Revision 8f53e513
Added by Leszek Koltunski almost 4 years ago
src/main/java/org/distorted/objects/RubikDino.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.MatrixEffectMove; |
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import org.distorted.library.effect.MatrixEffectQuaternion; |
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import org.distorted.library.effect.MatrixEffectRotate; |
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import org.distorted.library.effect.MatrixEffectScale; |
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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.VertexEffectScale; |
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import org.distorted.library.effect.VertexEffectSink; |
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import org.distorted.library.main.DistortedEffects; |
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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.mesh.MeshJoined; |
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import org.distorted.library.mesh.MeshRectangles; |
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import org.distorted.library.mesh.MeshTriangles; |
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import org.distorted.library.type.Static1D; |
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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
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... | ... | |
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public class RubikDino extends RubikObject |
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{ |
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static final float SQ3 = (float)Math.sqrt(3); |
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private static final float SQ2 = (float)Math.sqrt(2); |
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private static final float SQ3 = (float)Math.sqrt(3); |
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private static final float ANGLE_FACES = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron |
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// the four rotation axis of a RubikDino. Must be normalized. |
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static final Static3D[] AXIS = new Static3D[] |
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private static final int[] FACE_COLORS = new int[] |
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{ |
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0xffffff00, 0xffffffff, // AXIS[0]right (right-YELLOW) AXIS[0]left (left -WHITE)
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0xff0000ff, 0xff00ff00, // AXIS[1]right (top -BLUE ) AXIS[1]left (bottom-GREEN)
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0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN)
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0xffffff00, 0xffffffff, // (right-YELLOW) (left -WHITE)
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0xff0000ff, 0xff00ff00, // (top -BLUE ) (bottom-GREEN)
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0xffff0000, 0xffb5651d // (front-RED ) (back -BROWN)
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}; |
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// All legal rotation quats of a RubikDino |
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private static final Static4D[] QUATS = new Static4D[] |
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{ |
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ), |
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ), |
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ), |
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ), |
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ), |
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ), |
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ), |
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ), |
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ), |
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ), |
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ), |
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ), |
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ), |
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ), |
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ), |
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ), |
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new Static4D( 0.0f, -1.0f, 0.0f, 0.0f ) |
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ), |
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ) |
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}; |
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private static MeshBase[] mMeshes; |
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// centers of the 12 edges. Must be in the same order like QUATs above. |
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private static final Static3D[] CENTERS = new Static3D[] |
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{ |
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new Static3D( 0.0f, 0.5f, 0.5f ), |
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new Static3D( 0.0f,-0.5f, 0.5f ), |
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new Static3D( 0.0f, 0.5f,-0.5f ), |
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new Static3D( 0.0f,-0.5f,-0.5f ), |
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new Static3D( 0.5f, 0.5f, 0.0f ), |
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new Static3D( 0.5f, 0.0f, 0.5f ), |
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new Static3D(-0.5f, 0.0f,-0.5f ), |
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new Static3D( 0.5f,-0.5f, 0.0f ), |
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new Static3D( 0.5f, 0.0f,-0.5f ), |
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new Static3D(-0.5f,-0.5f, 0.0f ), |
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new Static3D(-0.5f, 0.5f, 0.0f ), |
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new Static3D(-0.5f, 0.0f, 0.5f ) |
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}; |
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private static MeshBase mMesh; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
... | ... | |
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.DINO, res, scrWidth); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private MeshBase createTetrahedronMesh() |
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{ |
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final float SQ2 = (float)Math.sqrt(2); |
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final float SQ3 = (float)Math.sqrt(3); |
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final int MESHES=4; |
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int association = 1; |
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MeshBase[] meshes = new MeshTriangles[MESHES]; |
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meshes[0] = new MeshTriangles(9); |
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meshes[0].setEffectAssociation(0,association,0); |
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for(int i=1; i<MESHES; i++) |
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{ |
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association <<= 1; |
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meshes[i] = meshes[0].copy(true); |
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meshes[i].setEffectAssociation(0,association,0); |
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} |
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MeshBase result = new MeshJoined(meshes); |
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Static3D a0 = new Static3D( 0, 1, 0 ); |
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Static3D a1 = new Static3D( 0, -1.0f/3, 2*SQ2/3 ); |
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Static3D a2 = new Static3D(-SQ2*SQ3/3, -1.0f/3, -SQ2/3 ); |
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Static3D a3 = new Static3D( SQ2*SQ3/3, -1.0f/3, -SQ2/3 ); |
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float tetraHeight = SQ2*SQ3/3; |
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float d1 = 0.75f*tetraHeight; |
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float d2 =-0.10f*tetraHeight; |
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float d3 = 0.20f*tetraHeight; |
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Static3D dCen0 = new Static3D( d1*a0.get0(), d1*a0.get1(), d1*a0.get2() ); |
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Static3D dCen1 = new Static3D( d1*a1.get0(), d1*a1.get1(), d1*a1.get2() ); |
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Static3D dCen2 = new Static3D( d1*a2.get0(), d1*a2.get1(), d1*a2.get2() ); |
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Static3D dCen3 = new Static3D( d1*a3.get0(), d1*a3.get1(), d1*a3.get2() ); |
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Static3D dVec0 = new Static3D( d2*a0.get0(), d2*a0.get1(), d2*a0.get2() ); |
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Static3D dVec1 = new Static3D( d2*a1.get0(), d2*a1.get1(), d2*a1.get2() ); |
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Static3D dVec2 = new Static3D( d2*a2.get0(), d2*a2.get1(), d2*a2.get2() ); |
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Static3D dVec3 = new Static3D( d2*a3.get0(), d2*a3.get1(), d2*a3.get2() ); |
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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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Static1D angle = new Static1D(ANGLE_FACES); |
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Static3D axis1 = new Static3D( -1, 0, 0); |
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Static3D axis2 = new Static3D(0.5f, 0, -SQ3/2); |
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Static3D axis3 = new Static3D(0.5f, 0, +SQ3/2); |
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Static3D center1= new Static3D(0,-SQ3*SQ2/12,-SQ3/6); |
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Static3D center2= new Static3D(0,-SQ3*SQ2/12,+SQ3/3); |
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Static3D center = new Static3D(0,0,0); |
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Static4D region = new Static4D(0,0,0,0.6f); |
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VertexEffectScale effect1 = new VertexEffectScale ( new Static3D(1,SQ3/2,1) ); |
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VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D(90), new Static3D(1,0,0), new Static3D(0,0,0) ); |
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VertexEffectMove effect3 = new VertexEffectMove ( new Static3D(0,-SQ3*SQ2/12,SQ3/12) ); |
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VertexEffectRotate effect4 = new VertexEffectRotate( new Static1D(180), new Static3D(0,0,1), center1 ); |
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VertexEffectRotate effect5 = new VertexEffectRotate( angle, axis1, center1 ); |
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VertexEffectRotate effect6 = new VertexEffectRotate( angle, axis2, center2 ); |
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VertexEffectRotate effect7 = new VertexEffectRotate( angle, axis3, center2 ); |
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VertexEffectDeform effect8 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg); |
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VertexEffectDeform effect9 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg); |
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VertexEffectDeform effect10= new VertexEffectDeform(dVec2, dRad, dCen2, dReg); |
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VertexEffectDeform effect11= new VertexEffectDeform(dVec3, dRad, dCen3, dReg); |
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VertexEffectSink effect12= new VertexEffectSink( new Static1D(1.3f), center, region ); |
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effect4.setMeshAssociation(14,-1); // apply to mesh[1], [2] and [3] |
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effect5.setMeshAssociation( 2,-1); // apply only to mesh[1] |
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effect6.setMeshAssociation( 4,-1); // apply only to mesh[2] |
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effect7.setMeshAssociation( 8,-1); // apply only to mesh[3] |
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result.apply(effect1); |
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result.apply(effect2); |
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result.apply(effect3); |
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result.apply(effect4); |
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result.apply(effect5); |
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result.apply(effect6); |
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result.apply(effect7); |
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result.apply(effect8); |
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result.apply(effect9); |
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result.apply(effect10); |
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result.apply(effect11); |
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result.apply(effect12); |
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result.mergeEffComponents(); |
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return result; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void createBasicMesh() |
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{ |
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mMesh = createTetrahedronMesh(); |
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Static3D axis = new Static3D(1,0,0); |
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Static3D cent = new Static3D(0,0,0); |
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MatrixEffectMove moveEffect = new MatrixEffectMove ( new Static3D(0.0f,SQ3*SQ2/12,SQ3/6) ); |
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MatrixEffectRotate rot1Effect = new MatrixEffectRotate( new Static1D(180+ANGLE_FACES/2), axis, cent); |
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MatrixEffectScale scalEffect = new MatrixEffectScale ( new Static3D(1.0f, SQ2/2, SQ2*SQ3/6) ); |
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MatrixEffectRotate rot2Effect = new MatrixEffectRotate( new Static1D(-45), axis, cent); |
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mMesh.apply(moveEffect,0xffffffff,0); |
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mMesh.apply(rot1Effect,0xffffffff,0); |
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mMesh.apply(scalEffect,0xffffffff,0); |
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mMesh.apply(rot2Effect,0xffffffff,0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float getScreenRatio() |
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{ |
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return 0.5f;
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return 1.0f;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Static3D[] getCubitPositions(int size)
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int getNumCubitFaces()
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{ |
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// TODO |
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return 4; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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return null; |
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Static3D[] getCubitPositions(int size) |
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{ |
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return CENTERS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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MeshBase createCubitMesh(int cubit) |
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{ |
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// TODO |
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if( mMesh==null ) createBasicMesh(); |
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MeshBase mesh = mMesh.copy(true); |
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[cubit], new Static3D(0,0,0) ); |
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mesh.apply(quat,0xffffffff,0); |
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return null;
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return mesh;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Progress with the Dino.