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0d4aae88
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.mesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class MeshJoined extends MeshBase
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Join a list of (probably already changed by Matrix Effects) Meshes into one.
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* <p>
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b35570ad
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Leszek Koltunski
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* You need to try and keep the origin (0,0,0) in the center of gravity of the whole thing.
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0d4aae88
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Leszek Koltunski
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*/
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public MeshJoined(MeshBase[] meshes)
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{
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0f10a0b6
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Leszek Koltunski
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super();
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0d4aae88
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Leszek Koltunski
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join(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return how many basic Meshes is this Mesh joined from.
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*/
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public int getNumComponents()
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{
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return numComponents();
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}
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}
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