Object cleanup / Planet mesh class
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106
core/src/mindustry/graphics/PlanetMesh.java
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106
core/src/mindustry/graphics/PlanetMesh.java
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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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