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Revision 49f67f9b

Added by Leszek Koltunski about 4 years ago

Progress with Pyraminx.

View differences:

src/main/java/org/distorted/object/RubikPyraminx.java
46 46
  private static final Static3D[] AXIS = new Static3D[]
47 47
         {
48 48
           new Static3D(         0,        1,       0 ),
49
           new Static3D( SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 ),
49
           new Static3D(         0,  -1.0f/3, 2*SQ2/3 ),
50 50
           new Static3D(-SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 ),
51
           new Static3D(         0,  -1.0f/3, 2*SQ2/3 )
51
           new Static3D( SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 )
52 52
         };
53 53

  
54 54
  private static final int[] FACE_COLORS = new int[]
......
64 64
           SQ3/3, -SQ3/3, SQ3/6, -SQ3/6, SQ2*SQ3/3, -SQ2*SQ3/3, SQ2*SQ3/6, -SQ2*SQ3/6
65 65
         };
66 66

  
67
  private Static4D[] mRotArray;
68

  
67 69
///////////////////////////////////////////////////////////////////////////////////////////////////
68 70

  
69 71
  RubikPyraminx(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
......
73 75

  
74 76
///////////////////////////////////////////////////////////////////////////////////////////////////
75 77

  
78
  private void emitRow(float x, float y, float z, float dx, float dy, float dz, int n, Static4D rot, Static3D[] array, int index)
79
    {
80
    for(int i=0; i<n; i++)
81
      {
82
      mRotArray[i+index] = rot;
83
      array[i+index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
84
      x += dx;
85
      y += dy;
86
      z += dz;
87
      }
88
    }
89

  
90
///////////////////////////////////////////////////////////////////////////////////////////////////
91

  
92
  private int emitLowermost(float x, float y, float z, int n, Static3D[] array)
93
    {
94
    int added = 0;
95

  
96
    for(int i=n; i>=1; i--)
97
      {
98
      emitRow(x,y,z, 1,0,0, i, null, array, added);
99
      added += i;
100
      x += 0.5f;
101
      y += 0.0f;
102
      z += SQ3/2;
103
      }
104

  
105
    return added;
106
    }
107

  
108
///////////////////////////////////////////////////////////////////////////////////////////////////
109

  
110
  private int emitUpper(float x, float y, float z, int n, Static3D[] array, int index)
111
    {
112
    if( n>1 )
113
      {
114
      emitRow(x,y,z, 1,0,0, n-1, null, array, index);
115
      index += (n-1);
116
      emitRow(x+0.5f,y,z+SQ3/2, 0.5f,0,SQ3/2, n-1, null, array, index);
117
      index += (n-1);
118
      emitRow( x+n-1,y,z, -0.5f, 0, SQ3/2, n-1, null, array, index);
119
      index += (n-1);
120
      }
121
    else
122
      {
123
      mRotArray[index] = null;
124
      array[index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
125
      index++;
126
      }
127

  
128
    return index;
129
    }
130

  
131
///////////////////////////////////////////////////////////////////////////////////////////////////
132
// size^2 + 3*(size-1) in the lowermost layer, then 6*(size-2) in the next, 6*(size-3) in the next,
133
// ... 6 in the forelast, 1 in the last = 4size^2 - 6size +4 (if size>1)
134

  
76 135
  Static3D[] getCubitPositions(int size)
77 136
    {
78
    int numCubits = (size*size*size + 6*size*size -4*size)/3;
137
    int numCubits = size>1 ? 2*size*size-4*size+4:1;//4*size*size - 6*size +4 : 1;
79 138
    Static3D[] tmp = new Static3D[numCubits];
139
    mRotArray = new Static4D[numCubits];
140

  
141
    int currentIndex = emitLowermost( -0.5f*size, -(SQ2*SQ3/12)*size, -(SQ3/6)*size, size, tmp);
80 142

  
81
    int currentPosition = 0;
82
/*
83
    ??
143
    for(int i=size-1; i>=1; i--)
84 144
      {
85
      tmp[currentPosition++] = new Static3D(x,y,z);
145
      currentIndex = emitUpper( -0.5f*i, ((SQ2*SQ3)/12)*(3*size-4*i), -(SQ3/6)*i, i, tmp, currentIndex);
86 146
      }
87
*/
147

  
88 148
    return tmp;
89 149
    }
90 150

  
......
116 176
    int xoffset = face*TEXTURE_HEIGHT;
117 177
    float STROKE = 0.05f*TEXTURE_HEIGHT;
118 178
    float OFF = STROKE/2 -1;
119
    float OFF2 = 0.577f*TEXTURE_HEIGHT + OFF;
179
    float OFF2 = 0.5f*TEXTURE_HEIGHT + OFF;
120 180
    float HEIGHT = TEXTURE_HEIGHT - OFF;
121 181
    float RADIUS = TEXTURE_HEIGHT/12;
122
    float ARC1_H = 0.31f*TEXTURE_HEIGHT;
182
    float ARC1_H = 0.2f*TEXTURE_HEIGHT;
123 183
    float ARC1_W = TEXTURE_HEIGHT*0.5f;
124
    float ARC2_W = 0.152f*TEXTURE_HEIGHT;
125
    float ARC2_H = 0.91f*TEXTURE_HEIGHT;
126
    float ARC3_W = 0.847f*TEXTURE_HEIGHT;
184
    float ARC2_W = 0.153f*TEXTURE_HEIGHT;
185
    float ARC2_H = 0.905f*TEXTURE_HEIGHT;
186
    float ARC3_W = TEXTURE_HEIGHT-ARC2_W;
127 187

  
128 188
    paint.setAntiAlias(true);
129 189
    paint.setStrokeWidth(STROKE);

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