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magiccube / src / main / java / org / distorted / bandaged / BandagedCubit.java @ 7cb8d4b0

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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 Static3D mMove;
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    private float mUnscaledX, mUnscaledY, mUnscaledZ;
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    private float[] mPosition;
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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 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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      MeshBase mesh = factory.createMesh(mPosition,false);
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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 moveEffect = new MatrixEffectMove(mMove);
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      mEffects = new DistortedEffects();
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      mEffects.apply(scaleEffect);
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      mEffects.apply(moveEffect);
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      mEffects.apply(quat2Effect);
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      mEffects.apply(quat1Effect);
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      mNode = new DistortedNode(mTexture,mEffects,mesh);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public void join(float[] position, float scale)
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      {
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      int len1 = mPosition.length;
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      int len2 = position.length;
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      float[] tmpPosition = new float[len1+len2];
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      System.arraycopy(mPosition, 0, tmpPosition,    0, len1);
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      System.arraycopy(position , 0, tmpPosition, len1, len2);
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      computeMove(tmpPosition);
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      mPosition = tmpPosition;
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      FactoryBandaged3x3Cubit factory = FactoryBandaged3x3Cubit.getInstance();
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      MeshBase mesh = factory.createMesh(mPosition,false);
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      mNode.setMesh(mesh);
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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 reset(float scale)
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      {
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      float x0 = mPosition[0];
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      float x1 = mPosition[1];
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      float x2 = mPosition[2];
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      mPosition = new float[3];
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      mPosition[0] = x0;
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      mPosition[1] = x1;
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      mPosition[2] = x2;
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      computeMove(mPosition);
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      FactoryBandaged3x3Cubit factory = FactoryBandaged3x3Cubit.getInstance();
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      MeshBase mesh = factory.createMesh(mPosition,false);
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      mNode.setMesh(mesh);
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public void setTexture(int color)
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      {
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      mTexture.setColorARGB(color);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public void detach()
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      {
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      mIsAttached = false;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public void attach()
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      {
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      mIsAttached = true;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public boolean isAttached()
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      {
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      return mIsAttached;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    public float[] getPosition()
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      {
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      return mPosition;
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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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