com.google.android.exoplayer2.video.spherical.Projection.SubMesh Java Examples
The following examples show how to use
com.google.android.exoplayer2.video.spherical.Projection.SubMesh.
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Example #1
Source File: ProjectionDecoder.java From MediaSDK with Apache License 2.0 | 4 votes |
private static @Nullable Mesh parseMesh(ParsableByteArray input) { // Read the coordinates. int coordinateCount = input.readInt(); if (coordinateCount > MAX_COORDINATE_COUNT) { return null; } float[] coordinates = new float[coordinateCount]; for (int coordinate = 0; coordinate < coordinateCount; coordinate++) { coordinates[coordinate] = input.readFloat(); } // Read the vertices. int vertexCount = input.readInt(); if (vertexCount > MAX_VERTEX_COUNT) { return null; } final double log2 = Math.log(2.0); int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2); ParsableBitArray bitInput = new ParsableBitArray(input.data); bitInput.setPosition(input.getPosition() * 8); float[] vertices = new float[vertexCount * 5]; int[] coordinateIndices = new int[5]; int vertexIndex = 0; for (int vertex = 0; vertex < vertexCount; vertex++) { for (int i = 0; i < 5; i++) { int coordinateIndex = coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits)); if (coordinateIndex >= coordinateCount || coordinateIndex < 0) { return null; } vertices[vertexIndex++] = coordinates[coordinateIndex]; coordinateIndices[i] = coordinateIndex; } } // Pad to next byte boundary bitInput.setPosition(((bitInput.getPosition() + 7) & ~7)); int subMeshCount = bitInput.readBits(32); SubMesh[] subMeshes = new SubMesh[subMeshCount]; for (int i = 0; i < subMeshCount; i++) { int textureId = bitInput.readBits(8); int drawMode = bitInput.readBits(8); int triangleIndexCount = bitInput.readBits(32); if (triangleIndexCount > MAX_TRIANGLE_INDICES) { return null; } int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2); int index = 0; float[] triangleVertices = new float[triangleIndexCount * 3]; float[] textureCoords = new float[triangleIndexCount * 2]; for (int counter = 0; counter < triangleIndexCount; counter++) { index += decodeZigZag(bitInput.readBits(vertexCountSizeBits)); if (index < 0 || index >= vertexCount) { return null; } triangleVertices[counter * 3] = vertices[index * 5]; triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1]; triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2]; textureCoords[counter * 2] = vertices[index * 5 + 3]; textureCoords[counter * 2 + 1] = vertices[index * 5 + 4]; } subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode); } return new Mesh(subMeshes); }
Example #2
Source File: ProjectionDecoder.java From Telegram-FOSS with GNU General Public License v2.0 | 4 votes |
private static @Nullable Mesh parseMesh(ParsableByteArray input) { // Read the coordinates. int coordinateCount = input.readInt(); if (coordinateCount > MAX_COORDINATE_COUNT) { return null; } float[] coordinates = new float[coordinateCount]; for (int coordinate = 0; coordinate < coordinateCount; coordinate++) { coordinates[coordinate] = input.readFloat(); } // Read the vertices. int vertexCount = input.readInt(); if (vertexCount > MAX_VERTEX_COUNT) { return null; } final double log2 = Math.log(2.0); int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2); ParsableBitArray bitInput = new ParsableBitArray(input.data); bitInput.setPosition(input.getPosition() * 8); float[] vertices = new float[vertexCount * 5]; int[] coordinateIndices = new int[5]; int vertexIndex = 0; for (int vertex = 0; vertex < vertexCount; vertex++) { for (int i = 0; i < 5; i++) { int coordinateIndex = coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits)); if (coordinateIndex >= coordinateCount || coordinateIndex < 0) { return null; } vertices[vertexIndex++] = coordinates[coordinateIndex]; coordinateIndices[i] = coordinateIndex; } } // Pad to next byte boundary bitInput.setPosition(((bitInput.getPosition() + 7) & ~7)); int subMeshCount = bitInput.readBits(32); SubMesh[] subMeshes = new SubMesh[subMeshCount]; for (int i = 0; i < subMeshCount; i++) { int textureId = bitInput.readBits(8); int drawMode = bitInput.readBits(8); int triangleIndexCount = bitInput.readBits(32); if (triangleIndexCount > MAX_TRIANGLE_INDICES) { return null; } int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2); int index = 0; float[] triangleVertices = new float[triangleIndexCount * 3]; float[] textureCoords = new float[triangleIndexCount * 2]; for (int counter = 0; counter < triangleIndexCount; counter++) { index += decodeZigZag(bitInput.readBits(vertexCountSizeBits)); if (index < 0 || index >= vertexCount) { return null; } triangleVertices[counter * 3] = vertices[index * 5]; triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1]; triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2]; textureCoords[counter * 2] = vertices[index * 5 + 3]; textureCoords[counter * 2 + 1] = vertices[index * 5 + 4]; } subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode); } return new Mesh(subMeshes); }
Example #3
Source File: ProjectionDecoder.java From Telegram with GNU General Public License v2.0 | 4 votes |
private static @Nullable Mesh parseMesh(ParsableByteArray input) { // Read the coordinates. int coordinateCount = input.readInt(); if (coordinateCount > MAX_COORDINATE_COUNT) { return null; } float[] coordinates = new float[coordinateCount]; for (int coordinate = 0; coordinate < coordinateCount; coordinate++) { coordinates[coordinate] = input.readFloat(); } // Read the vertices. int vertexCount = input.readInt(); if (vertexCount > MAX_VERTEX_COUNT) { return null; } final double log2 = Math.log(2.0); int coordinateCountSizeBits = (int) Math.ceil(Math.log(2.0 * coordinateCount) / log2); ParsableBitArray bitInput = new ParsableBitArray(input.data); bitInput.setPosition(input.getPosition() * 8); float[] vertices = new float[vertexCount * 5]; int[] coordinateIndices = new int[5]; int vertexIndex = 0; for (int vertex = 0; vertex < vertexCount; vertex++) { for (int i = 0; i < 5; i++) { int coordinateIndex = coordinateIndices[i] + decodeZigZag(bitInput.readBits(coordinateCountSizeBits)); if (coordinateIndex >= coordinateCount || coordinateIndex < 0) { return null; } vertices[vertexIndex++] = coordinates[coordinateIndex]; coordinateIndices[i] = coordinateIndex; } } // Pad to next byte boundary bitInput.setPosition(((bitInput.getPosition() + 7) & ~7)); int subMeshCount = bitInput.readBits(32); SubMesh[] subMeshes = new SubMesh[subMeshCount]; for (int i = 0; i < subMeshCount; i++) { int textureId = bitInput.readBits(8); int drawMode = bitInput.readBits(8); int triangleIndexCount = bitInput.readBits(32); if (triangleIndexCount > MAX_TRIANGLE_INDICES) { return null; } int vertexCountSizeBits = (int) Math.ceil(Math.log(2.0 * vertexCount) / log2); int index = 0; float[] triangleVertices = new float[triangleIndexCount * 3]; float[] textureCoords = new float[triangleIndexCount * 2]; for (int counter = 0; counter < triangleIndexCount; counter++) { index += decodeZigZag(bitInput.readBits(vertexCountSizeBits)); if (index < 0 || index >= vertexCount) { return null; } triangleVertices[counter * 3] = vertices[index * 5]; triangleVertices[counter * 3 + 1] = vertices[index * 5 + 1]; triangleVertices[counter * 3 + 2] = vertices[index * 5 + 2]; textureCoords[counter * 2] = vertices[index * 5 + 3]; textureCoords[counter * 2 + 1] = vertices[index * 5 + 4]; } subMeshes[i] = new SubMesh(textureId, triangleVertices, textureCoords, drawMode); } return new Mesh(subMeshes); }