Revision e6cf7283
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/objects/TwistyRex.java | ||
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Static3D[] getCubitPositions(int numLayers)
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float[][] getCubitPositions(int numLayers)
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{ |
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final float DIST = 0.50f; |
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final float DIST2= (1+2*REX_D)/6; |
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final Static3D[] CENTERS = new Static3D[42];
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CENTERS[ 0] = new Static3D( +DIST , +DIST2, +DIST2);
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CENTERS[ 1] = new Static3D( +DIST , +DIST2, -DIST2);
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CENTERS[ 2] = new Static3D( +DIST , -DIST2, -DIST2);
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CENTERS[ 3] = new Static3D( +DIST , -DIST2, +DIST2);
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CENTERS[ 4] = new Static3D( -DIST , +DIST2, +DIST2);
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CENTERS[ 5] = new Static3D( -DIST , +DIST2, -DIST2);
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CENTERS[ 6] = new Static3D( -DIST , -DIST2, -DIST2);
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CENTERS[ 7] = new Static3D( -DIST , -DIST2, +DIST2);
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CENTERS[ 8] = new Static3D( +DIST2, +DIST , +DIST2);
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CENTERS[ 9] = new Static3D( +DIST2, +DIST , -DIST2);
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CENTERS[10] = new Static3D( -DIST2, +DIST , -DIST2);
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CENTERS[11] = new Static3D( -DIST2, +DIST , +DIST2);
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CENTERS[12] = new Static3D( +DIST2, -DIST , +DIST2);
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CENTERS[13] = new Static3D( +DIST2, -DIST , -DIST2);
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CENTERS[14] = new Static3D( -DIST2, -DIST , -DIST2);
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CENTERS[15] = new Static3D( -DIST2, -DIST , +DIST2);
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CENTERS[16] = new Static3D( +DIST2, +DIST2, +DIST );
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CENTERS[17] = new Static3D( +DIST2, -DIST2, +DIST );
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CENTERS[18] = new Static3D( -DIST2, -DIST2, +DIST );
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CENTERS[19] = new Static3D( -DIST2, +DIST2, +DIST );
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CENTERS[20] = new Static3D( +DIST2, +DIST2, -DIST );
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CENTERS[21] = new Static3D( +DIST2, -DIST2, -DIST );
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CENTERS[22] = new Static3D( -DIST2, -DIST2, -DIST );
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CENTERS[23] = new Static3D( -DIST2, +DIST2, -DIST );
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CENTERS[24] = new Static3D( +DIST , +0.00f, +0.00f);
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CENTERS[25] = new Static3D( -DIST , +0.00f, +0.00f);
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CENTERS[26] = new Static3D( +0.00f, +DIST , +0.00f);
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CENTERS[27] = new Static3D( +0.00f, -DIST , +0.00f);
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CENTERS[28] = new Static3D( +0.00f, +0.00f, +DIST );
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CENTERS[29] = new Static3D( +0.00f, +0.00f, -DIST );
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CENTERS[30] = new Static3D( +0.00f, +DIST , +DIST );
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CENTERS[31] = new Static3D( +DIST , +0.00f, +DIST );
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CENTERS[32] = new Static3D( +0.00f, -DIST , +DIST );
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CENTERS[33] = new Static3D( -DIST , +0.00f, +DIST );
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CENTERS[34] = new Static3D( +DIST , +DIST , +0.00f);
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CENTERS[35] = new Static3D( +DIST , -DIST , +0.00f);
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CENTERS[36] = new Static3D( -DIST , -DIST , +0.00f);
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CENTERS[37] = new Static3D( -DIST , +DIST , +0.00f);
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CENTERS[38] = new Static3D( +0.00f, +DIST , -DIST );
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CENTERS[39] = new Static3D( +DIST , +0.00f, -DIST );
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CENTERS[40] = new Static3D( +0.00f, -DIST , -DIST );
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CENTERS[41] = new Static3D( -DIST , +0.00f, -DIST );
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final float[][] CENTERS = new float[42][];
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CENTERS[ 0] = new float[] { +DIST , +DIST2, +DIST2};
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CENTERS[ 1] = new float[] { +DIST , +DIST2, -DIST2};
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CENTERS[ 2] = new float[] { +DIST , -DIST2, -DIST2};
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CENTERS[ 3] = new float[] { +DIST , -DIST2, +DIST2};
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CENTERS[ 4] = new float[] { -DIST , +DIST2, +DIST2};
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CENTERS[ 5] = new float[] { -DIST , +DIST2, -DIST2};
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CENTERS[ 6] = new float[] { -DIST , -DIST2, -DIST2};
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CENTERS[ 7] = new float[] { -DIST , -DIST2, +DIST2};
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CENTERS[ 8] = new float[] { +DIST2, +DIST , +DIST2};
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CENTERS[ 9] = new float[] { +DIST2, +DIST , -DIST2};
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CENTERS[10] = new float[] { -DIST2, +DIST , -DIST2};
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CENTERS[11] = new float[] { -DIST2, +DIST , +DIST2};
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CENTERS[12] = new float[] { +DIST2, -DIST , +DIST2};
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CENTERS[13] = new float[] { +DIST2, -DIST , -DIST2};
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CENTERS[14] = new float[] { -DIST2, -DIST , -DIST2};
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CENTERS[15] = new float[] { -DIST2, -DIST , +DIST2};
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CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST };
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CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST };
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CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST };
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CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST };
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CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST };
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CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST };
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CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST };
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CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST };
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CENTERS[24] = new float[] { +DIST , +0.00f, +0.00f};
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CENTERS[25] = new float[] { -DIST , +0.00f, +0.00f};
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CENTERS[26] = new float[] { +0.00f, +DIST , +0.00f};
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CENTERS[27] = new float[] { +0.00f, -DIST , +0.00f};
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CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST };
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CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST };
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CENTERS[30] = new float[] { +0.00f, +DIST , +DIST };
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CENTERS[31] = new float[] { +DIST , +0.00f, +DIST };
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CENTERS[32] = new float[] { +0.00f, -DIST , +DIST };
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CENTERS[33] = new float[] { -DIST , +0.00f, +DIST };
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CENTERS[34] = new float[] { +DIST , +DIST , +0.00f};
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CENTERS[35] = new float[] { +DIST , -DIST , +0.00f};
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CENTERS[36] = new float[] { -DIST , -DIST , +0.00f};
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CENTERS[37] = new float[] { -DIST , +DIST , +0.00f};
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CENTERS[38] = new float[] { +0.00f, +DIST , -DIST };
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CENTERS[39] = new float[] { +DIST , +0.00f, -DIST };
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CENTERS[40] = new float[] { +0.00f, -DIST , -DIST };
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CENTERS[41] = new float[] { -DIST , +0.00f, -DIST };
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return CENTERS; |
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} |
Also available in: Unified diff
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.