Revision 550db260
Added by Leszek Koltunski over 3 years ago
| src/main/java/org/distorted/bandaged/BandagedCubit.java | ||
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{
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private static final Static3D CENTER = new Static3D(0,0,0); |
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private final DistortedNode mNode;
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private DistortedNode mNode, mNewNode;
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private final DistortedTexture mTexture; |
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private final DistortedEffects mEffects; |
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private final MeshBase mMesh; |
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private final float[] mPosition; |
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private final Static3D mMove; |
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private float mUnscaledX, mUnscaledY, mUnscaledZ; |
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private float[] mPosition, mNewPosition; |
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private boolean mIsAttached; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void computeMove(float[] position) |
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{
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int numCenters = position.length/3; |
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mUnscaledX=0.0f; |
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mUnscaledY=0.0f; |
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mUnscaledZ=0.0f; |
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for(int center=0; center<numCenters; center++) |
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{
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mUnscaledX += position[3*center ]; |
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mUnscaledY += position[3*center+1]; |
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mUnscaledZ += position[3*center+2]; |
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} |
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mUnscaledX /= numCenters; |
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mUnscaledY /= numCenters; |
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mUnscaledZ /= numCenters; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public BandagedCubit(float[] position, Static4D quat1, Static4D quat2, Static3D move1, Static3D move2, Static3D scale, int color)
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public BandagedCubit(float[] position, Static4D quat1, Static4D quat2, Static3D moveY, Static3D scale, int color)
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{
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mPosition = position; |
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mIsAttached = true; |
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computeMove(mPosition); |
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mMove = new Static3D(0,0,0); |
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FactoryBandaged3x3Cubit factory = FactoryBandaged3x3Cubit.getInstance(); |
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mMesh = factory.createMesh(position);
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MeshBase mesh = factory.createMesh(mPosition);
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mTexture = new DistortedTexture(); |
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mTexture.setColorARGB(color); |
| ... | ... | |
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MatrixEffectScale scaleEffect = new MatrixEffectScale(scale); |
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MatrixEffectQuaternion quat1Effect = new MatrixEffectQuaternion(quat1, CENTER); |
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MatrixEffectQuaternion quat2Effect = new MatrixEffectQuaternion(quat2, CENTER); |
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MatrixEffectMove move1Effect = new MatrixEffectMove(move1);
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MatrixEffectMove move2Effect = new MatrixEffectMove(move2);
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MatrixEffectMove moveSEffect = new MatrixEffectMove(mMove);
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MatrixEffectMove moveYEffect = new MatrixEffectMove(moveY);
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mEffects = new DistortedEffects(); |
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mEffects.apply(scaleEffect); |
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mEffects.apply(move1Effect);
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mEffects.apply(moveSEffect);
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mEffects.apply(quat2Effect); |
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mEffects.apply(quat1Effect); |
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mEffects.apply(move2Effect); |
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mEffects.apply(moveYEffect); |
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mNode = new DistortedNode(mTexture,mEffects,mesh); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void prepareJoin(float[] position) |
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{
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int len1 = mPosition.length; |
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int len2 = position.length; |
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mNewPosition = new float[len1+len2]; |
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mNode = new DistortedNode(mTexture,mEffects,mMesh); |
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System.arraycopy(mPosition, 0, mNewPosition, 0, len1); |
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System.arraycopy(position , 0, mNewPosition, len1, len2); |
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/* |
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int l= mPosition.length/3; |
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String s=""; |
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for(int i=0; i<l; i++) s += (mPosition[3*i]+" "+mPosition[3*i+1]+" "+mPosition[3*i+2]+"\n"); |
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android.util.Log.e("D", "pos after joining: \n"+s);
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*/ |
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FactoryBandaged3x3Cubit factory = FactoryBandaged3x3Cubit.getInstance(); |
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MeshBase mesh = factory.createMesh(mNewPosition); |
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mNewNode = new DistortedNode(mTexture,mEffects,mesh); |
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computeMove(mNewPosition); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void swapNodes(float scale) |
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{
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mPosition = mNewPosition; |
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mNode = mNewNode; |
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mMove.set( scale*mUnscaledX, scale*mUnscaledY, scale*mUnscaledZ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void scaleMove(float scale) |
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{
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mMove.set( scale*mUnscaledX, scale*mUnscaledY, scale*mUnscaledZ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Progress with BandagedCreator: joining cubits together. Still at least one (probably two) bugs here remain:
1) sometimes some of the walls of the newly creaed joined cubit are incorrectly rotated
2) there is an unpleasant flash when joining