Revision 6155e738
Added by Leszek Koltunski 10 months ago
src/main/java/org/distorted/objectlib/bandaged/FactoryBandagedCuboid.java | ||
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package org.distorted.objectlib.bandaged; |
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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float[][] getVertices(int variant) |
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public Static4D getElementQuat(int element, int[] numLayers) |
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{ |
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return QUAT; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float[][] getVertices(int[] numLayers, int variant) |
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{ |
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if( mVertices==null ) |
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mVertices = new float[][] |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int[][] getIndices(int variant) |
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public int[][] getIndices(int[] numLayers, int variant)
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{ |
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if( mIndices==null ) |
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mIndices = new int[][] |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getElementVariant(float x, float y, float z) |
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public int getElementVariant(int[] numLayers, float x, float y, float z)
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{ |
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return 0; |
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} |
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return TouchControlHexahedron.FACE_AXIS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getNumAxis() |
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{ |
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return 3; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float[][] getDiameterAxis() |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float[] getDist3D() |
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public float[] getDist3D(int[] numLayers)
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{ |
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float dx = mNumLayers[0]/2.0f;
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float dy = mNumLayers[1]/2.0f;
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float dz = mNumLayers[2]/2.0f;
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float dx = numLayers[0]/2.0f;
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float dy = numLayers[1]/2.0f;
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float dz = numLayers[2]/2.0f;
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return new float[] {dx,dx,dy,dy,dz,dz}; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float[][] getBands(boolean iconMode) |
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public float[][] getBands(boolean iconMode, int[] numLayers)
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{ |
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int sum = mNumLayers[0]+mNumLayers[1]+mNumLayers[2];
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int sum = numLayers[0]+numLayers[1]+numLayers[2];
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float height= iconMode ? 0.001f : 0.05f; |
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int[] angle = {65,54,43,35,30,26,23,21}; |
Also available in: Unified diff
progress with FactoryBandagedMegaminx.