Revision c7c72305
Added by Leszek Koltunski 12 months ago
src/main/java/org/distorted/objectlib/helpers/FactoryBandagedCuboid.java | ||
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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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private void displayWall(String tmp) |
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{ |
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StringBuilder sb = new StringBuilder(); |
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|
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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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public float[] elementVertices(int ax, boolean left, int element) |
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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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float[] pos = mElements[element].getPos();
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float[] ret = new float[12];
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for(int i=0; i<mNumElements; i++)
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switch(ax)
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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[1]; |
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int z = mNumLayers[2]-1-row[2]; |
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mWall[z][y] = elementExists(x+1,row[1],row[2]) ? WALL_EMPTY : WALL_MARKED; |
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} |
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case 0: if( left ) |
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{ |
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ret[ 0] = pos[0]-0.5f; |
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ret[ 1] = pos[1]+0.5f; |
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ret[ 2] = pos[2]-0.5f; |
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ret[ 3] = pos[0]-0.5f; |
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ret[ 4] = pos[1]-0.5f; |
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ret[ 5] = pos[2]-0.5f; |
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ret[ 6] = pos[0]-0.5f; |
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ret[ 7] = pos[1]-0.5f; |
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ret[ 8] = pos[2]+0.5f; |
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ret[ 9] = pos[0]-0.5f; |
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ret[10] = pos[1]+0.5f; |
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ret[11] = pos[2]+0.5f; |
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} |
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else |
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{ |
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ret[ 0] = pos[0]+0.5f; |
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ret[ 1] = pos[1]+0.5f; |
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ret[ 2] = pos[2]+0.5f; |
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ret[ 3] = pos[0]+0.5f; |
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ret[ 4] = pos[1]-0.5f; |
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ret[ 5] = pos[2]+0.5f; |
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ret[ 6] = pos[0]+0.5f; |
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ret[ 7] = pos[1]-0.5f; |
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ret[ 8] = pos[2]-0.5f; |
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ret[ 9] = pos[0]+0.5f; |
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ret[10] = pos[1]+0.5f; |
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ret[11] = pos[2]-0.5f; |
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} |
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break; |
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case 1: if( left ) |
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{ |
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ret[ 0] = pos[0]-0.5f; |
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ret[ 1] = pos[1]-0.5f; |
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ret[ 2] = pos[2]+0.5f; |
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ret[ 3] = pos[0]-0.5f; |
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ret[ 4] = pos[1]-0.5f; |
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ret[ 5] = pos[2]-0.5f; |
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ret[ 6] = pos[0]+0.5f; |
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ret[ 7] = pos[1]-0.5f; |
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ret[ 8] = pos[2]-0.5f; |
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ret[ 9] = pos[0]+0.5f; |
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ret[10] = pos[1]-0.5f; |
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ret[11] = pos[2]+0.5f; |
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} |
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else |
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{ |
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ret[ 0] = pos[0]-0.5f; |
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ret[ 1] = pos[1]+0.5f; |
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ret[ 2] = pos[2]-0.5f; |
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ret[ 3] = pos[0]-0.5f; |
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ret[ 4] = pos[1]+0.5f; |
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ret[ 5] = pos[2]+0.5f; |
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ret[ 6] = pos[0]+0.5f; |
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ret[ 7] = pos[1]+0.5f; |
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ret[ 8] = pos[2]+0.5f; |
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ret[ 9] = pos[0]+0.5f; |
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ret[10] = pos[1]+0.5f; |
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ret[11] = pos[2]-0.5f; |
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} |
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break; |
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case 2: if( left ) |
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{ |
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ret[ 0] = pos[0]+0.5f; |
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ret[ 1] = pos[1]+0.5f; |
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ret[ 2] = pos[2]-0.5f; |
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ret[ 3] = pos[0]+0.5f; |
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ret[ 4] = pos[1]-0.5f; |
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ret[ 5] = pos[2]-0.5f; |
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ret[ 6] = pos[0]-0.5f; |
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ret[ 7] = pos[1]-0.5f; |
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ret[ 8] = pos[2]-0.5f; |
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ret[ 9] = pos[0]-0.5f; |
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ret[10] = pos[1]+0.5f; |
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ret[11] = pos[2]-0.5f; |
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} |
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else |
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{ |
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ret[ 0] = pos[0]-0.5f; |
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ret[ 1] = pos[1]+0.5f; |
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ret[ 2] = pos[2]+0.5f; |
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ret[ 3] = pos[0]-0.5f; |
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ret[ 4] = pos[1]-0.5f; |
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ret[ 5] = pos[2]+0.5f; |
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ret[ 6] = pos[0]+0.5f; |
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ret[ 7] = pos[1]-0.5f; |
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ret[ 8] = pos[2]+0.5f; |
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ret[ 9] = pos[0]+0.5f; |
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ret[10] = pos[1]+0.5f; |
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ret[11] = pos[2]+0.5f; |
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} |
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break; |
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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[1]; |
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int z = row[2]; |
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mWall[z][y] = elementExists(x-1,row[1],row[2]) ? 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[1]==y ) |
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{ |
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int x = row[0]; |
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int z = row[2]; |
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mWall[x][z] = elementExists(row[0],y+1,row[2]) ? 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[1]==y ) |
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{ |
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int x = row[0]; |
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int z = mNumLayers[2]-1-row[2]; |
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mWall[x][z] = elementExists(row[0],y-1,row[2]) ? 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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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[2]==z ) |
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{ |
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int x = row[0]; |
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int y = mNumLayers[1]-1-row[1]; |
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mWall[x][y] = elementExists(row[0],row[1],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[2]==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[1]; |
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mWall[x][y] = elementExists(row[0],row[1],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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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216 |
sections++; |
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markNeighbours(wall,x,y,sections); |
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} |
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219 |
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return sections; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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224 |
|
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private float[][] buildVertices(int[][] wall, int section, float dx, float dy) |
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226 |
{ |
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227 |
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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230 |
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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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240 |
|
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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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244 |
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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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248 |
|
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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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252 |
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curr++; |
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} |
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255 |
|
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256 |
return vertices; |
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} |
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258 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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260 |
|
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261 |
private int howManyMarked(int[][] wall, int section) |
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{ |
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263 |
int numMarked=0; |
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264 |
|
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for(int x=0; x<mMax; x++) |
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266 |
for(int y=0; y<mMax; y++) |
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267 |
if( wall[x][y]==section ) numMarked++; |
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268 |
|
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269 |
return numMarked; |
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270 |
} |
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271 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
273 |
|
|
274 |
private void rotateAndMoveVertices(float[][] vertices, int axis, int layer) |
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275 |
{ |
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276 |
int i,len = vertices.length; |
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277 |
|
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278 |
switch(axis) |
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279 |
{ |
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280 |
case AXIS_XP: for(i=0; i<len; i++) |
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281 |
{ |
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282 |
int l = vertices[i].length/3; |
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283 |
float x = layer - mNumLayers[0]/2.0f + 1.0f; |
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284 |
|
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285 |
for(int j=0; j<l; j++) |
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286 |
{ |
|
287 |
vertices[i][3*j+2] = -vertices[i][3*j]; |
|
288 |
vertices[i][3*j] = x; |
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289 |
} |
|
290 |
} |
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291 |
break; |
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case AXIS_XM: for(i=0; i<len; i++) |
|
293 |
{ |
|
294 |
int l = vertices[i].length/3; |
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295 |
float x = layer - mNumLayers[0]/2.0f; |
|
296 |
|
|
297 |
for(int j=0; j<l; j++) |
|
298 |
{ |
|
299 |
vertices[i][3*j+2] = vertices[i][3*j]; |
|
300 |
vertices[i][3*j] = x; |
|
301 |
} |
|
302 |
} |
|
303 |
break; |
|
304 |
case AXIS_YP: for(i=0; i<len; i++) |
|
305 |
{ |
|
306 |
int l = vertices[i].length/3; |
|
307 |
float y = layer - mNumLayers[1]/2.0f + 1.0f; |
|
308 |
|
|
309 |
for(int j=0; j<l; j++) |
|
310 |
{ |
|
311 |
vertices[i][3*j+2] = -vertices[i][3*j+1]; |
|
312 |
vertices[i][3*j+1] = y; |
|
313 |
} |
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314 |
} |
|
315 |
break; |
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316 |
case AXIS_YM: for(i=0; i<len; i++) |
|
317 |
{ |
|
318 |
int l = vertices[i].length/3; |
|
319 |
float y = layer - mNumLayers[1]/2.0f; |
|
320 |
|
|
321 |
for(int j=0; j<l; j++) |
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{ |
|
323 |
vertices[i][3*j+2] = vertices[i][3*j+1]; |
|
324 |
vertices[i][3*j+1] = y; |
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325 |
} |
|
326 |
} |
|
327 |
break; |
|
328 |
case AXIS_ZP: for(i=0; i<len; i++) |
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329 |
{ |
|
330 |
int l = vertices[i].length/3; |
|
331 |
float z = layer - mNumLayers[2]/2.0f + 1.0f; |
|
332 |
|
|
333 |
for(int j=0; j<l; j++) |
|
334 |
{ |
|
335 |
vertices[i][3*j+2] = z; |
|
336 |
} |
|
337 |
} |
|
338 |
break; |
|
339 |
case AXIS_ZM: for(i=0; i<len; i++) |
|
340 |
{ |
|
341 |
int l = vertices[i].length/3; |
|
342 |
float z = layer - mNumLayers[2]/2.0f; |
|
343 |
|
|
344 |
for(int j=0; j<l; j++) |
|
345 |
{ |
|
346 |
vertices[i][3*j+2] = z; |
|
347 |
vertices[i][3*j] = -vertices[i][3*j]; |
|
348 |
} |
|
349 |
} |
|
350 |
break; |
|
351 |
} |
|
352 |
} |
|
353 |
|
|
354 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
355 |
// 1. assume the 'wall' is in the XY plane |
|
356 |
// 2. split the wall into individual connected regions and for each such region: |
|
357 |
// a. build the list of vertices (Z=0) |
|
358 |
// b. take the axis into consideration and rotate the vertices. |
|
359 |
// c. take layer into consideration and move the vertices. |
|
360 |
// d. add the resulting vertices to the list. |
|
361 |
|
|
362 |
private void createVertices(ArrayList<float[][]> list, int[][] wall, int axis, int layer) |
|
363 |
{ |
|
364 |
int sections = markSections(wall); |
|
365 |
|
|
366 |
float dx = (axis==AXIS_XP || axis==AXIS_XM) ? mNumLayers[2]/2.0f : mNumLayers[0]/2.0f; |
|
367 |
float dy = (axis==AXIS_YP || axis==AXIS_YM) ? mNumLayers[2]/2.0f : mNumLayers[1]/2.0f; |
|
368 |
|
|
369 |
for(int i=0; i<sections; i++) |
|
370 |
{ |
|
371 |
float[][] vertices = buildVertices(wall,i+1,dx,dy); |
|
372 |
rotateAndMoveVertices(vertices,axis,layer); |
|
373 |
list.add(vertices); |
|
374 |
} |
|
132 |
return ret; |
|
375 | 133 |
} |
376 | 134 |
|
377 | 135 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
463 | 221 |
return new float[] {dx,dx,dy,dy,dz,dz}; |
464 | 222 |
} |
465 | 223 |
|
466 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
467 |
|
|
468 |
public void prepareSubclass(int numVariants, int[] numLayers) |
|
469 |
{ |
|
470 |
int x = numLayers[0]; |
|
471 |
int y = numLayers[1]; |
|
472 |
int z = numLayers[2]; |
|
473 |
|
|
474 |
mMax = x>y ? Math.max(x,z) : Math.max(y,z); |
|
475 |
mWall = new int[mMax][mMax]; |
|
476 |
} |
|
477 |
|
|
478 | 224 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
479 | 225 |
|
480 | 226 |
public float[][] getBands(boolean iconMode) |
... | ... | |
497 | 243 |
{height/4,angle[4],R,S,numVertA,extraV,extraI}, |
498 | 244 |
{height/5,angle[5],R,S,numVertA,extraV,extraI} }; |
499 | 245 |
} |
500 |
|
|
501 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
502 |
|
|
503 |
public void fillUpVertexArray() |
|
504 |
{ |
|
505 |
int numX = mNumLayers[0]; |
|
506 |
int numY = mNumLayers[1]; |
|
507 |
int numZ = mNumLayers[2]; |
|
508 |
|
|
509 |
for(int x=0; x<numX; x++) createRight (x,mVertexArray); |
|
510 |
for(int x=0; x<numX; x++) createLeft (x,mVertexArray); |
|
511 |
for(int y=0; y<numY; y++) createTop (y,mVertexArray); |
|
512 |
for(int y=0; y<numY; y++) createBottom(y,mVertexArray); |
|
513 |
for(int z=0; z<numZ; z++) createFront (z,mVertexArray); |
|
514 |
for(int z=0; z<numZ; z++) createBack (z,mVertexArray); |
|
515 |
} |
|
516 | 246 |
} |
Also available in: Unified diff
move almost all methods to the generic 'FactoryBandaged'