Revision be56193c
Added by Leszek Koltunski over 4 years ago
| src/main/java/org/distorted/objects/TwistyIvy.java | ||
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import org.distorted.helpers.FactoryCubit; |
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import org.distorted.helpers.FactorySticker; |
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import org.distorted.library.effect.MatrixEffectQuaternion; |
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import org.distorted.library.effect.VertexEffect; |
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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.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.MeshPolygon; |
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import org.distorted.library.mesh.MeshSquare; |
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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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import org.distorted.main.R; |
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public class TwistyIvy extends TwistyObject |
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{
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public static final float IVY_D = 0.003f; |
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public static final float IVY_C = 0.59f; |
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public static final float IVY_M = 0.35f; |
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private static final int IVY_N = 8; |
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private static final int FACES_PER_CUBIT =6; |
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// the four rotation axis of a RubikIvy. Must be normalized. |
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return 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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MeshBase createFacesIvyCorner() |
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{
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MeshBase[] meshes = new MeshBase[6]; |
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final float angle = (float)Math.PI/(2*IVY_N); |
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final float CORR = 1.0f - 2*IVY_D; |
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final float DIST = -0.5f*CORR + IVY_D; |
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float[] vertices = new float[2*(IVY_N+1)+6]; |
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vertices[0] = (0.5f-IVY_M) * IVY_C; |
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vertices[1] = (DIST-IVY_M) * IVY_C; |
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vertices[2] = (0.5f-IVY_M) * IVY_C; |
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vertices[3] = (0.5f-IVY_M) * IVY_C; |
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vertices[4] = (DIST-IVY_M) * IVY_C; |
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vertices[5] = (0.5f-IVY_M) * IVY_C; |
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for(int i=0; i<=IVY_N; i++) |
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{
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float ang = (IVY_N-i)*angle; |
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float sin = (float)Math.sin(ang); |
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float cos = (float)Math.cos(ang); |
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vertices[2*i+6] = (CORR*(cos-0.5f)-IVY_M)*IVY_C; |
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vertices[2*i+7] = (CORR*(sin-0.5f)-IVY_M)*IVY_C; |
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} |
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FactoryCubit factory = FactoryCubit.getInstance(); |
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float[] bands0 = factory.computeBands(+0.012f,20,0.2f,0.5f,7); |
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float[] bands1 = factory.computeBands(-0.100f,20,0.2f,0.0f,2); |
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meshes[0] = new MeshPolygon(vertices,bands0,1,2); |
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meshes[0].setEffectAssociation(0,1,0); |
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meshes[1] = meshes[0].copy(true); |
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meshes[1].setEffectAssociation(0,2,0); |
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meshes[2] = meshes[0].copy(true); |
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meshes[2].setEffectAssociation(0,4,0); |
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meshes[3] = new MeshPolygon(vertices,bands1,1,2); |
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meshes[3].setEffectAssociation(0,8,0); |
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meshes[4] = meshes[3].copy(true); |
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meshes[4].setEffectAssociation(0,16,0); |
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meshes[5] = meshes[3].copy(true); |
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meshes[5].setEffectAssociation(0,32,0); |
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return new MeshJoined(meshes); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private VertexEffect[] createVertexEffectsIvyCorner() |
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{
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Static3D axisX = new Static3D(1,0,0); |
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Static3D axisY = new Static3D(0,1,0); |
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Static1D angle1 = new Static1D(+90); |
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Static1D angle2 = new Static1D(-90); |
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Static3D center = new Static3D(0,0,0); |
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Static3D move1 = new Static3D(IVY_M-0.5f,IVY_M-0.5f,0); |
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VertexEffect[] effect = new VertexEffect[5]; |
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effect[0] = new VertexEffectScale(1/IVY_C); |
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effect[1] = new VertexEffectMove(move1); |
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effect[2] = new VertexEffectScale(new Static3D(1,1,-1)); |
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effect[3] = new VertexEffectRotate(angle1,axisX,center); |
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effect[4] = new VertexEffectRotate(angle2,axisY,center); |
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effect[2].setMeshAssociation(54,-1); // meshes 1,2,4,5 |
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effect[3].setMeshAssociation(18,-1); // meshes 1,4 |
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effect[4].setMeshAssociation(36,-1); // meshes 2,5 |
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return effect; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private MeshBase createFacesIvyFace() |
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{
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MeshBase[] meshes = new MeshBase[2]; |
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final float angle = (float)Math.PI/(2*IVY_N); |
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final float CORR = 1.0f - 2*IVY_D; |
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float[] vertices = new float[4*IVY_N]; |
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for(int i=0; i<IVY_N; i++) |
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{
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float sin = (float)Math.sin(i*angle); |
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float cos = (float)Math.cos(i*angle); |
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vertices[2*i ] = CORR*(0.5f-cos); |
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vertices[2*i+1 ] = CORR*(0.5f-sin); |
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vertices[2*i +2*IVY_N] = CORR*(cos-0.5f); |
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vertices[2*i+1+2*IVY_N] = CORR*(sin-0.5f); |
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} |
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FactoryCubit factory = FactoryCubit.getInstance(); |
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float[] bands0 = factory.computeBands(+0.03f,35,0.5f,0.5f,5); |
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float[] bands1 = factory.computeBands(-0.10f,45,0.5f,0.0f,2); |
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meshes[0] = new MeshPolygon(vertices,bands0,0,0); |
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meshes[0].setEffectAssociation(0,1,0); |
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meshes[1] = new MeshPolygon(vertices,bands1,0,0); |
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meshes[1].setEffectAssociation(0,2,0); |
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return new MeshJoined(meshes); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private MeshBase createIvyFaceMesh() |
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{
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MeshBase mesh = createFacesIvyFace(); |
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Static3D center = new Static3D(-0.0f,-0.0f,-0.5f); |
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Static3D[] vertices = new Static3D[2]; |
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vertices[0] = new Static3D(-0.5f,+0.5f,+0.0f); |
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vertices[1] = new Static3D(+0.5f,-0.5f,+0.0f); |
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FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.03f,0.10f); |
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mesh.mergeEffComponents(); |
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mesh.addEmptyTexComponent(); |
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mesh.addEmptyTexComponent(); |
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mesh.addEmptyTexComponent(); |
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mesh.addEmptyTexComponent(); |
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return mesh; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private MeshBase createIvyCornerMesh() |
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{
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MeshBase mesh = createFacesIvyCorner(); |
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VertexEffect[] effects = createVertexEffectsIvyCorner(); |
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for( VertexEffect effect : effects ) mesh.apply(effect); |
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Static3D center = new Static3D(-0.5f,-0.5f,-0.5f); |
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Static3D[] vertices = new Static3D[4]; |
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vertices[0] = new Static3D(+0.0f,+0.0f,+0.0f); |
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vertices[1] = new Static3D(-1.0f,+0.0f,+0.0f); |
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vertices[2] = new Static3D(+0.0f,-1.0f,+0.0f); |
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vertices[3] = new Static3D(+0.0f,+0.0f,-1.0f); |
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FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.03f,0.10f); |
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mesh.mergeEffComponents(); |
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return mesh; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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MeshBase createCubitMesh(int cubit, int numLayers) |
| ... | ... | |
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if( cubit<4 ) |
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createIvyCornerMesh();
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if( mCornerMesh==null ) mCornerMesh = createIvyCornerMesh(); |
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mesh = mCornerMesh.copy(true); |
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} |
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else |
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{
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if( mFaceMesh==null ) mFaceMesh = FactoryCubit.getInstance().createIvyFaceMesh();
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if( mFaceMesh==null ) mFaceMesh = createIvyFaceMesh(); |
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mesh = mFaceMesh.copy(true); |
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} |
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Also available in: Unified diff
Move all the special cubit-creating code out of FactoryCubit and to the Object classes, and thus hopefully finish implementing the new cubit creating engine.