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Revision e6cf7283

Added by Leszek Koltunski about 3 years ago

Change the Cubit center from a Static3D to a float[].
The point: now we can have more than one center, and bandaged objects need more than one, because in this way they are going to fill up their RotationRow bitmaps.

View differences:

src/main/java/org/distorted/objects/TwistyRedi.java
80 80
  private static final float DIST_EDGE   = 1.5f;
81 81

  
82 82
  // centers of the 8 corners + 12 edges ( i.e. of the all 20 cubits)
83
  private static final Static3D[] CENTERS = new Static3D[]
83
  private static final float[][] CENTERS = new float[][]
84 84
         {
85
           new Static3D( DIST_CORNER, DIST_CORNER, DIST_CORNER ),
86
           new Static3D( DIST_CORNER, DIST_CORNER,-DIST_CORNER ),
87
           new Static3D( DIST_CORNER,-DIST_CORNER, DIST_CORNER ),
88
           new Static3D( DIST_CORNER,-DIST_CORNER,-DIST_CORNER ),
89
           new Static3D(-DIST_CORNER, DIST_CORNER, DIST_CORNER ),
90
           new Static3D(-DIST_CORNER, DIST_CORNER,-DIST_CORNER ),
91
           new Static3D(-DIST_CORNER,-DIST_CORNER, DIST_CORNER ),
92
           new Static3D(-DIST_CORNER,-DIST_CORNER,-DIST_CORNER ),
93

  
94
           new Static3D(      0.0f, DIST_EDGE, DIST_EDGE ),
95
           new Static3D( DIST_EDGE,      0.0f, DIST_EDGE ),
96
           new Static3D(      0.0f,-DIST_EDGE, DIST_EDGE ),
97
           new Static3D(-DIST_EDGE,      0.0f, DIST_EDGE ),
98
           new Static3D( DIST_EDGE, DIST_EDGE,      0.0f ),
99
           new Static3D( DIST_EDGE,-DIST_EDGE,      0.0f ),
100
           new Static3D(-DIST_EDGE,-DIST_EDGE,      0.0f ),
101
           new Static3D(-DIST_EDGE, DIST_EDGE,      0.0f ),
102
           new Static3D(      0.0f, DIST_EDGE,-DIST_EDGE ),
103
           new Static3D( DIST_EDGE,      0.0f,-DIST_EDGE ),
104
           new Static3D(      0.0f,-DIST_EDGE,-DIST_EDGE ),
105
           new Static3D(-DIST_EDGE,      0.0f,-DIST_EDGE )
85
             { DIST_CORNER, DIST_CORNER, DIST_CORNER },
86
             { DIST_CORNER, DIST_CORNER,-DIST_CORNER },
87
             { DIST_CORNER,-DIST_CORNER, DIST_CORNER },
88
             { DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
89
             {-DIST_CORNER, DIST_CORNER, DIST_CORNER },
90
             {-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
91
             {-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
92
             {-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
93

  
94
             {      0.0f, DIST_EDGE, DIST_EDGE },
95
             { DIST_EDGE,      0.0f, DIST_EDGE },
96
             {      0.0f,-DIST_EDGE, DIST_EDGE },
97
             {-DIST_EDGE,      0.0f, DIST_EDGE },
98
             { DIST_EDGE, DIST_EDGE,      0.0f },
99
             { DIST_EDGE,-DIST_EDGE,      0.0f },
100
             {-DIST_EDGE,-DIST_EDGE,      0.0f },
101
             {-DIST_EDGE, DIST_EDGE,      0.0f },
102
             {      0.0f, DIST_EDGE,-DIST_EDGE },
103
             { DIST_EDGE,      0.0f,-DIST_EDGE },
104
             {      0.0f,-DIST_EDGE,-DIST_EDGE },
105
             {-DIST_EDGE,      0.0f,-DIST_EDGE }
106 106
         };
107 107

  
108 108
  // Colors of the faces of cubits.
......
199 199

  
200 200
///////////////////////////////////////////////////////////////////////////////////////////////////
201 201

  
202
  Static3D[] getCubitPositions(int size)
202
  float[][] getCubitPositions(int size)
203 203
    {
204 204
    return CENTERS;
205 205
    }

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