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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 Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.helpers;
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import java.util.ArrayList;
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import org.distorted.library.type.Static3D;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FactoryBandagedCuboid extends FactoryBandaged
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{
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private static final int WALL_MARKED=0;
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private static final int WALL_EMPTY =-1;
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private static final int AXIS_XP = 0;
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private static final int AXIS_XM = 1;
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private static final int AXIS_YP = 2;
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private static final int AXIS_YM = 3;
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private static final int AXIS_ZP = 4;
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private static final int AXIS_ZM = 5;
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private static FactoryBandagedCuboid mThis;
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private int mMax;
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private int[][] mWall;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactoryBandagedCuboid()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void displayWall(String tmp)
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{
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StringBuilder sb = new StringBuilder();
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for(int i=0; i<mMax; i++)
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{
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for(int j=0; j<mMax; j++)
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{
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sb.append(mWall[i][j]);
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sb.append(' ');
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}
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sb.append(" - ");
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}
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android.util.Log.e("D", tmp+" : "+sb);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createRight(int x, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[0]==x )
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{
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int y = mNumLayers[1]-1-row[2];
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int z = mNumLayers[2]-1-row[4];
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mWall[z][y] = elementExists(x+1,row[2],row[4]) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_XP,x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createLeft(int x, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[0]==x )
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{
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int y = mNumLayers[1]-1-row[2];
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int z = row[4];
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mWall[z][y] = elementExists(x-1,row[2],row[4]) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_XM,x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createTop(int y, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i< mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[2]==y )
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{
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int x = row[0];
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int z = row[4];
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mWall[x][z] = elementExists(row[0],y+1,row[4]) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_YP,y);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBottom(int y, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[2]==y )
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{
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int x = row[0];
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int z = mNumLayers[2]-1-row[4];
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mWall[x][z] = elementExists(row[0],y-1,row[4]) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_YM,y);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createFront(int z, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[4]==z )
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{
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int x = row[0];
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int y = mNumLayers[1]-1-row[2];
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mWall[x][y] = elementExists(row[0],row[2],z+1) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_ZP,z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBack(int z, ArrayList<float[][]> list)
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{
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for(int i=0; i<mMax; i++)
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for(int j=0; j<mMax; j++) mWall[i][j] = WALL_EMPTY;
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for(int i=0; i<mNumElements; i++)
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{
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int[] row = mElements[i].getRotRow();
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if( row[4]==z )
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{
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int x = mNumLayers[0]-1-row[0];
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int y = mNumLayers[1]-1-row[2];
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mWall[x][y] = elementExists(row[0],row[2],z-1) ? WALL_EMPTY : WALL_MARKED;
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}
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}
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createVertices(list,mWall,AXIS_ZM,z);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void markNeighbours(int[][] wall, int x, int y, int section)
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{
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wall[x][y] = section;
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if( x > 0 && wall[x-1][y]==WALL_MARKED ) markNeighbours(wall,x-1,y,section);
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if( x+1<mMax && wall[x+1][y]==WALL_MARKED ) markNeighbours(wall,x+1,y,section);
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if( y > 0 && wall[x][y-1]==WALL_MARKED ) markNeighbours(wall,x,y-1,section);
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if( y+1<mMax && wall[x][y+1]==WALL_MARKED ) markNeighbours(wall,x,y+1,section);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int markSections(int[][] wall)
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{
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int sections = 0;
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for(int x=0; x<mMax; x++)
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for(int y=0; y<mMax; y++)
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if( wall[x][y]==WALL_MARKED )
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{
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sections++;
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markNeighbours(wall,x,y,sections);
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}
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return sections;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] buildVertices(int[][] wall, int section, float dx, float dy)
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{
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int numMarked = howManyMarked(wall,section);
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float[][] vertices = new float[numMarked][];
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int curr=0;
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for(int x=0; x<mMax; x++)
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for(int y=0; y<mMax; y++)
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if( wall[x][y]==section )
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{
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vertices[curr] = new float[12];
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vertices[curr][ 0] = x-dx;
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vertices[curr][ 1] = dy-y;
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vertices[curr][ 2] = 0.0f;
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vertices[curr][ 3] = x-dx;
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vertices[curr][ 4] = dy-y-1;
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vertices[curr][ 5] = 0.0f;
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vertices[curr][ 6] = x-dx+1;
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vertices[curr][ 7] = dy-y-1;
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vertices[curr][ 8] = 0.0f;
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vertices[curr][ 9] = x-dx+1;
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vertices[curr][10] = dy-y;
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vertices[curr][11] = 0.0f;
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curr++;
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}
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return vertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int howManyMarked(int[][] wall, int section)
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{
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int numMarked=0;
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for(int x=0; x<mMax; x++)
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for(int y=0; y<mMax; y++)
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if( wall[x][y]==section ) numMarked++;
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return numMarked;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void rotateAndMoveVertices(float[][] vertices, int axis, int layer)
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{
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int i,len = vertices.length;
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switch(axis)
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{
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case AXIS_XP: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float x = layer - mNumLayers[0]/2.0f + 1.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = -vertices[i][3*j];
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vertices[i][3*j] = x;
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}
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}
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break;
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case AXIS_XM: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float x = layer - mNumLayers[0]/2.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = vertices[i][3*j];
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vertices[i][3*j] = x;
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}
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}
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break;
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case AXIS_YP: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float y = layer - mNumLayers[1]/2.0f + 1.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = -vertices[i][3*j+1];
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vertices[i][3*j+1] = y;
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}
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}
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break;
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case AXIS_YM: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float y = layer - mNumLayers[1]/2.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = vertices[i][3*j+1];
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vertices[i][3*j+1] = y;
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}
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}
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break;
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case AXIS_ZP: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float z = layer - mNumLayers[2]/2.0f + 1.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = z;
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}
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}
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break;
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case AXIS_ZM: for(i=0; i<len; i++)
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{
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int l = vertices[i].length/3;
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float z = layer - mNumLayers[2]/2.0f;
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for(int j=0; j<l; j++)
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{
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vertices[i][3*j+2] = z;
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vertices[i][3*j] = -vertices[i][3*j];
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}
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}
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break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// 1. assume the 'wall' is in the XY plane
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// 2. split the wall into individual connected regions and for each such region:
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// a. build the list of vertices (Z=0)
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// b. take the axis into consideration and rotate the vertices.
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// c. take layer into consideration and move the vertices.
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// d. add the resulting vertices to the list.
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private void createVertices(ArrayList<float[][]> list, int[][] wall, int axis, int layer)
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{
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int sections = markSections(wall);
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float dx = (axis==AXIS_XP || axis==AXIS_XM) ? mNumLayers[2]/2.0f : mNumLayers[0]/2.0f;
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float dy = (axis==AXIS_YP || axis==AXIS_YM) ? mNumLayers[2]/2.0f : mNumLayers[1]/2.0f;
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for(int i=0; i<sections; i++)
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{
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float[][] vertices = buildVertices(wall,i+1,dx,dy);
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rotateAndMoveVertices(vertices,axis,layer);
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list.add(vertices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// (vertices,indices) define a cubit face, i.e. a connected subset of the NxN grid.
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// Return its 'diameter', i.e. max(width,height)
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public float faceDiameter(float[][] vertices, int[][] indices)
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{
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float maxX = -Float.MAX_VALUE;
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float minX = Float.MAX_VALUE;
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float maxY = -Float.MAX_VALUE;
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float minY = Float.MAX_VALUE;
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float maxZ = -Float.MAX_VALUE;
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float minZ = Float.MAX_VALUE;
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for (int[] ind : indices)
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for(int index : ind)
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{
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float[] v = vertices[index];
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if (v[0] > maxX) maxX = v[0];
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if (v[0] < minX) minX = v[0];
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if (v[1] > maxY) maxY = v[1];
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if (v[1] < minY) minY = v[1];
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if (v[2] > maxZ) maxZ = v[2];
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if (v[2] < minZ) minZ = v[2];
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}
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402
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float diffX = maxX-minX;
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float diffY = maxY-minY;
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float diffZ = maxZ-minZ;
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return diffX>diffY ? Math.max(diffX,diffZ) : Math.max(diffY,diffZ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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411
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// PUBLIC API
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412
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public static FactoryBandagedCuboid getInstance()
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{
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if( mThis==null ) mThis = new FactoryBandagedCuboid();
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return mThis;
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}
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418
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///////////////////////////////////////////////////////////////////////////////////////////////////
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420
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421
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public float[][] getCuts(int[] numLayers)
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{
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int numFaces = 6;
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float[][] cuts = new float[numFaces][];
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425
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426
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for(int axis=0; axis<numFaces; axis++)
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{
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int len = numLayers[axis/2];
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float start = 1-len*0.5f;
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430
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if( len>=2 )
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{
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cuts[axis] = new float[len-1];
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for(int i=0; i<len-1; i++) cuts[axis][i] = start+i;
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}
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}
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return cuts;
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}
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440
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441
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///////////////////////////////////////////////////////////////////////////////////////////////////
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442
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443
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public Static3D[] getNormals()
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444
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{
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445
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return TouchControlHexahedron.FACE_AXIS;
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446
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}
|
447
|
|
448
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
449
|
|
450
|
public float[] getDist3D()
|
451
|
{
|
452
|
float dx = mNumLayers[0]/2.0f;
|
453
|
float dy = mNumLayers[1]/2.0f;
|
454
|
float dz = mNumLayers[2]/2.0f;
|
455
|
|
456
|
return new float[] {dx,dx,dy,dy,dz,dz};
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
|
461
|
public void prepareSubclass(int numVariants, int[] numLayers)
|
462
|
{
|
463
|
int x = numLayers[0];
|
464
|
int y = numLayers[1];
|
465
|
int z = numLayers[2];
|
466
|
|
467
|
mMax = x>y ? Math.max(x,z) : Math.max(y,z);
|
468
|
mWall = new int[mMax][mMax];
|
469
|
}
|
470
|
|
471
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
472
|
|
473
|
public float[][] getBands(boolean iconMode)
|
474
|
{
|
475
|
float height= iconMode ? 0.001f : 0.048f;
|
476
|
int[] angle = {60,50,40,32,28,23};
|
477
|
float R = 0.2f;
|
478
|
float S = 0.5f;
|
479
|
int extraI = 0;
|
480
|
int extraV = 0;
|
481
|
|
482
|
int sum = mNumLayers[0]+mNumLayers[1]+mNumLayers[2];
|
483
|
int numVertA= sum>=19 ? 3 : (sum>=16 ? 4:5);
|
484
|
int numVertI= sum>=13 ? 2 : 3;
|
485
|
|
486
|
return new float[][] { { 0.001f,angle[0],R,S,numVertI,extraV,extraI},
|
487
|
{height ,angle[1],R,S,numVertA,extraV,extraI},
|
488
|
{height/2,angle[2],R,S,numVertA,extraV,extraI},
|
489
|
{height/3,angle[3],R,S,numVertA,extraV,extraI},
|
490
|
{height/4,angle[4],R,S,numVertA,extraV,extraI},
|
491
|
{height/5,angle[5],R,S,numVertA,extraV,extraI} };
|
492
|
}
|
493
|
|
494
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
495
|
|
496
|
public void fillUpVertexArray()
|
497
|
{
|
498
|
int numX = mNumLayers[0];
|
499
|
int numY = mNumLayers[1];
|
500
|
int numZ = mNumLayers[2];
|
501
|
|
502
|
for(int x=0; x<numX; x++) createRight (x,mVertexArray);
|
503
|
for(int x=0; x<numX; x++) createLeft (x,mVertexArray);
|
504
|
for(int y=0; y<numY; y++) createTop (y,mVertexArray);
|
505
|
for(int y=0; y<numY; y++) createBottom(y,mVertexArray);
|
506
|
for(int z=0; z<numZ; z++) createFront (z,mVertexArray);
|
507
|
for(int z=0; z<numZ; z++) createBack (z,mVertexArray);
|
508
|
}
|
509
|
}
|