Rename MeshFlat MeshRectangles.
Making the Dialogs more consistent.
Adjustment to Static's API.
remove an unused, redundant API.
RubikCube: make finishingRotation more flexible (can now finish any rotation which did finish interpolating (nearly) to the end - and not only the single-static 'manual' rotation)
Dynamics App: fix moving Quat PointsLibrary: remove negating the Quat Points in the DynamicQuat in order to always go the shortest route.
library: Fix DynamicQuatcube app: progress with ScrambleEffects
fix a bug: in certain places when we use reflection, it needs to be getDeclaredMethod and not getMethod because the methods are not public!
Yes! new commit, a fix to a comment :)
Modify the 'convexity' param in Dynamics.
This finally satisfies the requirements of the 'Spin' effect in MagicCube: achieving constant speed ( by setting a 1D Dynamic's convexity to 0)
Add the 'convexity' param to Dynamics and the Dynamic app.
Improvements to comments and function names in Dynamics
Improve the Dynamic app.
Minor improvements in the Dynamics.
1. Change the API of Dynamic: split makeNowRunFor into two separate 'setDuration' and 'resetToBeginning'2. Major changes to the 'Dynamic' app so that we can check more about the Dynamics.
Invert the order of Matrix Effects. Now, just as in the other queues, the first matrix effect is actually the first to act on the object - not the other way around!
Simplify the way applications can get notifications when an effect finishes.
Now, instead of the 'DistortedEffects.(de)registerForNotifications()' 2 APIs, we call a single 'Effect.notifyWhenFinished()'.
Progress with DistortedCube.
Correct the EffectMessageSender.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Finally move the EffectQueues to their own package.
Cut another interdependency between the Queues and the rest: it is no longer necessary to add DNodes to PostprocessQueue to rearrange the Nodes by buckets. The rearranging is now done on next render instead.
Move all Program-related stuff to Distorted. Now the DistortedEffects class is very simple.
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