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Revision 1ad1c158

Added by Leszek Koltunski over 1 year ago

Initial support for scrambling a bandaged pyraminx.

View differences:

src/main/java/org/distorted/library/mesh/MeshMultigon.java
305 305
      int outerL = belongsToOuter(vL[0],vL[1]);
306 306
      int outerR = belongsToOuter(vR[0],vR[1]);
307 307

  
308
      float[] vl = mOuterVectors[outerL];
309
      float[] vr = mOuterVectors[outerR];
308
      if( outerL>=0 && outerR>=0 )
309
        {
310
        float[] vl =mOuterVectors[outerL];
311
        normL[0] = -vl[0];
312
        normL[1] = -vl[1];
313
        float[] vr =mOuterVectors[outerR];
314
        normR[0] = -vr[0];
315
        normR[1] = -vr[1];
316
        }
317
      else
318
        {
319
        int eupp = edges[prev];
320
        int eupn = edges[next];
310 321

  
311
      normL[0] = -vl[0];
312
      normL[1] = -vl[1];
313
      normR[0] = -vr[0];
314
      normR[1] = -vr[1];
322
        if( eupp<0 )
323
          {
324
          normL[0]=vL[0]-vT[0];
325
          normL[1]=vL[1]-vT[1];
326
          }
327
        else
328
          {
329
          normL[0]= v[2*curr  ] - v[2*prev  ];
330
          normL[1]= v[2*curr+1] - v[2*prev+1];
331
          }
332

  
333
        if( eupn<0 )
334
          {
335
          normR[0]=vR[0]-vT[0];
336
          normR[1]=vR[1]-vT[1];
337
          }
338
        else
339
          {
340
          int nnxt= next==len-1 ? 0 : next+1;
341
          normR[0]= v[2*next  ] - v[2*nnxt  ];
342
          normR[1]= v[2*next+1] - v[2*nnxt+1];
343
          }
344
        }
315 345

  
316 346
      return MeshBandedTriangle.MODE_NORMAL;
317 347
      }
......
338 368
      else
339 369
        {
340 370
        int outerT = belongsToOuter(vT[0],vT[1]);
341
        float[] vt = mOuterVectors[outerT];
342
        float dx = vt[0];
343
        float dy = vt[1];
344

  
345
        normL[0]=dx;
346
        normL[1]=dy;
347
        normR[0]=dx;
348
        normR[1]=dy;
371

  
372
        if( outerT>=0 )
373
          {
374
          float[] vt =mOuterVectors[outerT];
375
          normL[0]= vt[0];
376
          normL[1]= vt[1];
377
          normR[0]= vt[0];
378
          normR[1]= vt[1];
379
          }
380
        else
381
          {
382
          float dx = v[2*next  ]-v[2*curr  ];
383
          float dy = v[2*next+1]-v[2*curr+1];
384
          normL[0]= dx;
385
          normL[1]= dy;
386
          normR[0]= dx;
387
          normR[1]= dy;
388
          }
349 389

  
350 390
        return MeshBandedTriangle.MODE_INVERTED;
351 391
        }

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