219 lines
4.6 KiB
Java
219 lines
4.6 KiB
Java
/*
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* This file is part of BlueMap, licensed under the MIT License (MIT).
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*
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* Copyright (c) Blue (Lukas Rieger) <https://bluecolored.de>
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* Copyright (c) contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package de.bluecolored.bluemap.core.model;
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import com.flowpowered.math.imaginary.Quaternionf;
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import com.flowpowered.math.matrix.Matrix3f;
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import com.flowpowered.math.vector.Vector2f;
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import com.flowpowered.math.vector.Vector3f;
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import de.bluecolored.bluemap.core.util.MathUtil;
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public class Face {
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private Vector3f p1, p2, p3;
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private Vector3f n1, n2, n3;
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private Vector3f c1, c2, c3;
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private Vector2f uv1, uv2, uv3;
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private int materialIndex;
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private boolean normalizedNormals;
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public Face(Vector3f p1, Vector3f p2, Vector3f p3, Vector2f uv1, Vector2f uv2, Vector2f uv3, int materialIndex) {
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this.p1 = p1;
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this.p2 = p2;
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this.p3 = p3;
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this.uv1 = uv1;
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this.uv2 = uv2;
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this.uv3 = uv3;
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this.materialIndex = materialIndex;
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Vector3f faceNormal = getFaceNormal();
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this.n1 = faceNormal;
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this.n2 = faceNormal;
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this.n3 = faceNormal;
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this.normalizedNormals = true;
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Vector3f color = Vector3f.ONE;
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this.c1 = color;
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this.c2 = color;
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this.c3 = color;
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}
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public void rotate(Quaternionf rotation){
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p1 = rotation.rotate(p1);
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p2 = rotation.rotate(p2);
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p3 = rotation.rotate(p3);
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n1 = rotation.rotate(n1);
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n2 = rotation.rotate(n2);
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n3 = rotation.rotate(n3);
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}
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public void transform(Matrix3f transformation){
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p1 = transformation.transform(p1);
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p2 = transformation.transform(p2);
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p3 = transformation.transform(p3);
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n1 = transformation.transform(n1);
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n2 = transformation.transform(n2);
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n3 = transformation.transform(n3);
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normalizedNormals = false;
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}
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public void translate(Vector3f translation){
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p1 = translation.add(p1);
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p2 = translation.add(p2);
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p3 = translation.add(p3);
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}
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public Vector3f getP1() {
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return p1;
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}
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public void setP1(Vector3f p1) {
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this.p1 = p1;
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}
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public Vector3f getP2() {
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return p2;
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}
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public void setP2(Vector3f p2) {
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this.p2 = p2;
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}
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public Vector3f getP3() {
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return p3;
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}
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public void setP3(Vector3f p3) {
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this.p3 = p3;
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}
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public Vector3f getN1() {
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normlizeNormals();
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return n1;
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}
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public void setN1(Vector3f n1) {
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this.n1 = n1;
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normalizedNormals = false;
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}
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public Vector3f getN2() {
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normlizeNormals();
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return n2;
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}
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public void setN2(Vector3f n2) {
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this.n2 = n2;
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normalizedNormals = false;
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}
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public Vector3f getN3() {
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normlizeNormals();
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return n3;
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}
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public void setN3(Vector3f n3) {
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this.n3 = n3;
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normalizedNormals = false;
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}
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public Vector3f getC1() {
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return c1;
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}
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public void setC1(Vector3f c1) {
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this.c1 = c1;
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}
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public Vector3f getC2() {
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return c2;
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}
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public void setC2(Vector3f c2) {
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this.c2 = c2;
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}
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public Vector3f getC3() {
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return c3;
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}
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public void setC3(Vector3f c3) {
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this.c3 = c3;
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}
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public Vector2f getUv1() {
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return uv1;
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}
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public void setUv1(Vector2f uv1) {
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this.uv1 = uv1;
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}
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public Vector2f getUv2() {
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return uv2;
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}
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public void setUv2(Vector2f uv2) {
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this.uv2 = uv2;
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}
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public Vector2f getUv3() {
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return uv3;
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}
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public void setUv3(Vector2f uv3) {
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this.uv3 = uv3;
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}
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public int getMaterialIndex() {
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return materialIndex;
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}
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public void setMaterialIndex(int materialIndex) {
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this.materialIndex = materialIndex;
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}
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public Vector3f getFaceNormal(){
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return MathUtil.getSurfaceNormal(p1, p2, p3);
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}
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private void normlizeNormals(){
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if (normalizedNormals) return;
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n1 = n1.normalize();
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n2 = n2.normalize();
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n3 = n3.normalize();
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normalizedNormals = true;
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}
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}
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