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Java Source Code

/*
* Portions Copyright (C) 2003-2006 Sun Microsystems, Inc.
* All rights reserved./* w ww  .  j  av a  2s  .com*/
*/

/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 2.0 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** NOTE:  The Original Code (as defined below) has been licensed to Sun
** Microsystems, Inc. ("Sun") under the SGI Free Software License B
** (Version 1.1), shown above ("SGI License").   Pursuant to Section
** 3.2(3) of the SGI License, Sun is distributing the Covered Code to
** you under an alternative license ("Alternative License").  This
** Alternative License includes all of the provisions of the SGI License
** except that Section 2.2 and 11 are omitted.  Any differences between
** the Alternative License and the SGI License are offered solely by Sun
** and not by SGI.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: The application programming interfaces
** established by SGI in conjunction with the Original Code are The
** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
** Window System(R) (Version 1.3), released October 19, 1998. This software
** was created using the OpenGL(R) version 1.2.1 Sample Implementation
** published by SGI, but has not been independently verified as being
** compliant with the OpenGL(R) version 1.2.1 Specification.
**
** Author: Eric Veach, July 1994
** Java Port: Pepijn Van Eeckhoudt, July 2003
** Java Port: Nathan Parker Burg, August 2003
** Processing integration: Andres Colubri, February 2012
*/

package com.processing.opengl.tess;


class Normal {
    private Normal() {
    }

    static boolean SLANTED_SWEEP = false;
    static double S_UNIT_X;    /* Pre-normalized */
    static double S_UNIT_Y;
    private static final boolean TRUE_PROJECT = false;

    static {
        if (SLANTED_SWEEP) {
/* The "feature merging" is not intended to be complete.  There are
 * special cases where edges are nearly parallel to the sweep line
 * which are not implemented.  The algorithm should still behave
 * robustly (ie. produce a reasonable tesselation) in the presence
 * of such edges, however it may miss features which could have been
 * merged.  We could minimize this effect by choosing the sweep line
 * direction to be something unusual (ie. not parallel to one of the
 * coordinate axes).
 */
            S_UNIT_X = 0.50941539564955385;    /* Pre-normalized */
            S_UNIT_Y = 0.86052074622010633;
        } else {
            S_UNIT_X = 1.0;
            S_UNIT_Y = 0.0;
        }
    }

    private static double Dot(double[] u, double[] v) {
        return (u[0] * v[0] + u[1] * v[1] + u[2] * v[2]);
    }

    static void Normalize(double[] v) {
        double len = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];

        assert (len > 0);
        len = Math.sqrt(len);
        v[0] /= len;
        v[1] /= len;
        v[2] /= len;
    }

    static int LongAxis(double[] v) {
        int i = 0;

        if (Math.abs(v[1]) > Math.abs(v[0])) {
            i = 1;
        }
        if (Math.abs(v[2]) > Math.abs(v[i])) {
            i = 2;
        }
        return i;
    }

    static void ComputeNormal(GLUtessellatorImpl tess, double[] norm) {
        GLUvertex v, v1, v2;
        double c, tLen2, maxLen2;
        double[] maxVal, minVal, d1, d2, tNorm;
        GLUvertex[] maxVert, minVert;
        GLUvertex vHead = tess.mesh.vHead;
        int i;

        maxVal = new double[3];
        minVal = new double[3];
        minVert = new GLUvertex[3];
        maxVert = new GLUvertex[3];
        d1 = new double[3];
        d2 = new double[3];
        tNorm = new double[3];

        maxVal[0] = maxVal[1] = maxVal[2] = -2 * PGLU.GLU_TESS_MAX_COORD;
        minVal[0] = minVal[1] = minVal[2] = 2 * PGLU.GLU_TESS_MAX_COORD;

        for (v = vHead.next; v != vHead; v = v.next) {
            for (i = 0; i < 3; ++i) {
                c = v.coords[i];
                if (c < minVal[i]) {
                    minVal[i] = c;
                    minVert[i] = v;
                }
                if (c > maxVal[i]) {
                    maxVal[i] = c;
                    maxVert[i] = v;
                }
            }
        }

/* Find two vertices separated by at least 1/sqrt(3) of the maximum
         * distance between any two vertices
         */
        i = 0;
        if (maxVal[1] - minVal[1] > maxVal[0] - minVal[0]) {
            i = 1;
        }
        if (maxVal[2] - minVal[2] > maxVal[i] - minVal[i]) {
            i = 2;
        }
        if (minVal[i] >= maxVal[i]) {
/* All vertices are the same -- normal doesn't matter */
            norm[0] = 0;
            norm[1] = 0;
            norm[2] = 1;
            return;
        }

/* Look for a third vertex which forms the triangle with maximum area
         * (Length of normal == twice the triangle area)
         */
        maxLen2 = 0;
        v1 = minVert[i];
        v2 = maxVert[i];
        d1[0] = v1.coords[0] - v2.coords[0];
        d1[1] = v1.coords[1] - v2.coords[1];
        d1[2] = v1.coords[2] - v2.coords[2];
        for (v = vHead.next; v != vHead; v = v.next) {
            d2[0] = v.coords[0] - v2.coords[0];
            d2[1] = v.coords[1] - v2.coords[1];
            d2[2] = v.coords[2] - v2.coords[2];
            tNorm[0] = d1[1] * d2[2] - d1[2] * d2[1];
            tNorm[1] = d1[2] * d2[0] - d1[0] * d2[2];
            tNorm[2] = d1[0] * d2[1] - d1[1] * d2[0];
            tLen2 = tNorm[0] * tNorm[0] + tNorm[1] * tNorm[1] + tNorm[2] * tNorm[2];
            if (tLen2 > maxLen2) {
                maxLen2 = tLen2;
                norm[0] = tNorm[0];
                norm[1] = tNorm[1];
                norm[2] = tNorm[2];
            }
        }

        if (maxLen2 <= 0) {
/* All points lie on a single line -- any decent normal will do */
            norm[0] = norm[1] = norm[2] = 0;
            norm[LongAxis(d1)] = 1;
        }
    }

    static void CheckOrientation(GLUtessellatorImpl tess) {
        double area;
        GLUface f, fHead = tess.mesh.fHead;
        GLUvertex v, vHead = tess.mesh.vHead;
        GLUhalfEdge e;

/* When we compute the normal automatically, we choose the orientation
 * so that the the sum of the signed areas of all contours is non-negative.
 */
        area = 0;
        for (f = fHead.next; f != fHead; f = f.next) {
            e = f.anEdge;
            if (e.winding <= 0) continue;
            do {
                area += (e.Org.s - e.Sym.Org.s) * (e.Org.t + e.Sym.Org.t);
                e = e.Lnext;
            } while (e != f.anEdge);
        }
        if (area < 0) {
/* Reverse the orientation by flipping all the t-coordinates */
            for (v = vHead.next; v != vHead; v = v.next) {
                v.t = -v.t;
            }
            tess.tUnit[0] = -tess.tUnit[0];
            tess.tUnit[1] = -tess.tUnit[1];
            tess.tUnit[2] = -tess.tUnit[2];
        }
    }

/* Determine the polygon normal and project vertices onto the plane
 * of the polygon.
 */
    public static void __gl_projectPolygon(GLUtessellatorImpl tess) {
       GLUvertex v, vHead = tess.mesh.vHead;
        double w;
        double[] norm = new double[3];
        double[] sUnit, tUnit;
        int i;
        boolean computedNormal = false;

        norm[0] = tess.normal[0];
        norm[1] = tess.normal[1];
        norm[2] = tess.normal[2];
        if (norm[0] == 0 && norm[1] == 0 && norm[2] == 0) {
            ComputeNormal(tess, norm);
            computedNormal = true;
        }
        sUnit = tess.sUnit;
        tUnit = tess.tUnit;
        i = LongAxis(norm);

        if (TRUE_PROJECT) {
/* Choose the initial sUnit vector to be approximately perpendicular
 * to the normal.
 */
            Normalize(norm);

            sUnit[i] = 0;
            sUnit[(i + 1) % 3] = S_UNIT_X;
            sUnit[(i + 2) % 3] = S_UNIT_Y;

/* Now make it exactly perpendicular */
            w = Dot(sUnit, norm);
            sUnit[0] -= w * norm[0];
            sUnit[1] -= w * norm[1];
            sUnit[2] -= w * norm[2];
            Normalize(sUnit);

/* Choose tUnit so that (sUnit,tUnit,norm) form a right-handed frame */
            tUnit[0] = norm[1] * sUnit[2] - norm[2] * sUnit[1];
            tUnit[1] = norm[2] * sUnit[0] - norm[0] * sUnit[2];
            tUnit[2] = norm[0] * sUnit[1] - norm[1] * sUnit[0];
            Normalize(tUnit);
        } else {
/* Project perpendicular to a coordinate axis -- better numerically */
            sUnit[i] = 0;
            sUnit[(i + 1) % 3] = S_UNIT_X;
            sUnit[(i + 2) % 3] = S_UNIT_Y;

            tUnit[i] = 0;
            tUnit[(i + 1) % 3] = (norm[i] > 0) ? -S_UNIT_Y : S_UNIT_Y;
            tUnit[(i + 2) % 3] = (norm[i] > 0) ? S_UNIT_X : -S_UNIT_X;
        }

/* Project the vertices onto the sweep plane */
        for (v = vHead.next; v != vHead; v = v.next) {
            v.s = Dot(v.coords, sUnit);
            v.t = Dot(v.coords, tUnit);
        }
        if (computedNormal) {
            CheckOrientation(tess);
        }
    }
}




Java Source Code List

.AccelerometerManager.java
.CompassManager.java
com.processing.core.PApplet.java
com.processing.core.PConstants.java
com.processing.core.PFont.java
com.processing.core.PGraphicsAndroid2D.java
com.processing.core.PGraphics.java
com.processing.core.PImage.java
com.processing.core.PMatrix2D.java
com.processing.core.PMatrix3D.java
com.processing.core.PMatrix.java
com.processing.core.PShapeOBJ.java
com.processing.core.PShapeSVG.java
com.processing.core.PShape.java
com.processing.core.PStyle.java
com.processing.core.PVector.java
com.processing.data.FloatDict.java
com.processing.data.FloatList.java
com.processing.data.IntDict.java
com.processing.data.IntList.java
com.processing.data.JSONArray.java
com.processing.data.JSONObject.java
com.processing.data.JSONTokener.java
com.processing.data.Sort.java
com.processing.data.StringDict.java
com.processing.data.StringList.java
com.processing.data.TableRow.java
com.processing.data.Table.java
com.processing.data.XML.java
com.processing.event.Event.java
com.processing.event.KeyEvent.java
com.processing.event.MouseEvent.java
com.processing.event.TouchEvent.java
com.processing.opengl.FontTexture.java
com.processing.opengl.FrameBuffer.java
com.processing.opengl.LinePath.java
com.processing.opengl.LineStroker.java
com.processing.opengl.PGLES.java
com.processing.opengl.PGL.java
com.processing.opengl.PGraphics2D.java
com.processing.opengl.PGraphics3D.java
com.processing.opengl.PGraphicsOpenGL.java
com.processing.opengl.PShader.java
com.processing.opengl.PShapeOpenGL.java
com.processing.opengl.Texture.java
com.processing.opengl.tess.ActiveRegion.java
com.processing.opengl.tess.CachedVertex.java
com.processing.opengl.tess.DictNode.java
com.processing.opengl.tess.Dict.java
com.processing.opengl.tess.GLUface.java
com.processing.opengl.tess.GLUhalfEdge.java
com.processing.opengl.tess.GLUmesh.java
com.processing.opengl.tess.GLUtessellatorImpl.java
com.processing.opengl.tess.GLUvertex.java
com.processing.opengl.tess.Geom.java
com.processing.opengl.tess.Mesh.java
com.processing.opengl.tess.Normal.java
com.processing.opengl.tess.PGLU.java
com.processing.opengl.tess.PGLUtessellatorCallbackAdapter.java
com.processing.opengl.tess.PGLUtessellatorCallback.java
com.processing.opengl.tess.PGLUtessellator.java
com.processing.opengl.tess.PriorityQHeap.java
com.processing.opengl.tess.PriorityQSort.java
com.processing.opengl.tess.PriorityQ.java
com.processing.opengl.tess.Render.java
com.processing.opengl.tess.Sweep.java
com.processing.opengl.tess.TessMono.java
com.processing.opengl.tess.TessState.java
processing.mode.android.AVD.java
processing.mode.android.AndroidBuild.java
processing.mode.android.AndroidEditor.java
processing.mode.android.AndroidMode.java
processing.mode.android.AndroidPreprocessor.java
processing.mode.android.AndroidRunner.java
processing.mode.android.AndroidSDK.java
processing.mode.android.AndroidToolbar.java
processing.mode.android.BadSDKException.java
processing.mode.android.Commander.java
processing.mode.android.DeviceListener.java
processing.mode.android.Device.java
processing.mode.android.Devices.java
processing.mode.android.EmulatorController.java
processing.mode.android.Export.java
processing.mode.android.Keys.java
processing.mode.android.LogEntry.java
processing.mode.android.Manifest.java
processing.mode.android.Permissions.java