lenI = indices.length;
|
176
|
int pointer=0;
|
177
|
|
178
|
mIndices[variant] = new int[lenI][];
|
179
|
|
180
|
for(int index=0; index<lenI; index++)
|
181
|
{
|
182
|
int len = indices[index].length;
|
183
|
mIndices[variant][index] = new int[len];
|
184
|
for(int i=0; i<len; i++) mIndices[variant][index][i] = -1;
|
185
|
}
|
186
|
|
187
|
for(int index=0; index<lenI; index++)
|
188
|
{
|
189
|
int len = indices[index].length;
|
190
|
|
191
|
for(int i=0; i<len; i++)
|
192
|
{
|
193
|
if( mIndices[variant][index][i] == -1 )
|
194
|
{
|
195
|
int ind = indices[index][i];
|
196
|
float[] ver = vertices[ind];
|
197
|
mTmpArray.add(ver);
|
198
|
markAllVertices(ver,vertices,indices,pointer,variant);
|
199
|
pointer++;
|
200
|
}
|
201
|
}
|
202
|
}
|
203
|
|
204
|
int len = mTmpArray.size();
|
205
|
mVertices[variant] = new float[len][];
|
206
|
|
207
|
for(int i=0; i<len; i++)
|
208
|
{
|
209
|
mVertices[variant][i] = mTmpArray.remove(0);
|
210
|
}
|
211
|
}
|
212
|
|
213
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
214
|
|
215
|
private boolean cubitExists(float[] pos, float x, float y, float z)
|
216
|
{
|
217
|
int len = pos.length/3;
|
218
|
|
219
|
for(int i=0; i<len; i++)
|
220
|
if( pos[3*i]==x && pos[3*i+1]==y && pos[3*i+2]==z ) return true;
|
221
|
|
222
|
return false;
|
223
|
}
|
224
|
|
225
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
226
|
|
227
|
private void createRight(int x, ArrayList<float[]> list)
|
228
|
{
|
229
|
for(int y=0; y<mMax; y++)
|
230
|
for(int z=0; z<mMax; z++)
|
231
|
{
|
232
|
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]) );
|
233
|
mWall[z][y] = b ? WALL_MARKED : WALL_EMPTY;
|
234
|
}
|
235
|
|
236
|
createVertices(list,mWall,AXIS_XP,x);
|
237
|
}
|
238
|
|
239
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
240
|
|
241
|
private void createLeft(int x, ArrayList<float[]> list)
|
242
|
{
|
243
|
for(int y=0; y<mMax; y++)
|
244
|
for(int z=0; z<mMax; z++)
|
245
|
{
|
246
|
boolean b = (y<mY && z<mZ) && ( mTmp[x][mY-1-y][z] && (x<1 || !mTmp[x-1][mY-1-y][z]) );
|
247
|
mWall[z][y] = b ? WALL_MARKED : WALL_EMPTY;
|
248
|
}
|
249
|
|
250
|
createVertices(list,mWall,AXIS_XM,x);
|
251
|
}
|
252
|
|
253
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
254
|
|
255
|
private void createTop(int y, ArrayList<float[]> list)
|
256
|
{
|
257
|
for(int z=0; z<mMax; z++)
|
258
|
for(int x=0; x<mMax; x++)
|
259
|
{
|
260
|
boolean b = (x<mX && z<mZ) && ( mTmp[x][y][z] && (y+1>=mY || !mTmp[x][y+1][z]) );
|
261
|
mWall[x][z] = b ? WALL_MARKED : WALL_EMPTY;
|
262
|
}
|
263
|
|
264
|
createVertices(list,mWall,AXIS_YP,y);
|
265
|
}
|
266
|
|
267
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
268
|
|
269
|
private void createBottom(int y, ArrayList<float[]> list)
|
270
|
{
|
271
|
for(int z=0; z<mMax; z++)
|
272
|
for(int x=0; x<mMax; x++)
|
273
|
{
|
274
|
boolean b = (x<mX && z<mZ) && ( mTmp[x][y][mZ-1-z] && (y<1 || !mTmp[x][y-1][mZ-1-z]) );
|
275
|
mWall[x][z] = b ? WALL_MARKED : WALL_EMPTY;
|
276
|
}
|
277
|
|
278
|
createVertices(list,mWall,AXIS_YM,y);
|
279
|
}
|
280
|
|
281
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
282
|
|
283
|
private void createFront(int z, ArrayList<float[]> list)
|
284
|
{
|
285
|
for(int y=0; y<mMax; y++)
|
286
|
for(int x=0; x<mMax; x++)
|
287
|
{
|
288
|
boolean b = (x<mX && y<mY) && ( mTmp[x][mY-1-y][z] && (z+1>=mZ || !mTmp[x][mY-1-y][z+1]) );
|
289
|
mWall[x][y] = b ? WALL_MARKED : WALL_EMPTY;
|
290
|
}
|
291
|
|
292
|
createVertices(list,mWall,AXIS_ZP,z);
|
293
|
}
|
294
|
|
295
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
296
|
|
297
|
private void createBack(int z, ArrayList<float[]> list)
|
298
|
{
|
299
|
for(int y=0; y<mMax; y++)
|
300
|
for(int x=0; x<mMax; x++)
|
301
|
{
|
302
|
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]) );
|
303
|
mWall[x][y] = b ? WALL_MARKED : WALL_EMPTY;
|
304
|
}
|
305
|
|
306
|
createVertices(list,mWall,AXIS_ZM,z);
|
307
|
}
|
308
|
|
309
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
310
|
|
311
|
private void markNeighbours(int[][] wall, int x, int y, int section)
|
312
|
{
|
313
|
wall[x][y] = section;
|
314
|
|
315
|
if( x > 0 && wall[x-1][y]==WALL_MARKED ) markNeighbours(wall,x-1,y,section);
|
316
|
if( x+1<mMax && wall[x+1][y]==WALL_MARKED ) markNeighbours(wall,x+1,y,section);
|
317
|
if( y > 0 && wall[x][y-1]==WALL_MARKED ) markNeighbours(wall,x,y-1,section);
|
318
|
if( y+1<mMax && wall[x][y+1]==WALL_MARKED ) markNeighbours(wall,x,y+1,section);
|
319
|
}
|
320
|
|
321
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
322
|
|
323
|
private int markSections(int[][] wall)
|
324
|
{
|
325
|
int sections = 0;
|
326
|
|
327
|
for(int x=0; x<mMax; x++)
|
328
|
for(int y=0; y<mMax; y++)
|
329
|
if( wall[x][y]==WALL_MARKED )
|
330
|
{
|
331
|
sections++;
|
332
|
markNeighbours(wall,x,y,sections);
|
333
|
}
|
334
|
|
335
|
return sections;
|
336
|
}
|
337
|
|
338
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
339
|
// return true iff exactly three or exactly one of the four values (x1,x2,x3,x4) are equal to 'value'.
|
340
|
|
341
|
private boolean threeOrOne(int x1, int x2, int x3, int x4, int value)
|
342
|
{
|
343
|
if( x1==value ) return x2==value ? (x3==value)^(x4==value) : (x3==value)^(x4!=value);
|
344
|
else return x2==value ? (x3==value)^(x4!=value) : (x3==value)^(x4==value);
|
345
|
}
|
346
|
|
347
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
348
|
|
349
|
private boolean isOddVertical(int x, int y)
|
350
|
{
|
351
|
int number = 0;
|
352
|
|
353
|
for(int i=0; i<y; i++)
|
354
|
if( mPoints[x][i]==0 ) number++;
|
355
|
|
356
|
return (number%2)==0;
|
357
|
}
|
358
|
|
359
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
360
|
|
361
|
private boolean isOddHorizontal(int x, int y)
|
362
|
{
|
363
|
int number = 0;
|
364
|
|
365
|
for(int i=0; i<x; i++)
|
366
|
if( mPoints[i][y]==0 ) number++;
|
367
|
|
368
|
return (number%2)==0;
|
369
|
}
|
370
|
|
371
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
372
|
|
373
|
private int moveUp(int x, int y)
|
374
|
{
|
375
|
for(int i=y-1; i>=0; i--)
|
376
|
if( mPoints[x][i]==0 ) return i;
|
377
|
|
378
|
android.util.Log.e("D", "moveUp error!");
|
379
|
return 0;
|
380
|
}
|
381
|
|
382
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
383
|
|
384
|
private int moveDown(int x, int y)
|
385
|
{
|
386
|
for(int i=y+1; i<=mMax; i++)
|
387
|
if( mPoints[x][i]==0 ) return i;
|
388
|
|
389
|
android.util.Log.e("D", "moveDown error!");
|
390
|
return 0;
|
391
|
}
|
392
|
|
393
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
394
|
|
395
|
private int moveLeft(int x, int y)
|
396
|
{
|
397
|
for(int i=x-1; i>=0; i--)
|
398
|
if( mPoints[i][y]==0 ) return i;
|
399
|
|
400
|
android.util.Log.e("D", "moveLeft error!");
|
401
|
return 0;
|
402
|
}
|
403
|
|
404
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
405
|
|
406
|
private int moveRight(int x, int y)
|
407
|
{
|
408
|
for(int i=x+1; i<=mMax; i++)
|
409
|
if( mPoints[i][y]==0 ) return i;
|
410
|
|
411
|
android.util.Log.e("D", "moveRight error!");
|
412
|
return 0;
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
|
417
|
private float[] buildVertices(int[][] wall, int section, float dx, float dy)
|
418
|
{
|
419
|
int numPoints = buildPoints(wall,section);
|
420
|
int numSections = numPoints/2;
|
421
|
float[] vertices = new float[3*numPoints];
|
422
|
int x=0,y=0,pointer=0;
|
423
|
|
424
|
for(int i=0; i<=mMax; i++)
|
425
|
for(int j=0; j<=mMax; j++)
|
426
|
if( mPoints[i][j]==0 )
|
427
|
{
|
428
|
x = i;
|
429
|
y = j;
|
430
|
i = j = mMax+1;
|
431
|
}
|
432
|
|
433
|
for(int s=0; s<numSections; s++)
|
434
|
{
|
435
|
vertices[6*pointer ] = x-dx;
|
436
|
vertices[6*pointer+1] = dy-y;
|
437
|
vertices[6*pointer+2] = 0.0f;
|
438
|
|
439
|
y = isOddVertical(x,y) ? moveDown(x,y) : moveUp(x,y);
|
440
|
|
441
|
vertices[6*pointer+3] = x-dx;
|
442
|
vertices[6*pointer+4] = dy-y;
|
443
|
vertices[6*pointer+5] = 0.0f;
|
444
|
|
445
|
x = isOddHorizontal(x,y) ? moveRight(x,y) : moveLeft(x,y);
|
446
|
|
447
|
pointer++;
|
448
|
}
|
449
|
|
450
|
return vertices;
|
451
|
}
|
452
|
|
453
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
454
|
|
455
|
private int buildPoints(int[][] wall, int section)
|
456
|
{
|
457
|
int numPoints=0;
|
458
|
boolean thereIsCorner;
|
459
|
|
460
|
for(int x=0; x<=mMax; x++)
|
461
|
for(int y=0; y<=mMax; y++)
|
462
|
{
|
463
|
if( y==0 )
|
464
|
{
|
465
|
if( x== 0 ) thereIsCorner = (wall[ 0][0]==section);
|
466
|
else if( x==mMax ) thereIsCorner = (wall[mMax-1][0]==section);
|
467
|
else thereIsCorner = (wall[x-1][0]==section)^(wall[x][0]==section);
|
468
|
}
|
469
|
else if( y==mMax )
|
470
|
{
|
471
|
if( x== 0 ) thereIsCorner = (wall[ 0][mMax-1]==section);
|
472
|
else if( x==mMax ) thereIsCorner = (wall[mMax-1][mMax-1]==section);
|
473
|
else thereIsCorner = (wall[x-1][mMax-1]==section)^(wall[x][mMax-1]==section);
|
474
|
}
|
475
|
else if( x==0 )
|
476
|
{
|
477
|
thereIsCorner = (wall[0][y-1]==section)^(wall[0][y]==section);
|
478
|
}
|
479
|
else if( x==mMax )
|
480
|
{
|
481
|
thereIsCorner = (wall[mMax-1][y-1]==section)^(wall[mMax-1][y]==section);
|
482
|
}
|
483
|
else
|
484
|
{
|
485
|
thereIsCorner = threeOrOne(wall[x-1][y-1],wall[x-1][y],wall[x][y-1],wall[x][y],section);
|
486
|
}
|
487
|
|
488
|
if( thereIsCorner )
|
489
|
{
|
490
|
mPoints[x][y] = 0;
|
491
|
numPoints++;
|
492
|
}
|
493
|
else
|
494
|
{
|
495
|
mPoints[x][y] =-1;
|
496
|
}
|
497
|
}
|
498
|
|
499
|
return numPoints;
|
500
|
}
|
501
|
|
502
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
503
|
|
504
|
private void rotateAndMoveVertices(float[] vertices, int axis, int layer)
|
505
|
{
|
506
|
int i,len = vertices.length/3;
|
507
|
|
508
|
switch(axis)
|
509
|
{
|
510
|
case AXIS_XP: for(i=0; i<len; i++)
|
511
|
{
|
512
|
vertices[3*i+2] =-vertices[3*i ];
|
513
|
vertices[3*i ] = layer-(dX-1.0f);
|
514
|
}
|
515
|
break;
|
516
|
case AXIS_XM: for(i=0; i<len; i++)
|
517
|
{
|
518
|
vertices[3*i+2] = vertices[3*i ];
|
519
|
vertices[3*i ] = layer-dX;
|
520
|
}
|
521
|
break;
|
522
|
case AXIS_YP: for(i=0; i<len; i++)
|
523
|
{
|
524
|
vertices[3*i+2] =-vertices[3*i+1];
|
525
|
vertices[3*i+1] = layer-(dY-1.0f);
|
526
|
}
|
527
|
break;
|
528
|
case AXIS_YM: for(i=0; i<len; i++)
|
529
|
{
|
530
|
vertices[3*i+2] = vertices[3*i+1];
|
531
|
vertices[3*i+1] = layer-dY;
|
532
|
}
|
533
|
break;
|
534
|
case AXIS_ZP: for(i=0; i<len; i++)
|
535
|
{
|
536
|
vertices[3*i+2] = layer-(dZ-1.0f);
|
537
|
}
|
538
|
break;
|
539
|
case AXIS_ZM: for(i=0; i<len; i++)
|
540
|
{
|
541
|
vertices[3*i+2] = layer-dZ;
|
542
|
vertices[3*i ] =-vertices[3*i ];
|
543
|
}
|
544
|
break;
|
545
|
}
|
546
|
}
|
547
|
|
548
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549
|
// 1. assume the 'wall' is in the XY plane
|
550
|
// 2. split the wall into individual connected regions and for each such region:
|
551
|
// a. build the list of vertices (Z=0)
|
552
|
// b. take the axis into consideration and rotate the vertices.
|
553
|
// c. take layer into consideration and move the vertices.
|
554
|
// d. add the resulting vertices to the list.
|
555
|
|
556
|
private void createVertices(ArrayList<float[]> list, int[][] wall, int axis, int layer)
|
557
|
{
|
558
|
int sections = markSections(wall);
|
559
|
|
560
|
float dx = (axis==AXIS_XP || axis==AXIS_XM) ? dZ : dX;
|
561
|
float dy = (axis==AXIS_YP || axis==AXIS_YM) ? dZ : dY;
|
562
|
|
563
|
for(int i=0; i<sections; i++)
|
564
|
{
|
565
|
float[] vertices = buildVertices(wall,i+1,dx,dy);
|
566
|
|
567
|
rotateAndMoveVertices(vertices,axis,layer);
|
568
|
list.add(vertices);
|
569
|
/*
|
570
|
int len = vertices.length/3;
|
571
|
String w="";
|
572
|
|
573
|
for(int j=0; j<len; j++)
|
574
|
{
|
575
|
w += ( "["+vertices[3*j]+" "+vertices[3*j+1]+" "+vertices[3*j+2]+"] ");
|
576
|
}
|
577
|
android.util.Log.e("D", "1 section: "+i+" axis: "+axis+" layer: "+layer+" vertices after: "+w);
|
578
|
*/
|
579
|
}
|
580
|
}
|
581
|
|
582
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
583
|
|
584
|
private static boolean vertInFace(float[] vertex, float[] move, Static3D faceAxis, float dist)
|
585
|
{
|
586
|
final float MAX_ERROR = 0.01f;
|
587
|
|
588
|
float x= faceAxis.get0();
|
589
|
float y= faceAxis.get1();
|
590
|
float z= faceAxis.get2();
|
591
|
|
592
|
float a = (vertex[0]+move[0])*x + (vertex[1]+move[1])*y + (vertex[2]+move[2])*z;
|
593
|
float diff = a - dist;
|
594
|
|
595
|
return diff>-MAX_ERROR && diff<MAX_ERROR;
|
596
|
}
|
597
|
|
598
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
599
|
// (vertices,indices) define a cubit face, i.e. a connected subset of the NxN grid.
|
600
|
// Return its 'diameter', i.e. max(width,height)
|
601
|
|
602
|
private int faceDiameter(float[][] vertices, int[] indices)
|
603
|
{
|
604
|
float maxX = -dX;
|
605
|
float minX = +dX;
|
606
|
float maxY = -dY;
|
607
|
float minY = +dY;
|
608
|
float maxZ = -dZ;
|
609
|
float minZ = +dZ;
|
610
|
|
611
|
for (int index : indices)
|
612
|
{
|
613
|
float[] v = vertices[index];
|
614
|
|
615
|
if (v[0] > maxX) maxX = v[0];
|
616
|
if (v[0] < minX) minX = v[0];
|
617
|
if (v[1] > maxY) maxY = v[1];
|
618
|
if (v[1] < minY) minY = v[1];
|
619
|
if (v[2] > maxZ) maxZ = v[2];
|
620
|
if (v[2] < minZ) minZ = v[2];
|
621
|
}
|
622
|
|
623
|
float diffX = maxX-minX;
|
624
|
float diffY = maxY-minY;
|
625
|
float diffZ = maxZ-minZ;
|
626
|
|
627
|
float max = diffX>diffY ? Math.max(diffX,diffZ) : Math.max(diffY,diffZ);
|
628
|
|
629
|
return (int)max;
|
630
|
}
|
631
|
|
632
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
633
|
// return array of:
|
634
|
// 0 if this is an inner face, 1 if its diameter is 1, 2 if diameter is 2, 3 if 3, etc
|
635
|
|
636
|
private int[] generateBandIndices(float[][] vertices, int[][] indices, float[] move)
|
637
|
{
|
638
|
int numCubitFaces = indices.length;
|
639
|
int[] bandIndices = new int[numCubitFaces];
|
640
|
|
641
|
for(int cubitFace=0; cubitFace<numCubitFaces; cubitFace++)
|
642
|
{
|
643
|
bandIndices[cubitFace] = 0xffffffff;
|
644
|
int numVertices = indices[cubitFace].length;
|
645
|
|
646
|
for(int vertex=0; vertex<numVertices; vertex++)
|
647
|
{
|
648
|
int vertBelongsBitmap = 0x00000000;
|
649
|
float[] vert = vertices[ indices[cubitFace][vertex] ];
|
650
|
|
651
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[0], dX) ) vertBelongsBitmap |= (1<<0);
|
652
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[1], dX) ) vertBelongsBitmap |= (1<<1);
|
653
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[2], dY) ) vertBelongsBitmap |= (1<<2);
|
654
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[3], dY) ) vertBelongsBitmap |= (1<<3);
|
655
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[4], dZ) ) vertBelongsBitmap |= (1<<4);
|
656
|
if( vertInFace(vert, move, TouchControlHexahedron.FACE_AXIS[5], dZ) ) vertBelongsBitmap |= (1<<5);
|
657
|
|
658
|
bandIndices[cubitFace] &= vertBelongsBitmap;
|
659
|
}
|
660
|
|
661
|
if( bandIndices[cubitFace]!=0 ) // outer face
|
662
|
{
|
663
|
bandIndices[cubitFace] = faceDiameter(vertices, indices[cubitFace]);
|
664
|
}
|
665
|
|
666
|
//android.util.Log.e("D", "cubit face "+cubitFace+" : "+bandIndices[cubitFace]);
|
667
|
}
|
668
|
|
669
|
return bandIndices;
|
670
|
}
|
671
|
|
672
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
673
|
|
674
|
private int[] generateCornerIndices(float[][] vertices, boolean roundCorners)
|
675
|
{
|
676
|
int len = vertices.length;
|
677
|
int val = roundCorners ? 0 : -1;
|
678
|
int[] cornerIndices = new int[len];
|
679
|
for(int i=0; i<len; i++) cornerIndices[i] = val;
|
680
|
return cornerIndices;
|
681
|
}
|
682
|
|
683
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
684
|
|
685
|
private int computeVectorFace(float[] prev, float[] curr, float[] next)
|
686
|
{
|
687
|
float ax = prev[0]-curr[0];
|
688
|
float ay = prev[1]-curr[1];
|
689
|
float az = prev[2]-curr[2];
|
690
|
|
691
|
float bx = next[0]-curr[0];
|
692
|
float by = next[1]-curr[1];
|
693
|
float bz = next[2]-curr[2];
|
694
|
|
695
|
float lena = (float)Math.sqrt(ax*ax + ay*ay + az*az);
|
696
|
float lenb = (float)Math.sqrt(bx*bx + by*by + bz*bz);
|
697
|
|
698
|
ax /= lena;
|
699
|
ay /= lena;
|
700
|
az /= lena;
|
701
|
|
702
|
bx /= lenb;
|
703
|
by /= lenb;
|
704
|
bz /= lenb;
|
705
|
|
706
|
float cx = ax + bx + ay*bz-az*by;
|
707
|
float cy = ay + by + az*bx-ax*bz;
|
708
|
float cz = az + bz + ax*by-ay*bx;
|
709
|
|
710
|
return (cx<0 ? 0:4) + (cy<0 ? 0:2) + (cz<0 ? 0:1);
|
711
|
}
|
712
|
|
713
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
714
|
|
715
|
private float[] computeVector(int index, float[][] vertices, int[][] indices, int[] bandIndices)
|
716
|
{
|
717
|
int band=0;
|
718
|
int len = indices.length;
|
719
|
int vector=-1;
|
720
|
|
721
|
for(int i=0; i<len; i++)
|
722
|
{
|
723
|
int len2 = indices[i].length;
|
724
|
|
725
|
for(int j=0; j<len2; j++)
|
726
|
{
|
727
|
if( indices[i][j]==index )
|
728
|
{
|
729
|
int prev = j>0 ? j-1 : len2-1;
|
730
|
int next = j<len2-1 ? j+1 : 0;
|
731
|
|
732
|
int prevIndex = indices[i][prev];
|
733
|
int currIndex = indices[i][j];
|
734
|
int nextIndex = indices[i][next];
|
735
|
|
736
|
int newVector = computeVectorFace(vertices[prevIndex],vertices[currIndex],vertices[nextIndex]);
|
737
|
if( vector!=-1 && vector!=newVector ) return null;
|
738
|
|
739
|
vector = newVector;
|
740
|
band |= bandIndices[i];
|
741
|
}
|
742
|
}
|
743
|
}
|
744
|
|
745
|
return band==0 ? null : VECTOR[vector];
|
746
|
}
|
747
|
|
748
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
749
|
|
750
|
private float[][] generateVectors(float[][] vertices, int[][] indices, int[] bandIndices)
|
751
|
{
|
752
|
int len = vertices.length;
|
753
|
float[][] vectors = new float[len][];
|
754
|
|
755
|
for(int i=0; i<len; i++)
|
756
|
{
|
757
|
vectors[i] = computeVector(i,vertices,indices,bandIndices);
|
758
|
}
|
759
|
|
760
|
return vectors;
|
761
|
}
|
762
|
|
763
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
764
|
|
765
|
private float[][] generateCenters(float[][] vertices, float[][] vectors)
|
766
|
{
|
767
|
int pointer=0,total=0;
|
768
|
int len = vertices.length;
|
769
|
|
770
|
for( float[] vector : vectors )
|
771
|
{
|
772
|
if( vector!=null ) total++;
|
773
|
}
|
774
|
|
775
|
float[][] centers = new float[total][3];
|
776
|
|
777
|
for( int i=0; i<len; i++ )
|
778
|
{
|
779
|
if( vectors[i]!=null )
|
780
|
{
|
781
|
centers[pointer][0] = vertices[i][0]+vectors[i][0];
|
782
|
centers[pointer][1] = vertices[i][1]+vectors[i][1];
|
783
|
centers[pointer][2] = vertices[i][2]+vectors[i][2];
|
784
|
pointer++;
|
785
|
}
|
786
|
}
|
787
|
|
788
|
return centers;
|
789
|
}
|
790
|
|
791
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
792
|
|
793
|
private int[] generateCenterIndices(float[][] vectors)
|
794
|
{
|
795
|
int pointer=0;
|
796
|
int len = vectors.length;
|
797
|
int[] centerIndices = new int[len];
|
798
|
|
799
|
for(int i=0; i<len; i++)
|
800
|
{
|
801
|
if( vectors[i]==null )
|
802
|
{
|
803
|
centerIndices[i] = -1;
|
804
|
}
|
805
|
else
|
806
|
{
|
807
|
centerIndices[i] = pointer;
|
808
|
pointer++;
|
809
|
}
|
810
|
}
|
811
|
|
812
|
return centerIndices;
|
813
|
}
|
814
|
|
815
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
816
|
// PUBLIC API
|
817
|
|
818
|
public static FactoryBandagedCubit getInstance()
|
819
|
{
|
820
|
if( mThis==null ) mThis = new FactoryBandagedCubit();
|
821
|
return mThis;
|
822
|
}
|
823
|
|
824
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
825
|
|
826
|
public void prepare(int numVariants, int x, int y, int z)
|
827
|
{
|
828
|
if( mVertexArray==null ) mVertexArray = new ArrayList<>();
|
829
|
mVertices= new float[numVariants][][];
|
830
|
mIndices = new int[numVariants][][];
|
831
|
mMove = new float[numVariants][3];
|
832
|
|
833
|
mX = x;
|
834
|
mY = y;
|
835
|
mZ = z;
|
836
|
|
837
|
dX = mX/2.0f;
|
838
|
dY = mY/2.0f;
|
839
|
dZ = mZ/2.0f;
|
840
|
|
841
|
mMax = mX>mY ? Math.max(mX,mZ) : Math.max(mY,mZ);
|
842
|
|
843
|
mWall = new int[mMax][mMax];
|
844
|
mPoints = new int[mMax+1][mMax+1];
|
845
|
mTmp = new boolean[mX][mY][mZ];
|
846
|
}
|
847
|
|
848
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
849
|
|
850
|
public ObjectShape createIrregularShape(int variant, float[] pos)
|
851
|
{
|
852
|
mVertexArray.clear();
|
853
|
|
854
|
float begX = 0.5f*(1-mX);
|
855
|
float begY = 0.5f*(1-mY);
|
856
|
float begZ = 0.5f*(1-mZ);
|
857
|
|
858
|
for(int x=0; x<mX; x++)
|
859
|
for(int y=0; y<mY; y++)
|
860
|
for(int z=0; z<mZ; z++) mTmp[x][y][z] = cubitExists(pos,begX+x,begY+y,begZ+z);
|
861
|
|
862
|
for(int x=0; x<mX; x++) createRight (x,mVertexArray);
|
863
|
for(int x=0; x<mX; x++) createLeft (x,mVertexArray);
|
864
|
for(int y=0; y<mY; y++) createTop (y,mVertexArray);
|
865
|
for(int y=0; y<mY; y++) createBottom(y,mVertexArray);
|
866
|
for(int z=0; z<mZ; z++) createFront (z,mVertexArray);
|
867
|
for(int z=0; z<mZ; z++) createBack (z,mVertexArray);
|
868
|
|
869
|
float[][] verts = getVertices(mVertexArray,pos,variant);
|
870
|
int[][] inds = getIndices(mVertexArray);
|
871
|
|
872
|
compressVerticesAndIndices(variant,verts,inds);
|
873
|
|
874
|
return new ObjectShape(mVertices[variant], mIndices[variant]);
|
875
|
}
|
876
|
|
877
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
878
|
|
879
|
private void debug(float[][] vert, int[][] ind)
|
880
|
{
|
881
|
String vv="VERTICES: ";
|
882
|
for (float[] floats : vert)
|
883
|
{
|
884
|
vv += "\n";
|
885
|
int lenV2 = floats.length / 3;
|
886
|
|
887
|
for (int v2 = 0; v2 < lenV2; v2++)
|
888
|
{
|
889
|
vv += " {";
|
890
|
vv += (floats[3 * v2] + " ");
|
891
|
vv += (floats[3 * v2 + 1] + " ");
|
892
|
vv += (floats[3 * v2 + 2] + " ");
|
893
|
vv += "}";
|
894
|
}
|
895
|
}
|
896
|
android.util.Log.e("D", vv);
|
897
|
|
898
|
String ii="INDICES: ";
|
899
|
for (int[] ints : ind)
|
900
|
{
|
901
|
ii += "\n";
|
902
|
int lenI2 = ints.length;
|
903
|
|
904
|
for (int i2 = 0; i2 < lenI2; i2++)
|
905
|
{
|
906
|
ii += (ints[i2] + " ");
|
907
|
}
|
908
|
}
|
909
|
android.util.Log.e("D", ii);
|
910
|
}
|
911
|
|
912
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
913
|
|
914
|
public ObjectFaceShape createIrregularFaceShape(int variant, boolean iconMode, boolean roundCorners)
|
915
|
{
|
916
|
float height = iconMode ? 0.001f : 0.048f;
|
917
|
int angle = 60;
|
918
|
float R = 0.2f;
|
919
|
float S = 0.5f;
|
920
|
int numVertices= 5;
|
921
|
int extraI = 0;
|
922
|
int extraV = 0;
|
923
|
|
924
|
float[][] corners = { {0.02f,0.12f} };
|
925
|
float[][] bands = { { 0.001f,angle,R,S,numVertices,extraV,extraI},
|
926
|
{height/1,angle,R,S,numVertices,extraV,extraI},
|
927
|
{height/2,angle,R,S,numVertices,extraV,extraI},
|
928
|
{height/3,angle,R,S,numVertices,extraV,extraI},
|
929
|
{height/4,angle,R,S,numVertices,extraV,extraI},
|
930
|
{height/5,angle,R,S,numVertices,extraV,extraI} };
|
931
|
|
932
|
int[] bandIndices = generateBandIndices(mVertices[variant], mIndices[variant], mMove[variant]);
|
933
|
int[] cornerIndices = generateCornerIndices(mVertices[variant], roundCorners);
|
934
|
float[][] vertexVec = generateVectors(mVertices[variant], mIndices[variant], bandIndices);
|
935
|
float[][] centers = generateCenters(mVertices[variant], vertexVec);
|
936
|
int[] centerIndices = generateCenterIndices(vertexVec);
|
937
|
|
938
|
return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
|
939
|
}
|
940
|
|
941
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
942
|
|
943
|
public MeshBase createMesh(float[] pos, int x, int y, int z, boolean iconMode, boolean roundCorners)
|
944
|
{
|
945
|
prepare(1,x,y,z);
|
946
|
ObjectShape shape = createIrregularShape(0,pos);
|
947
|
ObjectFaceShape face = createIrregularFaceShape(0,iconMode,roundCorners);
|
948
|
int[][] indices = shape.getVertIndices();
|
949
|
int numComponents = indices.length;
|
950
|
|
951
|
FactoryCubit factory = FactoryCubit.getInstance();
|
952
|
factory.clear();
|
953
|
factory.createNewFaceTransform(shape,null);
|
954
|
return factory.createRoundedSolid(shape,face,MESH_NICE,numComponents);
|
955
|
}
|
956
|
}
|