Back to project page splott.
The source code is released under:
MIT License
If you think the Android project splott listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
package com.wordsaretoys.rise.meshutil; /*from w w w . ja v a 2 s. c o m*/ import android.util.Log; /** * Index generator for 3D vertexes * * implements an octree in a fixed-size array; * as the mesh object only allows short ints * to be used for indexes, we don't bother to * make the array length > 64k * * @author chris * */ public class Vindexer { static public final int INDEX_MASK = 0xFFFF; static public final int ADD_VERTEX= 0xFFFF0000; static private final int MAX_INDEX = 65536; static private final float MIN_LIMIT = 0.0001f; private float[] vertex; private int[] child; private int length; private int hits; /** * constructor, generates fixed array */ public Vindexer() { vertex = new float[3 * MAX_INDEX]; child = new int[8 * MAX_INDEX]; reset(); } /** * call prior to generating new indexes */ public void reset() { length = 0; hits = 0; } /** * check that a specific vertex is in the octree, * create it if it isn't. either way, return the * index of the vertex. * * if the indexer hasn't seen this vertex yet, I * assume the calling code needs to add it to a * vertex buffer, so the ADD_VERTEX flag is ORed * with the index. typically, you'd do something * like this: * * int result = vindexer.check(x, y, z); * int index = result & Vindexer.ADD_VERTEX * if (index != result) { * // add vertex to buffer * vertexbuffer.set(x, y, z); * } * indexbuffer.set(index); * * * @param x, y, z coordinates of vertex * @return index of new or stored vertex, maybe ORed with * ADD_VERTEX if new vertex (see above) */ public int check(float x, float y, float z) { int vin, cin, index = 0; while (index < length) { vin = index * 3; cin = index * 8; float vx = vertex[vin]; float vy = vertex[vin + 1]; float vz = vertex[vin + 2]; // if this entry matches our vertex if ( (Math.abs(x - vx) < MIN_LIMIT) && (Math.abs(y - vy) < MIN_LIMIT) && (Math.abs(z - vz) < MIN_LIMIT)) { // our search is over hits++; return index; } // traverse to the next child, if available int ch = cin + ((x > vx) ? 4 : 0) + ((y > vy) ? 2 : 0) + ((z > vz) ? 1 : 0); if (child[ch] != -1) { index = child[ch]; } else { child[ch] = (int)length; index = length; } } // no entries found, create one vin = length * 3; cin = length * 8; vertex[vin] = x; vertex[vin + 1] = y; vertex[vin + 2] = z; for (int i = 0; i < 8; i++) { child[cin + i] = -1; } index = length++; // this should never happen, obviously if (length >= MAX_INDEX) { throw new RuntimeException("Vindexer exceeded index limits"); } // return index with "add vertex" flag in upper word return index | ADD_VERTEX; } public void report() { int hpi = hits / length; Log.i("4est", "vindexer generated " + length + " indexes, with " + hits + " hits (" + hpi + " hits/index)"); } }