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library / src / main / java / org / distorted / library / Interpolator3D.java @ 6a06a912

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package org.distorted.library;
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import java.util.Vector;
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5
///////////////////////////////////////////////////////////////////////////////////////////////////
6
/** 
7
* A 3-dimensional implementation of the Interpolator class to interpolate between a list 
8
* of Float3Ds.
9
*/
10

    
11
public class Interpolator3D extends Interpolator 
12
  {
13
 
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the coefficients of the X(t), Y(t) and Z(t) polynomials: X(t) = ax*T^3 + bx*T^2 + cx*t + dx  etc.
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// (x,y,z) is the vector tangent to the path.
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// (vx,vy,vz) is the original vector from vv (copied here so when interpolating we can see if it is 
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// still valid and if not - rebuild the Cache
19
  
20
  private class VectorCache
21
    {
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    float ax, bx, cx, dx;
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    float ay, by, cy, dy;
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    float az, bz, cz, dz;
25
   
26
    float x,y,z;
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    float vx,vy,vz;
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    }
29
  
30
  private class VectorNoise
31
    {
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    float[] nx;
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    float[] ny;
34
    float[] nz;
35
   
36
    public VectorNoise()
37
      {
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      nx = new float[NUM_NOISE]; 
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      nx[0] = mRnd.nextFloat();
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      for(int i=1; i<NUM_NOISE; i++) nx[i] = nx[i-1]+mRnd.nextFloat();
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      float sum = nx[NUM_NOISE-1] + mRnd.nextFloat();
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      for(int i=0; i<NUM_NOISE; i++) nx[i] /=sum;
43
     
44
      ny = new float[NUM_NOISE];
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      for(int i=0; i<NUM_NOISE; i++) ny[i] = mRnd.nextFloat()-0.5f;
46
     
47
      nz = new float[NUM_NOISE];
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      for(int i=0; i<NUM_NOISE; i++) nz[i] = mRnd.nextFloat()-0.5f;  
49
      }
50
    }
51
  
52
  private Vector<VectorCache> vc;
53
  private VectorCache tmp1, tmp2;
54

    
55
  private Vector<Float3D> vv;
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  private Float3D prev, curr, next;
57
  
58
  private Vector<VectorNoise> vn;
59
  private VectorNoise tmpN;
60
  
61
  private float mFactor1, mFactor2;  // used in Noise only. Those are noise factors; 1=noise of the (vec1X,vec1Y,vec1Z) vector; 2=noise of (vec2X,vec2Y,vec2Z)
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  private float vec1X,vec1Y,vec1Z;   // vector perpendicular to v(t) and in the same plane as v(t) and a(t) (for >2 points only, in case of 2 points this is calculated differently)
63
  private float vec2X,vec2Y,vec2Z;   // vector perpendicular to v(t0 and to vec1.
64
  
65
///////////////////////////////////////////////////////////////////////////////////////////////////
66

    
67
  synchronized void createNoise()
68
    {
69
    if( vn==null )
70
      {  
71
      vn = new Vector<VectorNoise>();
72
      for(int i=0; i<numPoints; i++) vn.add(new VectorNoise());
73
      }
74
    }
75
   
76
///////////////////////////////////////////////////////////////////////////////////////////////////
77
// no array bounds checking!
78
  
79
  private void vec(int c)
80
    {
81
    int p = c>0 ? c-1: numPoints-1;
82
    int n = c<numPoints-1 ? c+1: 0;
83
    
84
    prev = vv.elementAt(p);
85
    curr = vv.elementAt(c);
86
    next = vv.elementAt(n);
87

    
88
    tmp1 = vc.elementAt(c);
89
    
90
    float px = curr.x - prev.x;
91
    float py = curr.y - prev.y;
92
    float pz = curr.z - prev.z;
93
    float nx = next.x - curr.x;
94
    float ny = next.y - curr.y;
95
    float nz = next.z - curr.z;
96
     
97
    float d = nx*nx+ny*ny+nz*nz;
98
    
99
    if( d>0 )
100
      {
101
      float q = (float)Math.sqrt((px*px+py*py+pz*pz)/d);
102
      
103
      if( q>1 )
104
        {
105
        tmp1.x = nx+px/q;
106
        tmp1.y = ny+py/q;
107
        tmp1.z = nz+pz/q;
108
        }
109
      else
110
        {
111
        tmp1.x = px+nx*q;
112
        tmp1.y = py+ny*q;
113
        tmp1.z = pz+nz*q;
114
        }
115
      }
116
    else
117
      {
118
      tmp1.x = 0.0f;
119
      tmp1.y = 0.0f;
120
      tmp1.z = 0.0f;  
121
      }
122
    }
123
    
124
///////////////////////////////////////////////////////////////////////////////////////////////////
125
  
126
  private void recomputeCache()
127
    {  
128
    if( numPoints==1 )
129
      {
130
      tmp1= vc.elementAt(0);
131
      curr= vv.elementAt(0);
132
        
133
      tmp1.ax = tmp1.ay = tmp1.az = 0.0f;
134
      tmp1.bx = tmp1.by = tmp1.bz = 0.0f;
135
      tmp1.cx = curr.x;
136
      tmp1.cy = curr.y;
137
      tmp1.cz = curr.z;
138
      tmp1.dx = tmp1.dy = tmp1.dz = 0.0f;
139
      }
140
    else if( numPoints==2 )
141
      {
142
      tmp1= vc.elementAt(0);
143
      tmp2= vc.elementAt(1);
144
      curr= vv.elementAt(0);
145
      next= vv.elementAt(1);
146
          
147
      tmp1.ax = tmp1.ay = tmp1.az = 0.0f;
148
      tmp1.bx = tmp1.by = tmp1.bz = 0.0f;
149
      tmp1.cx = next.x - curr.x;
150
      tmp1.cy = next.y - curr.y;
151
      tmp1.cz = next.z - curr.z;
152
      tmp1.dx = curr.x;
153
      tmp1.dy = curr.y;
154
      tmp1.dz = curr.z;
155
      
156
      tmp2.ax = tmp2.ay = tmp2.az = 0.0f;
157
      tmp2.bx = tmp2.by = tmp2.bz = 0.0f;
158
      tmp2.cx = curr.x - next.x;
159
      tmp2.cy = curr.y - next.y;
160
      tmp2.cz = curr.z - next.z;
161
      tmp2.dx = next.x;
162
      tmp2.dy = next.y;
163
      tmp2.dz = next.z;
164
      }
165
    else
166
      {
167
      int i, n;  
168
         
169
      for(i=0; i<numPoints; i++) vec(i);
170
   
171
      for(i=0; i<numPoints; i++)
172
        {
173
        n = i<numPoints-1 ? i+1:0;  
174
      
175
        tmp1= vc.elementAt(i);
176
        tmp2= vc.elementAt(n);
177
        curr= vv.elementAt(i);
178
        next= vv.elementAt(n);
179
      
180
        tmp1.vx = curr.x;
181
        tmp1.vy = curr.y;
182
        tmp1.vz = curr.z;
183
        
184
        tmp1.ax =  2*curr.x +   tmp1.x - 2*next.x + tmp2.x;
185
        tmp1.bx = -3*curr.x - 2*tmp1.x + 3*next.x - tmp2.x;
186
        tmp1.cx = tmp1.x;
187
        tmp1.dx = curr.x;
188
      
189
        tmp1.ay =  2*curr.y +   tmp1.y - 2*next.y + tmp2.y;
190
        tmp1.by = -3*curr.y - 2*tmp1.y + 3*next.y - tmp2.y;
191
        tmp1.cy = tmp1.y;
192
        tmp1.dy = curr.y;
193
      
194
        tmp1.az =  2*curr.z +   tmp1.z - 2*next.z + tmp2.z;
195
        tmp1.bz = -3*curr.z - 2*tmp1.z + 3*next.z - tmp2.z;
196
        tmp1.cz = tmp1.z;
197
        tmp1.dz = curr.z;
198
        }
199
      }
200
   
201
    cacheDirty = false;
202
    }
203
  
204
///////////////////////////////////////////////////////////////////////////////////////////////////
205

    
206
  private float noise(float time,int vecNum)
207
    {
208
    float lower, upper, len;  
209
    float d = time*(NUM_NOISE+1);
210
    int index = (int)d;
211
    if( index>=NUM_NOISE+1 ) index=NUM_NOISE;
212
    tmpN = vn.elementAt(vecNum);
213
   
214
    float t = d-index;
215
    t = t*t*(3-2*t);
216
   
217
    switch(index)
218
      {
219
      case 0        : mFactor1 = mNoise*tmpN.ny[0]*t;
220
                      mFactor2 = mNoise*tmpN.nz[0]*t;
221
                      return time + mNoise*(d*tmpN.nx[0]-time);
222
      case NUM_NOISE: mFactor1= mNoise*tmpN.ny[NUM_NOISE-1]*(1-t);
223
                      mFactor2= mNoise*tmpN.nz[NUM_NOISE-1]*(1-t);
224
                      len = ((float)NUM_NOISE)/(NUM_NOISE+1);
225
                      lower = len + mNoise*(tmpN.nx[NUM_NOISE-1]-len);  
226
                      return (1.0f-lower)*(d-NUM_NOISE) + lower;
227
      default       : float ya,yb;
228
                      yb = tmpN.ny[index  ];
229
                      ya = tmpN.ny[index-1];
230
                      mFactor1 = mNoise*((yb-ya)*t+ya);
231
                      yb = tmpN.nz[index  ];
232
                      ya = tmpN.nz[index-1];
233
                      mFactor2 = mNoise*((yb-ya)*t+ya);
234
   
235
                      len = ((float)index)/(NUM_NOISE+1);
236
                      lower = len + mNoise*(tmpN.nx[index-1]-len);   
237
                      len = ((float)index+1)/(NUM_NOISE+1); 
238
                      upper = len + mNoise*(tmpN.nx[index  ]-len);
239
            
240
                      return (upper-lower)*(d-index) + lower; 
241
      }
242
    }
243
     
244
///////////////////////////////////////////////////////////////////////////////////////////////////
245
// v is the speed vector (i.e. position p(t) differentiated by time)
246
// a is the acceleration vector (differentiate once more)
247
// now what we are doing is compute vec1{X,Y,Z} to be a vector perpendicular to v and in the same plane as both v and a.
248
// vec2{X,Y,Z} would be (v)x(vec1).
249
//  
250
// vec1 = a-delta*v where delta = (v*a)/|v|^2   (see Gram-Schmidt)
251
  
252
  private void setUpVectors(float time,VectorCache vc)
253
    {
254
    if( vc!=null )
255
      {
256
      float vx = (3*vc.ax*time+2*vc.bx)*time+vc.cx;
257
      float vy = (3*vc.ay*time+2*vc.by)*time+vc.cy;
258
      float vz = (3*vc.az*time+2*vc.bz)*time+vc.cz;
259
     
260
      float ax = 6*vc.ax*time+2*vc.bx;
261
      float ay = 6*vc.ay*time+2*vc.by;
262
      float az = 6*vc.az*time+2*vc.bz;
263
     
264
      float v_sq = vx*vx+vy*vy+vz*vz;
265
      float delta = (vx*ax+vy*ay+vz*az)/v_sq;
266
     
267
      vec1X = ax-delta*vx;
268
      vec1Y = ay-delta*vy;
269
      vec1Z = az-delta*vz;
270
     
271
      vec2X = vy*vec1Z-vz*vec1Y;
272
      vec2Y = vz*vec1X-vx*vec1Z;
273
      vec2Z = vx*vec1Y-vy*vec1X;
274
     
275
      float len1 = (float)Math.sqrt(v_sq/(vec1X*vec1X+vec1Y*vec1Y+vec1Z*vec1Z));
276
      float len2 = (float)Math.sqrt(v_sq/(vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z));   
277
     
278
      vec1X*=len1;
279
      vec1Y*=len1;
280
      vec1Z*=len1;
281
     
282
      vec2X*=len2;
283
      vec2Y*=len2;
284
      vec2Z*=len2;
285
      }
286
    else
287
      {
288
      curr = vv.elementAt(0);
289
      next = vv.elementAt(1); 
290
     
291
      float vx = (next.x-curr.x);
292
      float vy = (next.y-curr.y);
293
      float vz = (next.z-curr.z);
294
     
295
      float b = (float)Math.sqrt(vx*vx+vy*vy);
296
     
297
      if( b>0.0f )
298
        {
299
        vec1X = vx*vz/b;
300
        vec1Y = vy*vz/b;
301
        vec1Z = -b;
302
      
303
        vec2X = vy*vec1Z-vz*vec1Y;
304
        vec2Y = vz*vec1X-vx*vec1Z;
305
        vec2Z = vx*vec1Y-vy*vec1X;
306
       
307
        float len2 = (float)Math.sqrt((vx*vx+vy*vy+vz*vz)/(vec2X*vec2X+vec2Y*vec2Y+vec2Z*vec2Z));
308
       
309
        vec2X*=len2;
310
        vec2Y*=len2;
311
        vec2Z*=len2;
312
        }
313
      else
314
        {
315
        vec1X = vz;
316
        vec1Y = 0.0f;
317
        vec1Z = 0.0f;
318
      
319
        vec2X = 0.0f;
320
        vec2Y = vz;
321
        vec2Z = 0.0f;
322
        }
323
      }
324
    }
325
  
326
///////////////////////////////////////////////////////////////////////////////////////////////////
327
// PUBLIC API
328
///////////////////////////////////////////////////////////////////////////////////////////////////
329
/**
330
 * Default constructor.
331
 */
332
  public Interpolator3D()
333
    {
334
    vv = new Vector<Float3D>();
335
    vc = new Vector<VectorCache>();
336
    vn = null;
337
    numPoints = 0;
338
    cacheDirty = false;
339
    mMode = MODE_LOOP;
340
    mDuration = 0;
341
    mCount = 0.5f;
342
    mNoise = 0.0f;
343
    }
344
  
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346
/**
347
 * Returns the location'th Float3D. 
348
 *   
349
 * @param location the index of the Point we are interested in.
350
 * @return The Float3D, if 0<=location&lt;getNumPoints(), or null otherwise. 
351
 */  
352
  public synchronized Float3D getPoint(int location)
353
    {
354
    return (location>=0 && location<numPoints) ? vv.elementAt(location) : null;  
355
    }
356
  
357
///////////////////////////////////////////////////////////////////////////////////////////////////
358
/**
359
 * Resets the location'th Point.
360
 * 
361
 * @param location the index of the Point we are setting.
362
 * @param x New value of its first float.
363
 */
364
  public synchronized void setPoint(int location, float x, float y, float z)
365
    {
366
    if( location>=0 && location<numPoints )
367
      {
368
      curr = vv.elementAt(location);
369
   
370
      if( curr!=null )
371
        {
372
        curr.set(x,y,z);
373
        cacheDirty=true;
374
        }
375
      }
376
    }
377

    
378
///////////////////////////////////////////////////////////////////////////////////////////////////
379
/**
380
 * Adds a new Float3D to the end of our list of Points to interpolate through.
381
 * <p>   
382
 * Only a reference to the Point gets added to the List; this means that one can add a Point 
383
 * here, and later on {@link Float3D#set(float,float,float)} it to some new value and the 
384
 * change will be seamlessly reflected in the interpolated path.  
385
 * <p>
386
 * A Point can be added multiple times.
387
 *   
388
 * @param v The Point to add.
389
 */    
390
  public synchronized void add(Float3D v)
391
    {
392
    if( v!=null )
393
      {
394
      vv.add(v);
395
        
396
      if( vn!=null ) vn.add(new VectorNoise());
397
       
398
      switch(numPoints)
399
        {
400
        case 0: break;
401
        case 1: setUpVectors(0.0f,null);
402
                break;
403
        case 2: vc.add(new VectorCache());
404
                vc.add(new VectorCache());
405
                vc.add(new VectorCache());
406
                break;
407
        default:vc.add(new VectorCache());
408
        }
409

    
410
      numPoints++;
411
      cacheDirty = true;
412
      }
413
    }
414

    
415
///////////////////////////////////////////////////////////////////////////////////////////////////
416
/**
417
 * Adds a new Float3D to the location'th place in our List of Points to interpolate through.  
418
 *   
419
 * @param location Index in our List to add the new Point at.
420
 * @param v The Point to add.
421
 */  
422
  public synchronized void add(int location, Float3D v)
423
    {
424
    if( v!=null )
425
      {
426
      vv.add(location, v);
427
      
428
      if( vn!=null ) vn.add(new VectorNoise());
429
      
430
      switch(numPoints)
431
        {
432
        case 0: break;
433
        case 1: setUpVectors(0.0f,null);
434
                break;
435
        case 2: vc.add(new VectorCache());
436
                vc.add(new VectorCache());
437
                vc.add(new VectorCache());
438
                break;
439
        default:vc.add(location,new VectorCache());
440
        }
441

    
442
      numPoints++;
443
      cacheDirty = true;
444
      }
445
    }
446
  
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448
/**
449
 * Removes all occurrences of Point v from the List of Points to interpolate through.  
450
 * 
451
 * @param v The Point to remove.
452
 * @return <code>true</code> if we have removed at least one Point.
453
 */
454
  public synchronized boolean remove(Float3D v)
455
    {
456
    int n = vv.indexOf(v);
457
    boolean found = false;
458
   
459
    while( n>=0 ) 
460
      {
461
      vv.remove(n);
462
     
463
      if( vn!=null ) vn.remove(0);
464
     
465
      switch(numPoints)
466
        {
467
        case 0:
468
        case 1: 
469
        case 2: break;
470
        case 3: vc.removeAllElements();
471
                setUpVectors(0.0f,null);
472
                break;
473
        default:vc.remove(n);
474
        }
475

    
476
      numPoints--;
477
      found = true;
478
      n = vv.indexOf(v);
479
      }
480
   
481
    if( found ) 
482
      {
483
      cacheDirty=true;
484
      }
485
   
486
    return found;
487
    }
488

    
489
///////////////////////////////////////////////////////////////////////////////////////////////////
490
/**
491
 * Removes a location'th Point from the List of Points we interpolate through.
492
 * 
493
 * @param location index of the Point we want to remove. 
494
 * @return <code>true</code> if location is valid, i.e. if 0<=location&lt;getNumPoints().
495
 */
496
  public synchronized boolean remove(int location)
497
    {
498
    if( location>=0 && location<numPoints ) 
499
      {
500
      vv.removeElementAt(location);
501
       
502
      if( vn!=null ) vn.remove(0);
503
      
504
      switch(numPoints)
505
        {
506
        case 0:
507
        case 1: 
508
        case 2: break;
509
        case 3: vc.removeAllElements();
510
                setUpVectors(0.0f,null);
511
                break;
512
        default:vc.removeElementAt(location);
513
        }
514

    
515
      numPoints--;
516
      cacheDirty = true; 
517
      return true;
518
      }
519

    
520
   return false;
521
   }
522
  
523
///////////////////////////////////////////////////////////////////////////////////////////////////
524
/**
525
 * Removes all Points.
526
 */
527
  public synchronized void removeAll()
528
    {
529
    numPoints = 0;
530
    vv.removeAllElements();
531
    vc.removeAllElements();
532
    cacheDirty = false;
533
   
534
    if( vn!=null ) vn.removeAllElements();
535
    }
536
  
537
///////////////////////////////////////////////////////////////////////////////////////////////////
538
/**
539
 * Writes the results of interpolation between the Points at time 'time' to the passed float buffer.
540
 * <p>
541
 * Since this is a 3-dimensional Interpolator, the resulting interpolated Float3D gets written
542
 * to three locations in the buffer: buffer[offset], buffer[offset+1] and buffer[offset+2]. 
543
 * 
544
 * @param buffer Float buffer we will write the resulting Float3D to.
545
 * @param offset Offset in the buffer where to write the result.
546
 * @param time Time of interpolation. Time=0.0 would return the first Point, Time=0.5 - the last,
547
 *             time=1.0 - the first again, and time 0.1 would be 1/5 of the way between the first and the last Points.
548
 */    
549
  public synchronized void interpolate(float[] buffer, int offset, float time)
550
    {  
551
    switch(numPoints)
552
      {
553
      case 0: buffer[offset  ] = 0.0f;
554
              buffer[offset+1] = 0.0f;
555
              buffer[offset+2] = 0.0f;
556
              break;
557
      case 1: curr = vv.elementAt(0);
558
              buffer[offset  ] = curr.x;
559
              buffer[offset+1] = curr.y;
560
              buffer[offset+2] = curr.z;
561
              break;
562
      case 2: curr = vv.elementAt(0);
563
              next = vv.elementAt(1);
564
             
565
              if( mMode==MODE_LOOP || mMode==MODE_PATH ) time = (time>0.5f ? 2-2*time : 2*time);
566
             
567
              if( vn!=null )
568
                {
569
                time = noise(time,0);
570
            
571
                buffer[offset  ] = (next.x-curr.x)*time + curr.x + (vec1X*mFactor1 + vec2X*mFactor2);
572
                buffer[offset+1] = (next.y-curr.y)*time + curr.y + (vec1Y*mFactor1 + vec2Y*mFactor2);
573
                buffer[offset+2] = (next.z-curr.z)*time + curr.z + (vec1Z*mFactor1 + vec2Z*mFactor2); 
574
                }
575
              else
576
                {
577
                buffer[offset  ] = (next.x-curr.x)*time + curr.x;
578
                buffer[offset+1] = (next.y-curr.y)*time + curr.y;
579
                buffer[offset+2] = (next.z-curr.z)*time + curr.z;
580
                }
581
             
582
              break;
583
      default:float t = time;
584
        
585
              switch(mMode)
586
                {
587
                case MODE_LOOP: time = time*numPoints;
588
                                break;
589
                case MODE_PATH: time = (time<=0.5f) ? 2*time*(numPoints-1) : 2*(1-time)*(numPoints-1);
590
                                break;
591
                case MODE_JUMP: time = time*(numPoints-1);
592
                                break;
593
                }
594
           
595
              int vecCurr = (int)time;
596
              time = time-vecCurr;
597
      
598
              if( vecCurr>=0 && vecCurr<numPoints )
599
                {
600
                if( cacheDirty ) recomputeCache();    // recompute cache if we have added or remove vectors since last computation
601
                else if( mVecCurr!= vecCurr )         // ...or if we have just passed a vector and the vector we are currently flying to has changed
602
                  {
603
                  int vecNext;   
604
                  mVecCurr = vecCurr;
605
                       
606
                  switch(mMode)
607
                    {
608
                    case MODE_LOOP: vecNext = vecCurr==numPoints-1 ? 0:vecCurr+1; 
609
                                    break;
610
                    case MODE_PATH: if( t<0.5f ) vecNext = vecCurr==numPoints-1 ? numPoints-2: vecCurr+1;  
611
                                    else         vecNext = vecCurr==0 ? 1 : vecCurr-1;  
612
                                    break;
613
                    case MODE_JUMP: vecNext = vecCurr==numPoints-1 ? 1:vecCurr+1;
614
                                    break;
615
                    default       : vecNext = 0;                
616
                    }
617
              
618
                  next = vv.elementAt(vecNext);
619
                  tmp2 = vc.elementAt(vecNext);
620
              
621
                  if( tmp2.vx!=next.x || tmp2.vy!=next.y || tmp2.vz!=next.z ) recomputeCache();
622
                  }
623
            
624
                tmp1 = vc.elementAt(vecCurr);
625
               
626
                if( vn!=null )
627
                  {
628
                  time = noise(time,vecCurr);
629
              
630
                  setUpVectors(time,tmp1);
631
                 
632
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx + (vec1X*mFactor1 + vec2X*mFactor2);
633
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy + (vec1Y*mFactor1 + vec2Y*mFactor2);
634
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz + (vec1Z*mFactor1 + vec2Z*mFactor2);
635
                  }
636
                else
637
                  {
638
                  buffer[offset  ]= ((tmp1.ax*time+tmp1.bx)*time+tmp1.cx)*time+tmp1.dx;
639
                  buffer[offset+1]= ((tmp1.ay*time+tmp1.by)*time+tmp1.cy)*time+tmp1.dy;
640
                  buffer[offset+2]= ((tmp1.az*time+tmp1.bz)*time+tmp1.cz)*time+tmp1.dz;
641
                  }
642
               
643
                break;
644
                }
645
       }
646
     }  
647

    
648
  }
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650
//
(26-26/28)