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https://github.com/Anuken/Mindustry.git
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Object cleanup / Planet mesh class
This commit is contained in:
parent
bbf87df373
commit
c2cb308081
@ -4,7 +4,7 @@ import arc.math.*;
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import arc.math.geom.*;
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import arc.util.*;
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public class PlanetGrid{
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class Pgrid{
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private static final float x = -0.525731112119133606f;
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private static final float z = -0.850650808352039932f;
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@ -20,7 +20,31 @@ public class PlanetGrid{
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{5, 3, 10, 1, 4}, {2, 5, 4, 0, 11}, {3, 7, 6, 1, 8}, {7, 2, 9, 0, 6}
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};
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Grid newGrid(int size){
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int size;
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Ptile[] tiles;
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Corner[] corners;
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Edge[] edges;
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Pgrid(int size){
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this.size = size;
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tiles = new Ptile[tileCount(size)];
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for(int i = 0; i < tiles.length; i++){
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tiles[i] = new Ptile(i, i < 12 ? 5 : 6);
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}
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corners = new Corner[cornerCount(size)];
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for(int i = 0; i < corners.length; i++){
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corners[i] = new Corner(i);
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}
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edges = new Edge[edgeCount(size)];
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for(int i = 0; i < edges.length; i++){
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edges[i] = new Edge(i);
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}
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}
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static Pgrid newGrid(int size){
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if(size == 0){
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return initialGrid();
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}else{
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@ -28,10 +52,10 @@ public class PlanetGrid{
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}
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}
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Grid initialGrid(){
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Grid grid = new Grid(0);
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static Pgrid initialGrid(){
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Pgrid grid = new Pgrid(0);
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for(Tile t : grid.tiles){
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for(Ptile t : grid.tiles){
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t.v = iTiles[t.id];
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for(int k = 0; k < 5; k++){
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t.tiles[k] = grid.tiles[iTilesP[t.id][k]];
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@ -62,7 +86,7 @@ public class PlanetGrid{
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}
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//new edges
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int nextEdge = 0;
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for(Tile t : grid.tiles){
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for(Ptile t : grid.tiles){
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for(int k = 0; k < 5; k++){
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if(t.edges[k] == null){
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addEdge(nextEdge, grid, t.id, iTilesP[t.id][k]);
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@ -73,8 +97,8 @@ public class PlanetGrid{
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return grid;
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}
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Grid subdividedGrid(Grid prev){
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Grid grid = new Grid(prev.size + 1);
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static Pgrid subdividedGrid(Pgrid prev){
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Pgrid grid = new Pgrid(prev.size + 1);
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int prevTiles = prev.tiles.length;
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int prevCorners = prev.corners.length;
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@ -97,8 +121,8 @@ public class PlanetGrid{
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}
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//new corners
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int nextCorner = 0;
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for(Tile n : prev.tiles){
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Tile t = grid.tiles[n.id];
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for(Ptile n : prev.tiles){
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Ptile t = grid.tiles[n.id];
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for(int k = 0; k < t.edgeCount; k++){
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addCorner(nextCorner, grid, t.id, t.tiles[(k + t.edgeCount - 1) % t.edgeCount].id, t.tiles[k].id);
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nextCorner++;
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@ -112,7 +136,7 @@ public class PlanetGrid{
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}
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//new edges
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int nextEdge = 0;
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for(Tile t : grid.tiles){
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for(Ptile t : grid.tiles){
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for(int k = 0; k < t.edgeCount; k++){
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if(t.edges[k] == null){
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addEdge(nextEdge, grid, t.id, t.tiles[k].id);
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@ -124,9 +148,9 @@ public class PlanetGrid{
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return grid;
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}
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void addCorner(int id, Grid grid, int t1, int t2, int t3){
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static void addCorner(int id, Pgrid grid, int t1, int t2, int t3){
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Corner c = grid.corners[id];
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Tile[] t = {grid.tiles[t1], grid.tiles[t2], grid.tiles[t3]};
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Ptile[] t = {grid.tiles[t1], grid.tiles[t2], grid.tiles[t3]};
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c.v = Tmp.v31.set(t[0].v).add(t[1].v).add(t[2].v).cpy().nor();
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for(int i = 0; i < 3; i++){
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t[i].corners[pos(t[i], t[(i + 2) % 3])] = c;
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@ -134,9 +158,9 @@ public class PlanetGrid{
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}
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}
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void addEdge(int id, Grid grid, int t1, int t2){
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static void addEdge(int id, Pgrid grid, int t1, int t2){
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Edge e = grid.edges[id];
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Tile[] t = {grid.tiles[t1], grid.tiles[t2]};
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Ptile[] t = {grid.tiles[t1], grid.tiles[t2]};
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Corner[] c = {
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grid.corners[t[0].corners[pos(t[0], t[1])].id],
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grid.corners[t[0].corners[(pos(t[0], t[1]) + 1) % t[0].edgeCount].id]};
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@ -148,28 +172,21 @@ public class PlanetGrid{
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}
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}
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int pos(Tile t, Tile n){
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static int pos(Ptile t, Ptile n){
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for(int i = 0; i < t.edgeCount; i++)
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if(t.tiles[i] == n)
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return i;
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return -1;
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}
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int pos(Tile t, Corner c){
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static int pos(Ptile t, Corner c){
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for(int i = 0; i < t.edgeCount; i++)
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if(t.corners[i] == c)
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return i;
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return -1;
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}
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int pos(Tile t, Edge e){
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for(int i = 0; i < t.edgeCount; i++)
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if(t.edges[i] == e)
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return i;
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return -1;
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}
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int pos(Corner c, Corner n){
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static int pos(Corner c, Corner n){
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for(int i = 0; i < 3; i++)
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if(c.corners[i] == n)
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return i;
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@ -188,19 +205,19 @@ public class PlanetGrid{
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return 30 * Mathf.pow(3, size);
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}
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static class Tile{
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static class Ptile{
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int id;
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int edgeCount;
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Vec3 v = new Vec3();
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Tile[] tiles;
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Ptile[] tiles;
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Corner[] corners;
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Edge[] edges;
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public Tile(int id, int edgeCount){
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public Ptile(int id, int edgeCount){
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this.id = id;
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this.edgeCount = edgeCount;
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tiles = new Tile[edgeCount];
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tiles = new Ptile[edgeCount];
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corners = new Corner[edgeCount];
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edges = new Edge[edgeCount];
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}
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@ -208,7 +225,7 @@ public class PlanetGrid{
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static class Corner{
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int id;
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Tile[] tiles = new Tile[3];
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Ptile[] tiles = new Ptile[3];
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Corner[] corners = new Corner[3];
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Edge[] edges = new Edge[3];
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Vec3 v = new Vec3();
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@ -220,37 +237,11 @@ public class PlanetGrid{
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static class Edge{
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int id;
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Tile[] tiles = new Tile[2];
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Ptile[] tiles = new Ptile[2];
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Corner[] corners = new Corner[2];
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public Edge(int id){
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this.id = id;
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}
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}
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static class Grid{
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int size;
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Tile[] tiles;
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Corner[] corners;
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Edge[] edges;
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Grid(int size){
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this.size = size;
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tiles = new Tile[tileCount(size)];
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for(int i = 0; i < tiles.length; i++){
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tiles[i] = new Tile(i, i < 12 ? 5 : 6);
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}
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corners = new Corner[cornerCount(size)];
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for(int i = 0; i < corners.length; i++){
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corners[i] = new Corner(i);
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}
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edges = new Edge[edgeCount(size)];
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for(int i = 0; i < edges.length; i++){
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edges[i] = new Edge(i);
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}
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}
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}
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}
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106
core/src/mindustry/graphics/PlanetMesh.java
Normal file
106
core/src/mindustry/graphics/PlanetMesh.java
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@ -0,0 +1,106 @@
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package mindustry.graphics;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.VertexAttributes.*;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.graphics.Pgrid.*;
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public class PlanetMesh{
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private float[] floats = new float[3 + 3 + 1];
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private Shader shader = new Shader(Core.files.internal("shaders/planet.vertex.glsl").readString(), Core.files.internal("shaders/planet.fragment.glsl").readString());
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private Mesh mesh;
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private Pgrid grid;
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private float color;
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private boolean lines;
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private float length;
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public PlanetMesh(int divisions, float length, boolean lines, Color color){
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this.length = length;
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this.lines = lines;
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this.color = color.toFloatBits();
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this.grid = Pgrid.newGrid(divisions);
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int vertices = grid.tiles.length * 12 * (3 + 3 + 1);
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mesh = new Mesh(true, vertices, 0,
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new VertexAttribute(Usage.position, 3, Shader.positionAttribute),
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new VertexAttribute(Usage.normal, 3, Shader.normalAttribute),
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new VertexAttribute(Usage.colorPacked, 4, Shader.colorAttribute));
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mesh.getVerticesBuffer().limit(mesh.getMaxVertices());
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mesh.getVerticesBuffer().position(0);
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generateMesh();
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}
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public void render(Mat3D mat){
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Gl.enable(Gl.depthTest);
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shader.begin();
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shader.setUniformMatrix4("u_projModelView", mat.val);
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mesh.render(shader, lines ? Gl.lines : Gl.triangles);
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shader.end();
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Gl.disable(Gl.depthTest);
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}
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private void generateMesh(){
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for(Ptile tile : grid.tiles){
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Vec3 nor = Tmp.v31.setZero();
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Corner[] c = tile.corners;
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for(Corner corner : c){
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corner.v.setLength(length);
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nor.add(corner.v);
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}
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nor.nor();
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if(lines){
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nor.set(1f, 1f, 1f);
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for(int i = 0; i < c.length; i++){
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Vec3 v1 = c[i].v;
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Vec3 v2 = c[(i + 1) % c.length].v;
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vert(v1, nor);
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vert(v2, nor);
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}
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}else{
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verts(c[0].v, c[1].v, c[2].v, nor);
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verts(c[0].v, c[2].v, c[3].v, nor);
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verts(c[0].v, c[3].v, c[4].v, nor);
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if(c.length > 5){
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verts(c[0].v, c[4].v, c[5].v, nor);
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}else{
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verts(c[0].v, c[3].v, c[4].v, nor);
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}
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}
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}
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}
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private void verts(Vec3 a, Vec3 b, Vec3 c, Vec3 normal){
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vert(a, normal);
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vert(b, normal);
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vert(c, normal);
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}
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private void vert(Vec3 a, Vec3 normal){
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floats[0] = a.x;
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floats[1] = a.y;
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floats[2] = a.z;
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floats[3] = normal.x;
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floats[4] = normal.y;
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floats[5] = normal.z;
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floats[6] = color;
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mesh.getVerticesBuffer().put(floats);
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}
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}
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@ -2,39 +2,20 @@ package mindustry.graphics;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.VertexAttributes.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.gl.*;
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import arc.input.*;
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import arc.math.geom.*;
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import arc.util.*;
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import arc.util.noise.*;
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import mindustry.graphics.PlanetGrid.*;
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public class PlanetRenderer{
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private Camera3D cam = new Camera3D();
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private Shader shader = new Shader(Core.files.internal("shaders/planet.vertex.glsl").readString(), Core.files.internal("shaders/planet.fragment.glsl").readString());
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private Mesh mesh;
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private int vcount = 0;
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private float[] floats = new float[3 + 3 + 1];
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private Color[] colors = {Color.royal, Color.tan, Color.forest, Color.olive, Color.lightGray, Color.white};
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private Simplex sim = new Simplex();
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private float lastX, lastY;
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private PlanetMesh planet = new PlanetMesh(3, 1f, false, Color.royal);
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private PlanetMesh outline = new PlanetMesh(3, 1.01f, true, Pal.accent);
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public PlanetRenderer(){
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int size = 500000;
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mesh = new Mesh(true, size, 0,
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new VertexAttribute(Usage.position, 3, Shader.positionAttribute),
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new VertexAttribute(Usage.normal, 3, Shader.normalAttribute),
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new VertexAttribute(Usage.colorPacked, 4, Shader.colorAttribute));
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mesh.getVerticesBuffer().limit(size);
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mesh.getVerticesBuffer().position(0);
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planet();
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Tmp.v1.trns(0, 2.5f);
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cam.position.set(Tmp.v1.x, 0f, Tmp.v1.y);
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}
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@ -43,7 +24,6 @@ public class PlanetRenderer{
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Draw.flush();
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Gl.clearColor(0, 0, 0, 1);
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Gl.clear(Gl.depthBufferBit | Gl.colorBufferBit);
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Gl.enable(Gl.depthTest);
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input();
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@ -52,231 +32,17 @@ public class PlanetRenderer{
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cam.lookAt(0, 0, 0);
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cam.update();
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shader.begin();
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shader.setUniformMatrix4("u_projModelView", cam.combined().val);
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mesh.render(shader, Gl.triangles);
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shader.end();
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Gl.disable(Gl.depthTest);
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planet.render(cam.combined());
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outline.render(cam.combined());
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}
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void input(){
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Vec3 v = cam.unproject(Tmp.v33.set(Core.input.mouseX(), Core.input.mouseY(), 0f));
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if(Core.input.keyDown(KeyCode.MOUSE_LEFT)){
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//dx /= Core.graphics.getWidth();
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//dy /= Core.graphics.getHeight();
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cam.position.rotate(Vec3.Y, (v.x - lastX) * 100);
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//cam.position.rotate(Vec3.Z, dy);
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}
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lastX = v.x;
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lastY = v.y;
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}
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void planet(){
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PlanetGrid p = new PlanetGrid();
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Grid grid = p.newGrid(2);
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for(Tile tile : grid.tiles){
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Vec3 nor = Tmp.v31.cpy();
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Corner[] c = tile.corners;
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for(Corner corner : c){
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nor.add(corner.v);
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}
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nor.nor();
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verts(c[0].v, c[1].v, c[2].v, nor);
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verts(c[0].v, c[2].v, c[3].v, nor);
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verts(c[0].v, c[3].v, c[4].v, nor);
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if(c.length > 5){
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verts(c[0].v, c[4].v, c[5].v, nor);
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}else{
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verts(c[0].v, c[3].v, c[4].v, nor);
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}
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}
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}
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void verts(Vec3 a, Vec3 b, Vec3 c, Vec3 normal){
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vert(a, normal);
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vert(b, normal);
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vert(c, normal);
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}
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int vert(Vec3 a, Vec3 normal){
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floats[0] = a.x;
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floats[1] = a.y;
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floats[2] = a.z;
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floats[3] = normal.x;
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floats[4] = normal.y;
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floats[5] = normal.z;
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floats[6] = Color.royal.toFloatBits();
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mesh.getVerticesBuffer().put(floats);
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return vcount++;
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}
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/*
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void ico(){
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float s = 2f/Mathf.sqrt(5), c = 1f/Mathf.sqrt(5);
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Array<Vec3> topPoints = new Array<>();
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topPoints.add(new Vec3(0, 0, 1));
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for(int i = 0; i < 5; i++){
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topPoints.add(new Vec3(s*Mathf.cos(i*2*Mathf.pi/5f), s*Mathf.sin(i*2*Mathf.pi/5f), c));
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}
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topPoints.addAll(topPoints.map(v -> v.cpy().scl(-1, 1, -1)));
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Array<Vec3> points = topPoints;
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vertices.addAll(points.map(p -> {
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Vertex v = new Vertex();
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v.pos.set(p).scl(4f);
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v.normal.set(p).nor();
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v.color.set(Color.royal);
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return v;
|
||||
}));
|
||||
|
||||
for(int i = 0; i < 5; i++){
|
||||
indices.add(0,i+1,(i+1)%5+1);
|
||||
indices.add(6,i+7,(i+1)%5+7);
|
||||
indices.add(i+1,(i+1)%5+1,(7-i)%5+7);
|
||||
indices.add(i+1,(7-i)%5+7,(8-i)%5+7);
|
||||
}
|
||||
|
||||
norm();
|
||||
}
|
||||
|
||||
void norm(){
|
||||
Array<Vertex> newVertices = new Array<>();
|
||||
IntArray newIndices = new IntArray();
|
||||
for(int i = 0; i < indices.size; i += 3){
|
||||
Vertex v1 = vertices.get(indices.get(i));
|
||||
Vertex v2 = vertices.get(indices.get(i + 1));
|
||||
Vertex v3 = vertices.get(indices.get(i + 2));
|
||||
|
||||
Vec3 nor = v1.normal.cpy().add(v2.normal).add(v3.normal).nor();
|
||||
v1 = v1.copy();
|
||||
v2 = v2.copy();
|
||||
v3 = v3.copy();
|
||||
v1.normal = v2.normal = v3.normal = nor;
|
||||
newIndices.add(newVertices.size, newVertices.size + 1, newVertices.size + 2);
|
||||
newVertices.add(v1, v2, v3);
|
||||
}
|
||||
vertices = newVertices;
|
||||
indices = newIndices;
|
||||
}
|
||||
|
||||
void generate(float width, float height, float depth, int divisionsU, int divisionsV){
|
||||
float angleUFrom = 0, angleUTo = 360f, angleVFrom = 0, angleVTo = 180f;
|
||||
final float hw = width * 0.5f;
|
||||
final float hh = height * 0.5f;
|
||||
final float hd = depth * 0.5f;
|
||||
final float auo = Mathf.degRad * angleUFrom;
|
||||
final float stepU = (Mathf.degRad * (angleUTo - angleUFrom)) / divisionsU;
|
||||
final float avo = Mathf.degRad * angleVFrom;
|
||||
final float stepV = (Mathf.degRad * (angleVTo - angleVFrom)) / divisionsV;
|
||||
final float us = 1f / divisionsU;
|
||||
final float vs = 1f / divisionsV;
|
||||
float u, v, angleU, angleV;
|
||||
|
||||
final int s = divisionsU + 3;
|
||||
int tempOffset = 0;
|
||||
|
||||
tmpIndices.clear();
|
||||
tmpIndices.ensureCapacity(divisionsU * 2);
|
||||
tmpIndices.size = s;
|
||||
|
||||
vertices.clear();
|
||||
indices.clear();
|
||||
|
||||
for(int iv = 0; iv <= divisionsV; iv++){
|
||||
angleV = avo + stepV * iv;
|
||||
v = vs * iv;
|
||||
final float t = Mathf.sin(angleV);
|
||||
final float h = Mathf.cos(angleV) * hh;
|
||||
for(int iu = 0; iu <= divisionsU; iu++){
|
||||
angleU = auo + stepU * iu;
|
||||
u = 1f - us * iu;
|
||||
Tmp.v31.set(Mathf.cos(angleU) * hw * t, h, Mathf.sin(angleU) * hd * t);
|
||||
|
||||
Vertex vert = new Vertex();
|
||||
vert.normal.set(Tmp.v32.set(Tmp.v31).nor());
|
||||
vert.color.set(vert.normal.x, vert.normal.y, vert.normal.z, 1f);
|
||||
vert.uv.set(u, v);
|
||||
vert.pos.set(Tmp.v31);
|
||||
|
||||
int index = vertices.size;
|
||||
vertices.add(vert);
|
||||
|
||||
tmpIndices.set(tempOffset, (short)index);
|
||||
final int o = tempOffset + s;
|
||||
if(iv > 0 && iu > 0){
|
||||
indices.add(tmpIndices.get(tempOffset), tmpIndices.get((o - 1) % s), tmpIndices.get((o - (divisionsU + 2)) % s), tmpIndices.get((o - (divisionsU + 1)) % s));
|
||||
//builder.rect(tmpIndices.get(tempOffset), tmpIndices.get((o - 1) % s), tmpIndices.get((o - (divisionsU + 2)) % s), tmpIndices.get((o - (divisionsU + 1)) % s));
|
||||
}
|
||||
tempOffset = (tempOffset + 1) % tmpIndices.size;
|
||||
}
|
||||
}
|
||||
|
||||
//norm();
|
||||
}
|
||||
|
||||
Color color(Vec3 v){
|
||||
double value = sim.octaveNoise3D(6, 0.6, 1.0 / 10.0, v.x, v.y, v.z);
|
||||
return colors[Mathf.clamp((int)(value * colors.length), 0, colors.length - 1)];
|
||||
}
|
||||
|
||||
void drawTri(){
|
||||
for(int i = 0; i < indices.size; i += 3){
|
||||
Vertex v1 = vertices.get(indices.get(i));
|
||||
Vertex v2 = vertices.get(indices.get(i + 1));
|
||||
Vertex v3 = vertices.get(indices.get(i + 2));
|
||||
|
||||
v1.d();
|
||||
v2.d();
|
||||
v3.d();
|
||||
}
|
||||
}
|
||||
|
||||
void drawSphere(){
|
||||
for(int i = 0; i < indices.size; i += 4){
|
||||
Vertex v1 = vertices.get(indices.get(i));
|
||||
Vertex v2 = vertices.get(indices.get(i + 1));
|
||||
Vertex v3 = vertices.get(indices.get(i + 2));
|
||||
Vertex v4 = vertices.get(indices.get(i + 3));
|
||||
|
||||
v1.d();
|
||||
v2.d();
|
||||
v3.d();
|
||||
|
||||
v3.d();
|
||||
v4.d();
|
||||
v1.d();
|
||||
}
|
||||
}*/
|
||||
|
||||
class Vertex{
|
||||
Color color = new Color();
|
||||
Vec3 normal = new Vec3();
|
||||
Vec2 uv = new Vec2();
|
||||
Vec3 pos = new Vec3();
|
||||
|
||||
Vertex copy(){
|
||||
Vertex v = new Vertex();
|
||||
v.color.set(color);
|
||||
v.normal.set(normal);
|
||||
v.uv.set(uv);
|
||||
v.pos.set(pos);
|
||||
return v;
|
||||
}
|
||||
|
||||
public String toString(){
|
||||
return pos.toString();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user