Revision 7ba38dd4
Added by Leszek Koltunski over 2 years ago
src/main/java/org/distorted/objectlib/main/ObjectType.java | ||
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import android.content.res.Resources; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedTexture; |
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import org.distorted.library.mesh.MeshSquare; |
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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public TwistyObject create(Static4D quat, Static3D move, Resources res, int surfaceW, int surfaceH)
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public TwistyObject create(Static4D quat, Static3D move, Resources res) |
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{ |
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DistortedTexture texture = new DistortedTexture(); |
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DistortedEffects effects = new DistortedEffects(); |
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MeshSquare mesh = new MeshSquare(20,20); // mesh of the node, not of the cubits |
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int ord = ordinal(); |
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int[] numL= objects[ord].mNumLayers; |
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case 0: |
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case 1: |
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case 2: |
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case 3: return new TwistyCuboid (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 4: return new TwistyJing (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 3: return new TwistyCuboid (numL, quat, move, res);
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case 4: return new TwistyJing (numL, quat, move, res);
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case 5: |
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case 6: |
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case 7: return new TwistyPyraminx (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 7: return new TwistyPyraminx (numL, quat, move, res);
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case 8: |
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case 9: return new TwistyKilominx (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 9: return new TwistyKilominx (numL, quat, move, res);
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case 10: |
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case 11: return new TwistyMegaminx (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 12: return new TwistyUltimate (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 11: return new TwistyMegaminx (numL, quat, move, res);
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case 12: return new TwistyUltimate (numL, quat, move, res);
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case 13: |
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case 14: |
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case 15: return new TwistyDiamond (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 16: return new TwistyDino6 (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 17: return new TwistyDino4 (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 18: return new TwistyRedi (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 19: return new TwistyHelicopter (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 15: return new TwistyDiamond (numL, quat, move, res);
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case 16: return new TwistyDino6 (numL, quat, move, res);
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case 17: return new TwistyDino4 (numL, quat, move, res);
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case 18: return new TwistyRedi (numL, quat, move, res);
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case 19: return new TwistyHelicopter (numL, quat, move, res);
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case 20: |
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case 21: return new TwistySkewb (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 22: return new TwistyIvy (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 23: return new TwistyRex (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 24: return new TwistyBandagedFused (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 25: return new TwistyBandaged2Bar (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 26: return new TwistyBandaged3Plate(numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 27: return new TwistyBandagedEvil (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 28: return new TwistySquare1 (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 29: return new TwistySquare2 (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 21: return new TwistySkewb (numL, quat, move, res);
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case 22: return new TwistyIvy (numL, quat, move, res);
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case 23: return new TwistyRex (numL, quat, move, res);
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case 24: return new TwistyBandagedFused (numL, quat, move, res);
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case 25: return new TwistyBandaged2Bar (numL, quat, move, res);
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case 26: return new TwistyBandaged3Plate(numL, quat, move, res);
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case 27: return new TwistyBandagedEvil (numL, quat, move, res);
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case 28: return new TwistySquare1 (numL, quat, move, res);
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case 29: return new TwistySquare2 (numL, quat, move, res);
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case 30: |
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case 31: return new TwistyMirror (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 31: return new TwistyMirror (numL, quat, move, res);
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case 32: |
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case 33: |
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case 34: return new TwistyCuboid (numL, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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case 34: return new TwistyCuboid (numL, quat, move, res);
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} |
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return null; |
Also available in: Unified diff
Major change: separate the notion of a TwistyObject and its Node. Now,
1) the Node stays when we change objects (this makes transitions faster)
2) it's possible to just create an Object without adding it to the Screen (now app needs to explicitly create the Node and add it to its Screen itself)