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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.shape;
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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.main.InitAssets;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class ShapeDiamond extends TwistyObject
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{
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public static final Static4D DEFAULT_ROT = new Static4D(-0.09848663f, 0.6306283f, 0.67572856f, 0.36878252f);
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public static final int COLOR_BALL_1 = 0xffff0000;
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public static final int COLOR_BALL_2 = 0xffcb2d6a;
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public static final int COLOR_BALL_3 = 0xff4ec9d0;
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public static final int COLOR_BALL_4 = 0xff4678ab;
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public static final int COLOR_BALL_5 = 0xff057350;
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public static final int COLOR_BALL_6 = 0xff289d42;
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public static final int COLOR_BALL_7 = 0xffddba44;
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public static final int COLOR_BALL_8 = 0xffee4713;
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public static final int[] FACE_COLORS = new int[]
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{
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COLOR_BALL_1, COLOR_BALL_1,
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COLOR_BALL_2, COLOR_BALL_2,
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COLOR_BALL_3, COLOR_BALL_3,
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COLOR_BALL_4, COLOR_BALL_4,
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COLOR_BALL_5, COLOR_BALL_5,
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COLOR_BALL_6, COLOR_BALL_6,
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COLOR_BALL_7, COLOR_BALL_7,
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COLOR_BALL_8, COLOR_BALL_8,
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};
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public static final int NUM_FACES = 16;
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public static final int FOV = 40;
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public static final float RATIO = 0.75f;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ShapeDiamond(int meshState, int iconMode, float realSize, Static4D quat, Static3D move, float scale, InitData data, InitAssets asset)
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{
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super(meshState, iconMode, realSize, quat, move, scale, data, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public final int getNumFaces()
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{
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return NUM_FACES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumFaceColors()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getFOV()
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{
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return FOV;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getScreenRatio()
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{
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return RATIO;
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}
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}
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