/*
* 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 java.nio.ShortBuffer;
import java.util.ArrayList;
import java.util.Iterator;
public class GLShape {
public GLShape(GLWorld world) {
mWorld = world;
}
public void addFace(GLFace face) {
mFaceList.add(face);
}
public void setFaceColor(int face, GLColor color) {
mFaceList.get(face).setColor(color);
}
public void putIndices(ShortBuffer buffer) {
Iterator<GLFace> iter = mFaceList.iterator();
while (iter.hasNext()) {
GLFace face = iter.next();
face.putIndices(buffer);
}
}
public int getIndexCount() {
int count = 0;
Iterator<GLFace> iter = mFaceList.iterator();
while (iter.hasNext()) {
GLFace face = iter.next();
count += face.getIndexCount();
}
return count;
}
public GLVertex addVertex(float x, float y, float z) {
// look for an existing GLVertex first
Iterator<GLVertex> iter = mVertexList.iterator();
while (iter.hasNext()) {
GLVertex vertex = iter.next();
if (vertex.x == x && vertex.y == y && vertex.z == z) {
return vertex;
}
}
// doesn't exist, so create new vertex
GLVertex vertex = mWorld.addVertex(x, y, z);
mVertexList.add(vertex);
return vertex;
}
public void animateTransform(M4 transform) {
mAnimateTransform = transform;
if (mTransform != null)
transform = mTransform.multiply(transform);
Iterator<GLVertex> iter = mVertexList.iterator();
while (iter.hasNext()) {
GLVertex vertex = iter.next();
mWorld.transformVertex(vertex, transform);
}
}
public void startAnimation() {
}
public void endAnimation() {
if (mTransform == null) {
mTransform = new M4(mAnimateTransform);
} else {
mTransform = mTransform.multiply(mAnimateTransform);
}
}
public M4 mTransform;
public M4 mAnimateTransform;
protected ArrayList<GLFace> mFaceList = new ArrayList<GLFace>();
protected ArrayList<GLVertex> mVertexList = new ArrayList<GLVertex>();
protected ArrayList<Integer> mIndexList = new ArrayList<Integer>(); // make more efficient?
protected GLWorld mWorld;
}
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