Revision 14bd7976
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/objects/RubikCube.java | ||
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import android.graphics.Canvas; |
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import android.graphics.Paint; |
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import org.distorted.library.effect.VertexEffectDeform; |
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import org.distorted.library.effect.VertexEffectMove; |
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import org.distorted.library.effect.VertexEffectRotate; |
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import org.distorted.library.effect.VertexEffectSink; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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VertexEffectSink getSink(int size) |
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{ |
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Static3D center = new Static3D(0,0,0); |
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Static4D region = new Static4D(0,0,0,0.72f); |
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float strength; |
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switch(size) |
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{ |
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case 1 : strength= 1.1f; break; |
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case 2 : strength= 1.5f; break; |
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case 3 : strength= 1.8f; break; |
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case 4 : strength= 2.0f; break; |
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default: strength= 3.0f - 4.0f/size; |
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} |
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return new VertexEffectSink( new Static1D(strength), center, region ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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MeshBase createCubitMesh(int cubit, int vertices) |
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MeshBase createCubitMesh(int cubit) |
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{ |
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if( mMesh==null ) |
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{ |
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final int MESHES=6; |
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int association = 1; |
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MeshBase[] meshes = new MeshRectangles[MESHES]; |
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meshes[0] = new MeshRectangles(vertices,vertices);
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meshes[0] = new MeshRectangles(14,14);
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meshes[0].setEffectAssociation(0,association); |
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for(int i=1; i<MESHES; i++) |
... | ... | |
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Static1D angle180= new Static1D(180); |
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Static1D angle270= new Static1D(270); |
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float d1 = 1.0f; |
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float d2 =-0.05f; |
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float d3 = 0.12f; |
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Static3D dCen0 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(+0.5f) ); |
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Static3D dCen1 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(-0.5f) ); |
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Static3D dCen2 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(+0.5f) ); |
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Static3D dCen3 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(-0.5f) ); |
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Static3D dCen4 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(+0.5f) ); |
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Static3D dCen5 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(-0.5f) ); |
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Static3D dCen6 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(+0.5f) ); |
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Static3D dCen7 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(-0.5f) ); |
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Static3D dVec0 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(+0.5f) ); |
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Static3D dVec1 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(-0.5f) ); |
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Static3D dVec2 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(+0.5f) ); |
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Static3D dVec3 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(-0.5f) ); |
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Static3D dVec4 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(+0.5f) ); |
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Static3D dVec5 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(-0.5f) ); |
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Static3D dVec6 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(+0.5f) ); |
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Static3D dVec7 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(-0.5f) ); |
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Static4D dReg = new Static4D(0,0,0,d3); |
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Static1D dRad = new Static1D(1); |
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VertexEffectMove effect0 = new VertexEffectMove(new Static3D(0,0,+0.5f)); |
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effect0.setMeshAssociation(63); // all 6 sides |
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VertexEffectRotate effect1 = new VertexEffectRotate( angle180, axisX, center ); |
... | ... | |
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VertexEffectRotate effect5 = new VertexEffectRotate( angle90 , axisY, center ); |
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effect5.setMeshAssociation(1); // right |
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VertexEffectDeform effect6 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg); |
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VertexEffectDeform effect7 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg); |
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VertexEffectDeform effect8 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg); |
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VertexEffectDeform effect9 = new VertexEffectDeform(dVec3, dRad, dCen3, dReg); |
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VertexEffectDeform effect10= new VertexEffectDeform(dVec4, dRad, dCen4, dReg); |
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VertexEffectDeform effect11= new VertexEffectDeform(dVec5, dRad, dCen5, dReg); |
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VertexEffectDeform effect12= new VertexEffectDeform(dVec6, dRad, dCen6, dReg); |
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VertexEffectDeform effect13= new VertexEffectDeform(dVec7, dRad, dCen7, dReg); |
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VertexEffectSink effect14= new VertexEffectSink( new Static1D(1.5f), center, new Static4D(0,0,0,0.72f) ); |
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mMesh.apply(effect0); |
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mMesh.apply(effect1); |
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mMesh.apply(effect2); |
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mMesh.apply(effect3); |
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mMesh.apply(effect4); |
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mMesh.apply(effect5); |
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mMesh.apply(effect6); |
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mMesh.apply(effect7); |
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mMesh.apply(effect8); |
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mMesh.apply(effect9); |
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mMesh.apply(effect10); |
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mMesh.apply(effect11); |
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mMesh.apply(effect12); |
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mMesh.apply(effect13); |
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mMesh.apply(effect14); |
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} |
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return mMesh.copy(false); |
Also available in: Unified diff
1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.
2) Examples: some adjustments to MeshJoin & Predeform
3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)