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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 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 free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.bandaged;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedNode;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryBandaged3x3Cubit;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class BandagedCubit
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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 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static3D computeMove(float[] position)
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{
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int numCenters = position.length/3;
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float totalX=0.0f, totalY=0.0f, totalZ=0.0f;
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for(int center=0; center<numCenters; center++)
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{
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totalX += position[3*center ];
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totalY += position[3*center+1];
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totalZ += position[3*center+2];
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}
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totalX /= numCenters;
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totalY /= numCenters;
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totalZ /= numCenters;
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return new Static3D(totalX,totalY,totalZ);
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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 scale)
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{
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mPosition = position;
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FactoryBandaged3x3Cubit factory = FactoryBandaged3x3Cubit.getInstance();
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mMesh = factory.createMesh(position);
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mTexture = new DistortedTexture();
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mTexture.setColorARGB(0xffffff55);
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Static3D move = computeMove(position);
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MatrixEffectScale scaleEffect = new MatrixEffectScale(scale);
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MatrixEffectQuaternion quat1Effect = new MatrixEffectQuaternion(quat2, CENTER);
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MatrixEffectQuaternion quat2Effect = new MatrixEffectQuaternion(quat1, CENTER);
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MatrixEffectMove moveEffect = new MatrixEffectMove(move);
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mEffects = new DistortedEffects();
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mEffects.apply(quat1Effect);
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mEffects.apply(quat2Effect);
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mEffects.apply(scaleEffect);
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mEffects.apply(moveEffect);
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mNode = new DistortedNode(mTexture,mEffects,mMesh);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public DistortedNode getNode()
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{
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return mNode;
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}
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}
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