Revision 36d65d88
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueue.java | ||
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*/ |
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public abstract class EffectQueue implements InternalMaster.Slave |
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{ |
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static final int MAIN_VARIANTS = 4; // Number of Main program variants (ATM 4: MAIN, MAIN OIT, PREPROCESS, FULL) |
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public static final int MAIN_VARIANTS = 4; // Number of Main program variants (ATM 4: MAIN, MAIN OIT, PREPROCESS, FULL)
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private static final int CREATE = 0; |
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private static final int ATTACH = 1; |
... | ... | |
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Effect[] mEffects; |
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int[] mName; |
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int[] mAssociation; |
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int[] mComponent; |
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long mTime; |
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private static int[] mMax = new int[EffectType.LENGTH]; |
... | ... | |
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mEffects = new Effect[max]; |
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mName = new int[max]; |
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mAssociation = new int[max]; |
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mComponent = new int[max]; |
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} |
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for(int i=0; i<mNumEffects; i++ ) |
... | ... | |
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mCurrentDuration[i] = source.mCurrentDuration[i]; |
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mName[i] = source.mName[i]; |
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mAssociation[i] = source.mAssociation[i]; |
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mComponent[i] = source.mComponent[i]; |
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} |
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} |
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} |
... | ... | |
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mCurrentDuration[j] = mCurrentDuration[j+1]; |
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mName[j] = mName[j+1]; |
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mAssociation[j] = mAssociation[j+1]; |
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mComponent[j] = mComponent[j+1]; |
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} |
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mEffects[mNumEffects] = null; |
... | ... | |
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mEffects = new Effect[max]; |
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mName = new int[max]; |
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mAssociation = new int[max]; |
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mComponent = new int[max]; |
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} |
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mCreated = true; |
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... | ... | |
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mEffects[mNumEffects] = job.effect; |
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mName[mNumEffects] = job.effect.getName().ordinal(); |
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mAssociation[mNumEffects]= job.effect.getAssociation(); |
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mComponent[mNumEffects] = job.effect.getComponent(); |
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mNumEffects++; |
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changed = true; |
... | ... | |
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mEffects[j] = mEffects[j-1]; |
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mName[j] = mName[j-1]; |
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mAssociation[j] = mAssociation[j-1]; |
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mComponent[j] = mComponent[j-1]; |
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} |
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mCurrentDuration[position] = 0; |
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mEffects[position] = job.effect; |
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mName[position] = job.effect.getName().ordinal(); |
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mAssociation[position]= job.effect.getAssociation(); |
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mComponent[position] = job.effect.getComponent(); |
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mNumEffects++; |
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changed = true; |
Also available in: Unified diff
Progress making it possible to apply Vertex Effects only to some Components of a Mesh.