Revision b32444ee
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/object/RubikObject.java | ||
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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.MeshCubes;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshRectangles; |
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import org.distorted.library.message.EffectListener; |
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import org.distorted.library.type.Dynamic1D; |
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private static final int POST_ROTATION_MILLISEC = 500; |
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private final int NUM_CUBITS; |
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private final int[][] CUBIT_POSITIONS; |
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private int mRotRow; |
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private Static3D mRotAxis; |
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private Static3D mMove, mScale, mNodeMove, mNodeScale; |
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private Static4D mQuatAccumulated; |
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private DistortedTexture mNodeTexture; |
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private Cubit[] mCubits; |
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int mSize; |
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MatrixEffectQuaternion mQuatCEffect; |
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MatrixEffectQuaternion mQuatAEffect; |
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private Cubit[] mCubits; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikObject(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects) |
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LEGAL_QUATS = getLegalQuats(); |
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NUM_CUBITS = getNumCubits(size); |
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CUBIT_POSITIONS = getCubitPositions(size); |
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mNodeTexture = texture; |
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mSize = size; |
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effects.apply(nodeScaleEffect); |
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effects.apply(nodeMoveEffect); |
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mCubits = new Cubit[NUM_CUBITS]; |
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mTexture = new DistortedTexture(TEXTURE_SIZE,TEXTURE_SIZE); |
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int vertices = (int)(24.0f/mSize + 2.0f); |
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int[][] positions = getCubitPositions(size); |
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for(int i=0; i<NUM_CUBITS; i++) |
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{ |
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int x = CUBIT_POSITIONS[i][0];
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int y = CUBIT_POSITIONS[i][1];
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int z = CUBIT_POSITIONS[i][2];
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int x = positions[i][0];
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int y = positions[i][1];
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int z = positions[i][2];
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mCubits[i] = new Cubit( this ,createMesh(vertices,x,y,z), new Static3D(x,y,z) ); |
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mCubits[i] = new Cubit( this ,createCubitMesh(vertices,x,y,z), new Static3D(x,y,z) );
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attach(mCubits[i].mNode); |
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} |
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} |
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abstract int[][] getCubitPositions(int size); |
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abstract float[] getLegalQuats(); |
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abstract boolean belongsToRotation(Static3D position, Static3D axis, int row); |
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abstract MeshCubes createMesh(int vertices,int x, int y, int z);
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abstract MeshBase createCubitMesh(int vertices, int x, int y, int z);
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public abstract void createTexture(); |
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} |
Also available in: Unified diff
More work on making new types of RubikObjects easily creatable.