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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class BandagedElementCuboid
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{
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private final float mX, mY, mZ;
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private final int mNumFaces;
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private final float[][] mCuts;
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private final int[] mNumCuts;
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private final float[][] mNormal;
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private final int[] mRotationRow;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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BandagedElementCuboid(float[] pos, int index, float[][] normalVector, float[][] cuts)
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{
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mX = pos[index ];
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mY = pos[index+1];
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mZ = pos[index+2];
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mNormal = normalVector;
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mNumFaces = normalVector.length;
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mRotationRow = new int[mNumFaces];
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mCuts = cuts;
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mNumCuts = new int[mNumFaces];
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for(int i=0; i<mNumFaces; i++)
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{
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mNumCuts[i] = (mCuts==null || mCuts[i]==null ? 0 : mCuts[i].length);
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mRotationRow[i] = computeRow(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeRow(int face)
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{
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float[] ax = mNormal[face];
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float casted = mX*ax[0] + mY*ax[1] + mZ*ax[2];
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int num = mNumCuts[face];
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for(int i=0; i<num; i++)
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{
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if( casted<mCuts[face][i] ) return i;
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}
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return num;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getRotRow()
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{
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return mRotationRow;
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}
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}
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