/
Model.java
2463 lines (2124 loc) · 85.5 KB
/
Model.java
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// Decompiled by Jad v1.5.8f. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3)
public class Model extends Entity {
public static final Model EMPTY = new Model();
public static final int[] clippedX = new int[10];
public static final int[] clippedY = new int[10];
public static final int[] clippedColor = new int[10];
public static final int[] pickedBitsets = new int[1000];
public static int counter;
public static int[] tmpVertexX = new int[2000];
public static int[] tmpVertexY = new int[2000];
public static int[] tmpVertexZ = new int[2000];
public static int[] tmpFaceAlpha = new int[2000];
public static Header[] headers;
public static OnDemand ondemand;
public static boolean[] faceClippedX = new boolean[4096];
public static boolean[] faceNearClipped = new boolean[4096];
public static int[] vertexScreenX = new int[4096];
public static int[] vertexScreenY = new int[4096];
public static int[] vertexScreenZ = new int[4096];
public static int[] vertexViewSpaceX = new int[4096];
public static int[] vertexViewSpaceY = new int[4096];
public static int[] vertexViewSpaceZ = new int[4096];
public static int[] tmpDepthFaceCount = new int[1500];
public static int[][] tmpDepthFaces = new int[1500][512];
public static int[] tmpPriorityFaceCount = new int[12];
public static int[][] tmpPriorityFaces = new int[12][2000];
public static int[] tmpPriority10FaceDepth = new int[2000];
public static int[] tmpPriority11FaceDepth = new int[2000];
public static int[] tmpPriorityDepthSum = new int[12];
public static int baseX;
public static int baseY;
public static int baseZ;
public static boolean checkHover;
public static int mouseX;
public static int mouseY;
public static int pickedCount;
public static int[] sin = Draw3D.sin;
public static int[] cos = Draw3D.cos;
public static int[] palette = Draw3D.palette;
public static int[] reciprical16 = Draw3D.reciprocal16;
public static final class Header {
public byte[] data;
public int vertexCount;
public int faceCount;
public int texturedFaceCount;
public int vertexFlagsOffset;
public int vertexXOffset;
public int vertexYOffset;
public int vertexZOffset;
public int vertexLabelsOffset;
public int faceVerticesOffset;
public int faceOrientationsOffset;
public int faceColorsOffset;
public int faceInfosOffset;
public int facePrioritiesOffset;
public int faceAlphasOffset;
public int faceLabelsOffset;
public int faceTextureAxisOffset;
}
public static void unload() {
headers = null;
faceClippedX = null;
faceNearClipped = null;
vertexScreenX = null;
vertexScreenY = null;
vertexScreenZ = null;
vertexViewSpaceX = null;
vertexViewSpaceY = null;
vertexViewSpaceZ = null;
tmpDepthFaceCount = null;
tmpDepthFaces = null;
tmpPriorityFaceCount = null;
tmpPriorityFaces = null;
tmpPriority10FaceDepth = null;
tmpPriority11FaceDepth = null;
tmpPriorityDepthSum = null;
sin = null;
cos = null;
palette = null;
reciprical16 = null;
}
public static void init(int count, OnDemand ondemand) {
headers = new Header[count];
Model.ondemand = ondemand;
}
public static void unpack(byte[] src, int id) {
if (src == null) {
Header header = headers[id] = new Header();
header.vertexCount = 0;
header.faceCount = 0;
header.texturedFaceCount = 0;
return;
}
Buffer buffer = new Buffer(src);
buffer.position = src.length - 18;
Header header = headers[id] = new Header();
header.data = src;
header.vertexCount = buffer.readU16();
header.faceCount = buffer.readU16();
header.texturedFaceCount = buffer.readU8();
int hasInfo = buffer.readU8();
int priority = buffer.readU8();
int hasAlpha = buffer.readU8();
int hasFaceLabels = buffer.readU8();
int hasVertexLabels = buffer.readU8();
int dataLengthX = buffer.readU16();
int dataLengthY = buffer.readU16();
int dataLengthZ = buffer.readU16();
int dataLengthFaceOrientations = buffer.readU16();
int offset = 0;
header.vertexFlagsOffset = offset;
offset += header.vertexCount;
header.faceOrientationsOffset = offset;
offset += header.faceCount;
header.facePrioritiesOffset = offset;
if (priority == 255) {
offset += header.faceCount;
} else {
header.facePrioritiesOffset = -priority - 1;
}
header.faceLabelsOffset = offset;
if (hasFaceLabels == 1) {
offset += header.faceCount;
} else {
header.faceLabelsOffset = -1;
}
header.faceInfosOffset = offset;
if (hasInfo == 1) {
offset += header.faceCount;
} else {
header.faceInfosOffset = -1;
}
header.vertexLabelsOffset = offset;
if (hasVertexLabels == 1) {
offset += header.vertexCount;
} else {
header.vertexLabelsOffset = -1;
}
header.faceAlphasOffset = offset;
if (hasAlpha == 1) {
offset += header.faceCount;
} else {
header.faceAlphasOffset = -1;
}
header.faceVerticesOffset = offset;
offset += dataLengthFaceOrientations;
header.faceColorsOffset = offset;
offset += header.faceCount * 2;
header.faceTextureAxisOffset = offset;
offset += header.texturedFaceCount * 6;
header.vertexXOffset = offset;
offset += dataLengthX;
header.vertexYOffset = offset;
offset += dataLengthY;
header.vertexZOffset = offset;
offset += dataLengthZ;
}
public static void unload(int id) {
headers[id] = null;
}
/**
* Tries to get the model. Sends a request to the ondemand service to load the model if it isn't loaded.
*
* @param id the model id.
* @return the model, or <code>null</code> if not loaded.
*/
public static Model tryGet(int id) {
if (headers == null) {
return null;
}
Header header = headers[id];
if (header != null) {
return new Model(id);
} else {
ondemand.requestModel(id);
return null;
}
}
/**
* Validates the provided model id. If the model is not loaded then a request is sent to the ondemand service.
*
* @param id the model id.
* @return <code>true</code> if the model is loaded.
*/
public static boolean validate(int id) {
if (headers == null) {
return false;
}
Header header = headers[id];
if (header != null) {
return true;
} else {
ondemand.requestModel(id);
return false;
}
}
/**
* Utility function. Multiplies the input HSL lightness component by the provided <code>scalar</code>.
*
* @param hsl the color value.
* @param scalar the scalar. [0...127]
* @param faceInfo Provided face info to determine the type of color to return. Textured triangles (type 2) only have
* a lightness component.
* @return the color.
* @see #palette
*/
public static int mulColorLightness(int hsl, int scalar, int faceInfo) {
if ((faceInfo & 2) == 2) {
if (scalar < 0) {
scalar = 0;
} else if (scalar > 127) {
scalar = 127;
}
scalar = 127 - scalar;
return scalar;
}
scalar = (scalar * (hsl & 0x7f)) >> 7;
if (scalar < 2) {
scalar = 2;
} else if (scalar > 126) {
scalar = 126;
}
return (hsl & 0xff80) + scalar;
}
public int vertexCount;
public int[] vertexX;
public int[] vertexY;
public int[] vertexZ;
public int faceCount;
public int[] faceVertexA;
public int[] faceVertexB;
public int[] faceVertexC;
public int[] faceColorA;
public int[] faceColorB;
public int[] faceColorC;
public int[] faceInfo;
public int[] facePriority;
public int[] faceAlpha;
public int[] faceColor;
public int priority;
public int texturedFaceCount;
public int[] texturedVertexA;
public int[] texturedVertexB;
public int[] texturedVertexC;
public int minX;
public int maxX;
public int maxY;
public int minZ;
public int maxZ;
/**
* The radius of this model on the XZ plane.
*
* @see #calculateBoundsAABB()
*/
public int radius;
public int minDepth;
public int maxDepth;
/**
* minDepth = (int) Math.sqrt((radius * radius) + (super.minY * super.minY));
* maxDepth = minDepth + (int) Math.sqrt((radius * radius) + (maxY * maxY));
*/
public int objRaise;
/**
* The label the vertex belongs to.
*/
public int[] vertexLabel;
/**
* The label the face belongs to.
*/
public int[] faceLabel;
/**
* A lookup table for label->vertex.
*/
public int[][] labelVertices;
/**
* A lookup table for label->face.
*/
public int[][] labelFaces;
/**
* When set to <code>true</code>, this model will be picked based on its projected screen bounds.
*
* @see #draw(int, int, int, int, int, int, int, int, int)
*/
public boolean pickable = false;
/**
* A storage for the original vertex normals to give {@link Scene#mergeNormals(Model, Model, int, int, int, boolean)}
* a reference.
*/
public VertexNormal[] vertexNormalOriginal;
/**
* Constructs an empty model.
*/
public Model() {
}
/**
* Constructs a new model and loads it from its header.
*
* <b>Note:</b> This constructor only works if the model has already been loaded. {@link #unpack(byte[], int)} must
* have already been called for the given <code>id</code>.
*
* @param id the model id.
*/
public Model(int id) {
counter++;
Header header = headers[id];
vertexCount = header.vertexCount;
faceCount = header.faceCount;
texturedFaceCount = header.texturedFaceCount;
vertexX = new int[vertexCount];
vertexY = new int[vertexCount];
vertexZ = new int[vertexCount];
faceVertexA = new int[faceCount];
faceVertexB = new int[faceCount];
faceVertexC = new int[faceCount];
texturedVertexA = new int[texturedFaceCount];
texturedVertexB = new int[texturedFaceCount];
texturedVertexC = new int[texturedFaceCount];
if (header.vertexLabelsOffset >= 0) {
vertexLabel = new int[vertexCount];
}
if (header.faceInfosOffset >= 0) {
faceInfo = new int[faceCount];
}
if (header.facePrioritiesOffset >= 0) {
facePriority = new int[faceCount];
} else {
priority = -header.facePrioritiesOffset - 1;
}
if (header.faceAlphasOffset >= 0) {
faceAlpha = new int[faceCount];
}
if (header.faceLabelsOffset >= 0) {
faceLabel = new int[faceCount];
}
faceColor = new int[faceCount];
Buffer buf0 = new Buffer(header.data);
buf0.position = header.vertexFlagsOffset;
Buffer buf1 = new Buffer(header.data);
buf1.position = header.vertexXOffset;
Buffer buf2 = new Buffer(header.data);
buf2.position = header.vertexYOffset;
Buffer buf3 = new Buffer(header.data);
buf3.position = header.vertexZOffset;
Buffer buf4 = new Buffer(header.data);
buf4.position = header.vertexLabelsOffset;
int x = 0;
int y = 0;
int z = 0;
for (int v = 0; v < vertexCount; v++) {
int flags = buf0.readU8();
int dx = 0;
int dy = 0;
int dz = 0;
if ((flags & 1) != 0) {
dx = buf1.readSmart();
}
if ((flags & 2) != 0) {
dy = buf2.readSmart();
}
if ((flags & 4) != 0) {
dz = buf3.readSmart();
}
vertexX[v] = x + dx;
vertexY[v] = y + dy;
vertexZ[v] = z + dz;
x = vertexX[v];
y = vertexY[v];
z = vertexZ[v];
if (vertexLabel != null) {
vertexLabel[v] = buf4.readU8();
}
}
buf0.position = header.faceColorsOffset;
buf1.position = header.faceInfosOffset;
buf2.position = header.facePrioritiesOffset;
buf3.position = header.faceAlphasOffset;
buf4.position = header.faceLabelsOffset;
for (int face = 0; face < faceCount; face++) {
faceColor[face] = buf0.readU16();
if (faceInfo != null) {
faceInfo[face] = buf1.readU8();
}
if (facePriority != null) {
facePriority[face] = buf2.readU8();
}
if (faceAlpha != null) {
faceAlpha[face] = buf3.readU8();
}
if (faceLabel != null) {
faceLabel[face] = buf4.readU8();
}
}
buf0.position = header.faceVerticesOffset;
buf1.position = header.faceOrientationsOffset;
int a = 0;
int b = 0;
int c = 0;
int last = 0;
for (int face = 0; face < faceCount; face++) {
int orientation = buf1.readU8();
// fancy shmansy compression type stuff.
// vertex indices stored as deltas, with some faces
// sharing indices.
// new a, b, c
if (orientation == 1) {
a = buf0.readSmart() + last;
last = a;
b = buf0.readSmart() + last;
last = b;
c = buf0.readSmart() + last;
last = c;
faceVertexA[face] = a;
faceVertexB[face] = b;
faceVertexC[face] = c;
}
// reuse a, c, new b
if (orientation == 2) {
b = c;
c = buf0.readSmart() + last;
last = c;
faceVertexA[face] = a;
faceVertexB[face] = b;
faceVertexC[face] = c;
}
// reuse c, b, new a
if (orientation == 3) {
a = c;
c = buf0.readSmart() + last;
last = c;
faceVertexA[face] = a;
faceVertexB[face] = b;
faceVertexC[face] = c;
}
// reuse b, a, new c
if (orientation == 4) {
int tmp = a;
a = b;
b = tmp;
c = buf0.readSmart() + last;
last = c;
faceVertexA[face] = a;
faceVertexB[face] = b;
faceVertexC[face] = c;
}
}
buf0.position = header.faceTextureAxisOffset;
for (int face = 0; face < texturedFaceCount; face++) {
texturedVertexA[face] = buf0.readU16();
texturedVertexB[face] = buf0.readU16();
texturedVertexC[face] = buf0.readU16();
}
}
/**
* Constructs a new model by merging the provided models. This constructor is used to combine models <i>before</i>
* {@link SeqTransform}'s have been applied. Using this constructor implies all models merged are compatible with any
* animations played on them.
*
* @param count the model count.
* @param models the models to merge.
*/
public Model(int count, Model[] models) {
counter++;
boolean copyInfo = false;
boolean copyPriority = false;
boolean copyAlpha = false;
boolean copyLabels = false;
vertexCount = 0;
faceCount = 0;
texturedFaceCount = 0;
priority = -1;
for (int i = 0; i < count; i++) {
Model model = models[i];
if (model == null) {
continue;
}
vertexCount += model.vertexCount;
faceCount += model.faceCount;
texturedFaceCount += model.texturedFaceCount;
copyInfo |= model.faceInfo != null;
if (model.facePriority != null) {
copyPriority = true;
} else {
if (priority == -1) {
priority = model.priority;
}
if (priority != model.priority) {
copyPriority = true;
}
}
copyAlpha |= model.faceAlpha != null;
copyLabels |= model.faceLabel != null;
}
vertexX = new int[vertexCount];
vertexY = new int[vertexCount];
vertexZ = new int[vertexCount];
vertexLabel = new int[vertexCount];
faceVertexA = new int[faceCount];
faceVertexB = new int[faceCount];
faceVertexC = new int[faceCount];
texturedVertexA = new int[texturedFaceCount];
texturedVertexB = new int[texturedFaceCount];
texturedVertexC = new int[texturedFaceCount];
if (copyInfo) {
faceInfo = new int[faceCount];
}
if (copyPriority) {
facePriority = new int[faceCount];
}
if (copyAlpha) {
faceAlpha = new int[faceCount];
}
if (copyLabels) {
faceLabel = new int[faceCount];
}
faceColor = new int[faceCount];
vertexCount = 0;
faceCount = 0;
texturedFaceCount = 0;
int tfaceCount = 0;
for (int i = 0; i < count; i++) {
Model model = models[i];
if (model == null) {
continue;
}
for (int face = 0; face < model.faceCount; face++) {
if (copyInfo) {
if (model.faceInfo == null) {
faceInfo[faceCount] = 0;
} else {
int info = model.faceInfo[face];
if ((info & 2) == 2) {
info += tfaceCount << 2;
}
faceInfo[faceCount] = info;
}
}
if (copyPriority) {
if (model.facePriority == null) {
facePriority[faceCount] = model.priority;
} else {
facePriority[faceCount] = model.facePriority[face];
}
}
if (copyAlpha) {
if (model.faceAlpha == null) {
faceAlpha[faceCount] = 0;
} else {
faceAlpha[faceCount] = model.faceAlpha[face];
}
}
if (copyLabels && (model.faceLabel != null)) {
faceLabel[faceCount] = model.faceLabel[face];
}
faceColor[faceCount] = model.faceColor[face];
faceVertexA[faceCount] = addVertex(model, model.faceVertexA[face]);
faceVertexB[faceCount] = addVertex(model, model.faceVertexB[face]);
faceVertexC[faceCount] = addVertex(model, model.faceVertexC[face]);
faceCount++;
}
for (int face = 0; face < model.texturedFaceCount; face++) {
texturedVertexA[texturedFaceCount] = addVertex(model, model.texturedVertexA[face]);
texturedVertexB[texturedFaceCount] = addVertex(model, model.texturedVertexB[face]);
texturedVertexC[texturedFaceCount] = addVertex(model, model.texturedVertexC[face]);
texturedFaceCount++;
}
tfaceCount += model.texturedFaceCount;
}
}
/**
* Constructs a new model by combining models. This constructor is commonly used to combine models which have already
* had a {@link SeqTransform} applied, and does not copy label information.
*
* @param count the model count.
* @param dummy dummy.
* @param models the models.
*/
public Model(int count, int dummy, Model[] models) {
counter++;
boolean copyInfo = false;
boolean copyPriority = false;
boolean copyAlpha = false;
boolean copyColor = false;
vertexCount = 0;
faceCount = 0;
texturedFaceCount = 0;
priority = -1;
for (int i = 0; i < count; i++) {
Model model = models[i];
if (model == null) {
continue;
}
vertexCount += model.vertexCount;
faceCount += model.faceCount;
texturedFaceCount += model.texturedFaceCount;
copyInfo |= model.faceInfo != null;
if (model.facePriority != null) {
copyPriority = true;
} else {
if (priority == -1) {
priority = model.priority;
}
if (priority != model.priority) {
copyPriority = true;
}
}
copyAlpha |= model.faceAlpha != null;
copyColor |= model.faceColor != null;
}
vertexX = new int[vertexCount];
vertexY = new int[vertexCount];
vertexZ = new int[vertexCount];
faceVertexA = new int[faceCount];
faceVertexB = new int[faceCount];
faceVertexC = new int[faceCount];
faceColorA = new int[faceCount];
faceColorB = new int[faceCount];
faceColorC = new int[faceCount];
texturedVertexA = new int[texturedFaceCount];
texturedVertexB = new int[texturedFaceCount];
texturedVertexC = new int[texturedFaceCount];
if (copyInfo) {
faceInfo = new int[faceCount];
}
if (copyPriority) {
facePriority = new int[faceCount];
}
if (copyAlpha) {
faceAlpha = new int[faceCount];
}
if (copyColor) {
faceColor = new int[faceCount];
}
vertexCount = 0;
faceCount = 0;
texturedFaceCount = 0;
int tfaceCount = 0;
for (int i = 0; i < count; i++) {
Model model = models[i];
if (model == null) {
continue;
}
int vertexCount = this.vertexCount;
for (int v = 0; v < model.vertexCount; v++) {
vertexX[this.vertexCount] = model.vertexX[v];
vertexY[this.vertexCount] = model.vertexY[v];
vertexZ[this.vertexCount] = model.vertexZ[v];
this.vertexCount++;
}
for (int f = 0; f < model.faceCount; f++) {
faceVertexA[faceCount] = model.faceVertexA[f] + vertexCount;
faceVertexB[faceCount] = model.faceVertexB[f] + vertexCount;
faceVertexC[faceCount] = model.faceVertexC[f] + vertexCount;
faceColorA[faceCount] = model.faceColorA[f];
faceColorB[faceCount] = model.faceColorB[f];
faceColorC[faceCount] = model.faceColorC[f];
if (copyInfo) {
if (model.faceInfo == null) {
faceInfo[faceCount] = 0;
} else {
int info = model.faceInfo[f];
if ((info & 2) == 2) {
info += tfaceCount << 2;
}
faceInfo[faceCount] = info;
}
}
if (copyPriority) {
if (model.facePriority == null) {
facePriority[faceCount] = model.priority;
} else {
facePriority[faceCount] = model.facePriority[f];
}
}
if (copyAlpha) {
if (model.faceAlpha == null) {
faceAlpha[faceCount] = 0;
} else {
faceAlpha[faceCount] = model.faceAlpha[f];
}
}
if (copyColor && (model.faceColor != null)) {
faceColor[faceCount] = model.faceColor[f];
}
faceCount++;
}
for (int f = 0; f < model.texturedFaceCount; f++) {
texturedVertexA[texturedFaceCount] = model.texturedVertexA[f] + vertexCount;
texturedVertexB[texturedFaceCount] = model.texturedVertexB[f] + vertexCount;
texturedVertexC[texturedFaceCount] = model.texturedVertexC[f] + vertexCount;
texturedFaceCount++;
}
tfaceCount += model.texturedFaceCount;
}
calculateBoundsCylinder();
}
/**
* Constructs a new model that can either share or clone the provided models attributes. This constructor is used to
* save memory by avoiding allocations, and is meant to be used with models prior to having a {@link SeqTransform} applied.
*
* @param shareColors <code>true</code> to reference the provided model's colors.
* @param shareAlpha <code>true</code> to reference the provided model's face alpha.
* @param shareVertices <code>true</code> to reference the provided model's vertices.
* @param model the model to share or clone.
*/
public Model(boolean shareColors, boolean shareAlpha, boolean shareVertices, Model model) {
counter++;
vertexCount = model.vertexCount;
faceCount = model.faceCount;
texturedFaceCount = model.texturedFaceCount;
if (shareVertices) {
vertexX = model.vertexX;
vertexY = model.vertexY;
vertexZ = model.vertexZ;
} else {
vertexX = new int[vertexCount];
vertexY = new int[vertexCount];
vertexZ = new int[vertexCount];
for (int j = 0; j < vertexCount; j++) {
vertexX[j] = model.vertexX[j];
vertexY[j] = model.vertexY[j];
vertexZ[j] = model.vertexZ[j];
}
}
if (shareColors) {
faceColor = model.faceColor;
} else {
faceColor = new int[faceCount];
for (int k = 0; k < faceCount; k++) {
faceColor[k] = model.faceColor[k];
}
}
if (shareAlpha) {
faceAlpha = model.faceAlpha;
} else {
faceAlpha = new int[faceCount];
if (model.faceAlpha == null) {
for (int l = 0; l < faceCount; l++) {
faceAlpha[l] = 0;
}
} else {
for (int i1 = 0; i1 < faceCount; i1++) {
faceAlpha[i1] = model.faceAlpha[i1];
}
}
}
vertexLabel = model.vertexLabel;
faceLabel = model.faceLabel;
faceInfo = model.faceInfo;
faceVertexA = model.faceVertexA;
faceVertexB = model.faceVertexB;
faceVertexC = model.faceVertexC;
facePriority = model.facePriority;
priority = model.priority;
texturedVertexA = model.texturedVertexA;
texturedVertexB = model.texturedVertexB;
texturedVertexC = model.texturedVertexC;
}
/**
* Constructs a new model with the options to copy either vertex Y positions and faces.
* <p>
* This constructor is specifically used by Locs which adjust to terrain.
*
* @param copyVertexY <code>true</code> to copy <code>model.vertexY</code>.
* @param copyFaces <code>true</code> to copy all face data from <code>model</code>.
* @param model the model to copy.
* @see LocType#getModel(int, int, int, int, int, int, int)
*/
public Model(boolean copyVertexY, boolean copyFaces, Model model) {
counter++;
vertexCount = model.vertexCount;
faceCount = model.faceCount;
texturedFaceCount = model.texturedFaceCount;
if (copyVertexY) {
vertexY = new int[vertexCount];
for (int v = 0; v < vertexCount; v++) {
vertexY[v] = model.vertexY[v];
}
} else {
vertexY = model.vertexY;
}
if (copyFaces) {
faceColorA = new int[faceCount];
faceColorB = new int[faceCount];
faceColorC = new int[faceCount];
for (int k = 0; k < faceCount; k++) {
faceColorA[k] = model.faceColorA[k];
faceColorB[k] = model.faceColorB[k];
faceColorC[k] = model.faceColorC[k];
}
faceInfo = new int[faceCount];
if (model.faceInfo == null) {
for (int l = 0; l < faceCount; l++) {
faceInfo[l] = 0;
}
} else {
for (int face = 0; face < faceCount; face++) {
faceInfo[face] = model.faceInfo[face];
}
}
super.vertexNormal = new VertexNormal[vertexCount];
for (int v = 0; v < vertexCount; v++) {
VertexNormal duplicate = super.vertexNormal[v] = new VertexNormal();
VertexNormal original = model.vertexNormal[v];
duplicate.x = original.x;
duplicate.y = original.y;
duplicate.z = original.z;
duplicate.w = original.w;
}
vertexNormalOriginal = model.vertexNormalOriginal;
} else {
faceColorA = model.faceColorA;
faceColorB = model.faceColorB;
faceColorC = model.faceColorC;
faceInfo = model.faceInfo;
}
vertexX = model.vertexX;
vertexZ = model.vertexZ;
faceColor = model.faceColor;
faceAlpha = model.faceAlpha;
facePriority = model.facePriority;
priority = model.priority;
faceVertexA = model.faceVertexA;
faceVertexB = model.faceVertexB;
faceVertexC = model.faceVertexC;
texturedVertexA = model.texturedVertexA;
texturedVertexB = model.texturedVertexB;
texturedVertexC = model.texturedVertexC;
super.minY = model.minY;
maxY = model.maxY;
radius = model.radius;
minDepth = model.minDepth;
maxDepth = model.maxDepth;
minX = model.minX;
maxZ = model.maxZ;
minZ = model.minZ;
maxX = model.maxX;
}
/**
* Sets <code>this</code> model to the provided model using a vertex pool.
* <p>
* Face alpha may be optionally copied in case an applied {@link SeqTransform} modifies the alpha of the model.
*
* @param model the model.
* @param shareAlpha whether to copy or share a reference to face alphas.
*/
public void set(Model model, boolean shareAlpha) {
vertexCount = model.vertexCount;
faceCount = model.faceCount;
texturedFaceCount = model.texturedFaceCount;
if (tmpVertexX.length < vertexCount) {
tmpVertexX = new int[vertexCount + 100];
tmpVertexY = new int[vertexCount + 100];
tmpVertexZ = new int[vertexCount + 100];
}