📄 tiledfloor.java
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import javax.microedition.lcdui.*;
import javax.microedition.m3g.*;
public class TiledFloor
{
private Mesh floor;
public TiledFloor(Image2D image2D, int sz)
{
/* Make sure the size value is divisible by 2, since
we'll use size/2 later. */
int size = (sz/2)*2;
if (size != sz)
System.out.println("Size set to multiple of 2: " + size);
int numTiles = size*size;
/* Each tile is a 1-by-1 quadrilateral (quad), so numTiles
of them will cover a size-by-size floor. */
// build the floor mesh
VertexBuffer vertexBuffer = makeGeometry(size, numTiles);
int pos1 = 1; int pos2 = 2;
int pos3 = 0; int pos4 = 3;
int[] index = new int[4*numTiles]; // 4 points for each tile
for(int i = 0; i < 4*numTiles; i += 4) {
index[i] = pos1; pos1 += 4; // increment the positions by 4
index[i+1] = pos2; pos2 += 4;
index[i+2] = pos3; pos3 +=4;
index[i+3] = pos4; pos4 += 4;
}
int[] lens = new int[numTiles];
for(int i = 0; i < numTiles; i++) lens[i] = 4;
IndexBuffer indexBuffer =
new TriangleStripArray(index,lens);
Appearance appearance = makeAppearance(image2D);
floor = new Mesh(vertexBuffer, indexBuffer, appearance);
} // end of TiledFloor()
private VertexBuffer makeGeometry(int size, int numTiles)
/* numTiles squares centered at the origin on the XZ plane.
Normals aren't required since the floor doesn't reflect
light. */
{
// create vertices
short[] POINTS = new short[12*numTiles]; // 3 * 4 points for each tile
int i=0;
for(int z = (-size/2)+1; z <= size/2; z++)
for(int x = -size/2; x <= (size/2)-1; x++) {
POINTS[i] = (short) x; POINTS[i+1]=0; POINTS[i+2] = (short) z;
POINTS[i+3] = (short)(x+1); POINTS[i+4]=0; POINTS[i+5] = (short) z;
POINTS[i+6] = (short)(x+1); POINTS[i+7]=0; POINTS[i+8] = (short)(z-1);
POINTS[i+9] = (short) x; POINTS[i+10]=0; POINTS[i+11] = (short)(z-1);
i += 12;
}
// short[] POINTS = makeVerts(size, numTiles);
VertexArray POSITION_ARRAY = new VertexArray(POINTS.length/3, 3, 2);
POSITION_ARRAY.set(0, POINTS.length/3, POINTS);
short[] TEXCOORDS = new short[8*numTiles]; // 2 * 4 points for each tile
for(i = 0; i < 8*numTiles; i += 8) { // {0,1, 1,1, 1,0, 0,0}
TEXCOORDS[i] = 0; TEXCOORDS[i+1] = 1; // for each tile
TEXCOORDS[i+2] = 1; TEXCOORDS[i+3] = 1;
TEXCOORDS[i+4] = 1; TEXCOORDS[i+5] = 0;
TEXCOORDS[i+6] = 0; TEXCOORDS[i+7] = 0;
}
// create texture coordinates
// short[] TEXCOORDS = makeTexCoords(numTiles);
VertexArray TEXCOORD_ARRAY = new VertexArray(TEXCOORDS.length/2, 2, 2);
TEXCOORD_ARRAY.set(0, TEXCOORDS.length/2, TEXCOORDS);
VertexBuffer vertexBuffer = new VertexBuffer();
vertexBuffer.setPositions(POSITION_ARRAY, 1.0f, null); // no scale, bias
vertexBuffer.setTexCoords(0, TEXCOORD_ARRAY, 1.0f, null);
return vertexBuffer;
} // end of makeGeometry()
private Appearance makeAppearance(Image2D image2D)
// No Material, with the texture clamped to each tile
{
Appearance app = new Appearance();
if (image2D != null) {
Texture2D tex = new Texture2D(image2D);
tex.setFiltering(Texture2D.FILTER_NEAREST, Texture2D.FILTER_NEAREST);
tex.setWrapping(Texture2D.WRAP_CLAMP, Texture2D.WRAP_CLAMP);
app.setTexture(0, tex);
}
// add perspective correction, and switch off all culling
PolygonMode floorPolygonMode = new PolygonMode();
floorPolygonMode.setPerspectiveCorrectionEnable(true);
floorPolygonMode.setCulling(PolygonMode.CULL_NONE);
app.setPolygonMode(floorPolygonMode);
return app;
} // end of makeAppearance()
// -------------------- access method ----------------------
public Mesh getFloorMesh()
{ return floor; }
} // end of TiledFloor Class
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