Added triangulation library and rift render
Major change is addition of fractal rift rendering, currently first pass. Curves are registered and pregenerated in mod_pocketDim. Rifts look up these curves, choose one, rotate it, and render it. The render is a TESR that does stuff. Hard to explain, look at RenderRift in the code and look at the actual rifts in game to get an idea of what it does. I had to add a triangulation library to accomplish this. Will hopefully do something else that drag around all this. (I tried(and used comments))
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/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.poly2tri.triangulation;
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import java.util.ArrayList;
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import java.util.List;
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import org.poly2tri.triangulation.delaunay.DelaunayTriangle;
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public abstract class TriangulationContext<A extends TriangulationDebugContext>
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{
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protected A _debug;
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protected boolean _debugEnabled = false;
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protected ArrayList<DelaunayTriangle> _triList = new ArrayList<DelaunayTriangle>();
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protected ArrayList<TriangulationPoint> _points = new ArrayList<TriangulationPoint>(200);
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protected TriangulationMode _triangulationMode;
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protected Triangulatable _triUnit;
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private boolean _terminated = false;
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private boolean _waitUntilNotified;
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private int _stepTime = -1;
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private int _stepCount = 0;
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public int getStepCount() { return _stepCount; }
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public void done()
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{
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_stepCount++;
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}
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public abstract TriangulationAlgorithm algorithm();
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public void prepareTriangulation( Triangulatable t )
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{
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_triUnit = t;
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_triangulationMode = t.getTriangulationMode();
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t.prepareTriangulation( this );
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}
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public abstract TriangulationConstraint newConstraint( TriangulationPoint a, TriangulationPoint b );
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public void addToList( DelaunayTriangle triangle )
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{
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_triList.add( triangle );
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}
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public List<DelaunayTriangle> getTriangles()
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{
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return _triList;
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}
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public Triangulatable getTriangulatable()
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{
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return _triUnit;
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}
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public List<TriangulationPoint> getPoints()
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{
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return _points;
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}
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public synchronized void update(String message)
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{
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if( _debugEnabled )
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{
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try
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{
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synchronized( this )
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{
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_stepCount++;
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if( _stepTime > 0 )
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{
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wait( (int)_stepTime );
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/** Can we resume execution or are we expected to wait? */
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if( _waitUntilNotified )
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{
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wait();
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}
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}
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else
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{
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wait();
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}
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// We have been notified
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_waitUntilNotified = false;
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}
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}
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catch( InterruptedException e )
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{
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update("Triangulation was interrupted");
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}
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}
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if( _terminated )
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{
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throw new RuntimeException( "Triangulation process terminated before completion");
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}
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}
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public void clear()
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{
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_points.clear();
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_terminated = false;
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if( _debug != null )
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{
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_debug.clear();
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}
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_stepCount=0;
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}
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public TriangulationMode getTriangulationMode()
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{
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return _triangulationMode;
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}
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public synchronized void waitUntilNotified(boolean b)
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{
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_waitUntilNotified = b;
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}
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public void terminateTriangulation()
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{
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_terminated=true;
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}
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public boolean isDebugEnabled()
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{
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return _debugEnabled;
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}
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public abstract void isDebugEnabled( boolean b );
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public A getDebugContext()
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{
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return _debug;
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}
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public void addPoints( List<TriangulationPoint> points )
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{
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_points.addAll( points );
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}
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}
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