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/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics.kube;
import android.util.Log;
import java.nio.ShortBuffer;
import java.util.ArrayList;
public class GLFace {
public GLFace() {
}
// for triangles
public GLFace(GLVertex v1, GLVertex v2, GLVertex v3) {
addVertex(v1);
addVertex(v2);
addVertex(v3);
}
// for quadrilaterals
public GLFace(GLVertex v1, GLVertex v2, GLVertex v3, GLVertex v4) {
addVertex(v1);
addVertex(v2);
addVertex(v3);
addVertex(v4);
}
public void addVertex(GLVertex v) {
mVertexList.add(v);
}
// must be called after all vertices are added
public void setColor(GLColor c) {
int last = mVertexList.size() - 1;
if (last < 2) {
Log.e("GLFace", "not enough vertices in setColor()");
} else {
GLVertex vertex = mVertexList.get(last);
// only need to do this if the color has never been set
if (mColor == null) {
while (vertex.color != null) {
mVertexList.add(0, vertex);
mVertexList.remove(last + 1);
vertex = mVertexList.get(last);
}
}
vertex.color = c;
}
mColor = c;
}
public int getIndexCount() {
return (mVertexList.size() - 2) * 3;
}
public void putIndices(ShortBuffer buffer) {
int last = mVertexList.size() - 1;
GLVertex v0 = mVertexList.get(0);
GLVertex vn = mVertexList.get(last);
// push triangles into the buffer
for (int i = 1; i < last; i++) {
GLVertex v1 = mVertexList.get(i);
buffer.put(v0.index);
buffer.put(v1.index);
buffer.put(vn.index);
v0 = v1;
}
}
private ArrayList<GLVertex> mVertexList = new ArrayList<GLVertex>();
private GLColor mColor;
}
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