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The source code is released under:
MIT License
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/** The MIT License (MIT)//from ww w . java2 s . c om Copyright (c) 2014 MN Tech Solutions Copyright (c) 2014 tagAugmentedReality Copyright (c) 2014 Mustafa Neguib Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package com.tagaugmentedreality.openglobjectloader; import java.io.Serializable; public class ModelData implements Serializable{ private static final long serialVersionUID = -2249607888406869604L; private float [] vertexBuffer; private float [] textureBuffer; private short[] facesBuffer; private int textureImageResourceId; public ModelData(float[] vertexBuffer, float[] textureBuffer, short[] facesBuffer, int textureImageResourceId) { super(); this.vertexBuffer = vertexBuffer; this.textureBuffer = textureBuffer; this.facesBuffer = facesBuffer; this.textureImageResourceId = textureImageResourceId; } public float[] getVertexBuffer() { return vertexBuffer; } public void setVertexBuffer(float[] vertexBuffer) { this.vertexBuffer = vertexBuffer; } public float[] getTextureBuffer() { return textureBuffer; } public void setTextureBuffer(float[] textureBuffer) { this.textureBuffer = textureBuffer; } public short[] getFacesBuffer() { return facesBuffer; } public void setFacesBuffer(short[] facesBuffer) { this.facesBuffer = facesBuffer; } public int getTextureImageResourceId() { return textureImageResourceId; } public void setTextureImageResourceId(int textureImageResourceId) { this.textureImageResourceId = textureImageResourceId; } }