/**
* Copyright (C) 2013 Gundog Studios LLC.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.gundogstudios.gl.custom;
import com.gundogstudios.gl.Actions;
import com.gundogstudios.gl.AnimatedModel;
import com.gundogstudios.gl.BaseModel;
import com.gundogstudios.gl.CombinedModel;
import com.gundogstudios.gl.ModelUtils;
import com.gundogstudios.gl.TextureManager;
public class Wall extends CombinedModel {
public static final String NAME = "wall_side";
public Wall(Wall border) {
super();
for (BaseModel model : border.getModels()) {
super.addModel(new AnimatedModel((AnimatedModel) model));
}
}
public Wall(TextureManager textureManager, int rows, int columns) {
super();
int textureId = textureManager.getTextureID(NAME, true);
short[] indices = { 1, 1, 0, 2, 3, 3, 4, 4, 5, 7, 6, 6, 9, 9, 8, 10, 11, 11, 13, 13, 12, 14, 15, 15, 17, 17,
16, 18, 19, 19, 21, 21, 20, 22, 23, };
int indexBufferId = ModelUtils.generateIndexBuffer(indices);
float width = columns * .5f;
float height = 1f;
float depth = rows * .5f;
// TOP
int[] vertexBufferIds = ModelUtils.generateVertexBuffer(new float[][] { generateBoxVertices(-width * 4f, depth,
0, width * 4f, depth * 4, height) });
int textureBufferId = ModelUtils.generateTextureBuffer(generateBoxUVs(8f, 1f));
AnimatedModel model = new AnimatedModel(Actions.IDLE, vertexBufferIds, indexBufferId, textureBufferId,
textureId, indices.length);
super.addModel(model);
// BOTTOM
vertexBufferIds = ModelUtils.generateVertexBuffer(new float[][] { generateBoxVertices(-width * 4f, -depth * 4,
0, width * 4f, -depth, height) });
textureBufferId = ModelUtils.generateTextureBuffer(generateBoxUVs(8f, 1f));
model = new AnimatedModel(Actions.IDLE, vertexBufferIds, indexBufferId, textureBufferId, textureId,
indices.length);
super.addModel(model);
// LEFT
vertexBufferIds = ModelUtils.generateVertexBuffer(new float[][] { generateBoxVertices(-width * 4f, -depth, 0,
-width, depth, height) });
textureBufferId = ModelUtils.generateTextureBuffer(generateBoxUVs(3f, 2f));
model = new AnimatedModel(Actions.IDLE, vertexBufferIds, indexBufferId, textureBufferId, textureId,
indices.length);
super.addModel(model);
// RIGHT
vertexBufferIds = ModelUtils.generateVertexBuffer(new float[][] { generateBoxVertices(width, -depth, 0,
width * 4, depth, height) });
textureBufferId = ModelUtils.generateTextureBuffer(generateBoxUVs(3f, 2f));
model = new AnimatedModel(Actions.IDLE, vertexBufferIds, indexBufferId, textureBufferId, textureId,
indices.length);
super.addModel(model);
}
private static float[] generateBoxVertices(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) {
return new float[] { minX, minY, maxZ, maxX, minY, maxZ, // 0,1 = front
maxX, maxY, maxZ, minX, maxY, maxZ, // 2,3
minX, minY, minZ, maxX, minY, minZ, // 4,5 = back
maxX, maxY, minZ, minX, maxY, minZ, // 6,7 (index below)
maxX, minY, maxZ, maxX, minY, minZ, // 1,5 = right 8,9
maxX, maxY, minZ, maxX, maxY, maxZ, // 6,2 10,11
minX, minY, minZ, minX, minY, maxZ, // 4,0 = left 12,13
minX, maxY, maxZ, minX, maxY, minZ, // 3,7 14,15
minX, maxY, maxZ, maxX, maxY, maxZ, // 3,2 = top 16,17
maxX, maxY, minZ, minX, maxY, minZ, // 6,7 18,19
maxX, minY, maxZ, minX, minY, maxZ, // 1,0 = bottom 20,21
minX, minY, minZ, maxX, minY, minZ // 4,5 22,23
};
}
private static float[] generateBoxUVs(float xCount, float factor) {
return new float[] { 0, 0, xCount, 0, xCount, 1, 0, 1, // front
0, 0, xCount / factor, 0, xCount / factor, 1, 0, 1, // back
0, 0, xCount / factor, 0, xCount / factor, 1, 0, 1, // right
0, 0, xCount / factor, 0, xCount / factor, 1, 0, 1, // left
0, 0, xCount / factor, 0, xCount / factor, 1, 0, 1, // top
0, 0, xCount / factor, 0, xCount / factor, 1, 0, 1 // bottom
};
}
}