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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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{
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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[] ROT_AXIS = new Static3D[]
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new Static3D(-1.5f, 0.0f,-1.5f )
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};
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private static final int[] mFaceMap = {2,4, 4,0, 3,4, 4,1,
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0,2, 0,3, 1,3, 1,2,
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2,5, 5,0, 3,5, 5,1 };
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private static final int[] mFaceMap = {4,2, 0,4, 4,3, 1,4,
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2,0, 3,0, 3,1, 2,1,
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5,2, 0,5, 5,3, 1,5 };
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private static MeshBase mMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private MeshBase createTetrahedronMesh()
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private void createBasicMesh()
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{
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final float ANGLE = (float)((180/Math.PI)*(Math.atan(SQ2)));
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final int MESHES=4;
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int association = 1;
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float D = 0.02f;
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float E = 0.5f*SQ2;
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float F = 0.5f;
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float D = 0.005f;
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float E = 0.5f - D*SQ2;
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float F = 0.5f - D*SQ2*SQ3;
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float[] bands = { 1.0f ,-D,
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1.0f-D/2,-D*0.55f,
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1.0f-D ,-D*0.25f,
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1.0f-2*D,+D*0.25f,
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0.50f, 0.040f,
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0.0f, 0.045f };
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float[] bands0 = { 1.0f , 0,
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1.0f-2*D, D*0.25f,
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1.0f-4*D, D*0.35f,
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1.0f-8*D, D*0.6f,
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0.60f , D*1.0f,
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0.30f , D*1.375f,
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0.0f , D*1.4f };
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float[] vertices = { -F,-E, +F,-E, 0.0f,E-D*SQ2};
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float[] vertices0 = { -F,F/3, 0,-2*F/3, +F,F/3 };
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MeshBase[] meshes = new MeshPolygon[MESHES];
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meshes[0] = new MeshPolygon(vertices, bands, 2, 3);
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meshes[0].setEffectAssociation(0,association,0);
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meshes[0] = new MeshPolygon(vertices0, bands0, 2, 5);
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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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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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float[] bands1 = { 1.0f , 0,
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0.50f , 0.10f,
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0.0f , 0.20f };
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float[] vertices1 = { -E/2,-E*(SQ3/6), E/2,-E*(SQ3/6), 0,E*(SQ3/3) };
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MeshBase result = new MeshJoined(meshes);
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meshes[2] = new MeshPolygon(vertices1, bands1, 1, 2);
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meshes[2].setEffectAssociation(0,4,0);
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meshes[3] = meshes[2].copy(true);
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meshes[3].setEffectAssociation(0,8,0);
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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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mMesh = new MeshJoined(meshes);
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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 =-0.05f*tetraHeight;
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float d4 = 0.15f*tetraHeight;
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Static3D a0 = new Static3D( 0,-3*F, 0 );
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Static3D a1 = new Static3D( 0, 0, -3*F );
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Static3D a2 = new Static3D( -3*F, 0, 0 );
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Static3D a3 = new Static3D( +3*F, 0, 0 );
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Static3D v0 = new Static3D( 0,-3*F/2, 3*F/2 );
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Static3D v1 = new Static3D( 0, 3*F/2,-3*F/2 );
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Static3D v2 = new Static3D( -3*F, 3*F/2, 3*F/2 );
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Static3D v3 = new Static3D( +3*F, 3*F/2, 3*F/2 );
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float d1 = 1.0f;
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float d2 =-0.10f;
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float d3 =-0.10f;
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float d4 = 0.40f;
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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( d3*a0.get0(), d3*a0.get1(), d3*a0.get2() );
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Static3D dVec1 = new Static3D( d3*a1.get0(), d3*a1.get1(), d3*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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Static3D dVec0 = new Static3D( d3*v0.get0(), d3*v0.get1(), d3*v0.get2() );
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Static3D dVec1 = new Static3D( d3*v1.get0(), d3*v1.get1(), d3*v1.get2() );
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Static3D dVec2 = new Static3D( d2*v2.get0(), d2*v2.get1(), d2*v2.get2() );
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Static3D dVec3 = new Static3D( d2*v3.get0(), d2*v3.get1(), d2*v3.get2() );
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Static4D dReg = new Static4D(0,0,0,d4);
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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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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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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.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(3.0f, 3*SQ2/2, 1.5f) );
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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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Static1D angle1 = new Static1D(+ANGLE);
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Static1D angle2 = new Static1D(-ANGLE);
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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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Static3D axisZ = new Static3D(0,-1,1);
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Static3D center0= new Static3D(0,0,0);
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Static3D center1= new Static3D(0,-3*F,0);
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VertexEffectScale effect0 = new VertexEffectScale ( new Static3D(3,3,3) );
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VertexEffectMove effect1 = new VertexEffectMove ( new Static3D(0,-F,0) );
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VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D(90), axisX, center0 );
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VertexEffectScale effect3 = new VertexEffectScale ( new Static3D(1,-1,1) );
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VertexEffectMove effect4 = new VertexEffectMove ( new Static3D(3*E/2,E*(SQ3/2)-3*F,0) );
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VertexEffectRotate effect5 = new VertexEffectRotate( new Static1D(+90), axisY, center1 );
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VertexEffectScale effect6 = new VertexEffectScale ( new Static3D(-1,1,1) );
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VertexEffectRotate effect7 = new VertexEffectRotate( new Static1D( 45), axisX, center1 );
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VertexEffectRotate effect8 = new VertexEffectRotate( angle1 , axisZ, center1 );
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VertexEffectRotate effect9 = new VertexEffectRotate( angle2 , axisZ, center1 );
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VertexEffectDeform effect10= new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
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VertexEffectDeform effect11= new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
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VertexEffectDeform effect12= new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
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VertexEffectDeform effect13= new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
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effect0.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect1.setMeshAssociation( 3,-1); // apply to meshes 0,1
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effect2.setMeshAssociation( 2,-1); // apply to mesh 1
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effect3.setMeshAssociation( 2,-1); // apply to mesh 0
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effect4.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect5.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect6.setMeshAssociation( 8,-1); // apply to mesh 3
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effect7.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect8.setMeshAssociation( 4,-1); // apply to mesh 2
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effect9.setMeshAssociation( 8,-1); // apply to mesh 3
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effect10.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect11.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect12.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect13.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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mMesh.apply(effect0);
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mMesh.apply(effect1);
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mMesh.apply(effect2);
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mMesh.apply(effect3);
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mMesh.apply(effect4);
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mMesh.apply(effect5);
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mMesh.apply(effect6);
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mMesh.apply(effect7);
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mMesh.apply(effect8);
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mMesh.apply(effect9);
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mMesh.apply(effect10);
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mMesh.apply(effect11);
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mMesh.apply(effect12);
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mMesh.apply(effect13);
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mMesh.mergeEffComponents();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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... | ... | |
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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float STROKE = 0.046f*side;
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float OFF = STROKE/2 -1;
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float OFF2 = 0.5f*side + OFF;
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float HEIGHT = side - OFF;
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float RADIUS = side/12.0f;
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float ARC1_H = 0.2f*side;
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float ARC1_W = side*0.5f;
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float ARC2_W = 0.153f*side;
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float ARC2_H = 0.905f*side;
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float ARC3_W = side-ARC2_W;
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float STROKE = 0.04f*side;
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float L= left;
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float H= 0.333f*side;
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float LEN = 0.5f*side;
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paint.setAntiAlias(true);
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paint.setStrokeWidth(STROKE);
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... | ... | |
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paint.setColor(INTERIOR_COLOR);
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paint.setStyle(Paint.Style.STROKE);
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canvas.drawLine( left, HEIGHT, side +left, HEIGHT, paint);
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canvas.drawLine( OFF +left, side , OFF2 +left, 0, paint);
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canvas.drawLine((side-OFF)+left, side , (side-OFF2) +left, 0, paint);
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canvas.drawLine( L , H, L+2*LEN, H , paint);
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canvas.drawLine( L , H, L+ LEN, H+LEN, paint);
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canvas.drawLine( L+2*LEN, H, L+ LEN, H+LEN, paint);
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float S1 = 0.150f*side;
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float S2 = 0.090f*side;
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float X = 0.7f*S2;
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float Y = 0.2f*S1;
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float LA = left+0.500f*side;
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float RA = left;
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float TA = 0.333f*side;
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float BA = 0.833f*side;
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canvas.drawArc( ARC1_W-RADIUS+left, ARC1_H-RADIUS, ARC1_W+RADIUS+left, ARC1_H+RADIUS, 225, 90, false, paint);
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canvas.drawArc( ARC2_W-RADIUS+left, ARC2_H-RADIUS, ARC2_W+RADIUS+left, ARC2_H+RADIUS, 105, 90, false, paint);
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canvas.drawArc( ARC3_W-RADIUS+left, ARC2_H-RADIUS, ARC3_W+RADIUS+left, ARC2_H+RADIUS, 345, 90, false, paint);
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canvas.drawArc( RA+X , TA , RA+X+S2 , TA+S2, 135,135, false, paint);
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canvas.drawArc( RA+side-S2-X, TA , RA+side-X, TA+S2, 270,135, false, paint);
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canvas.drawArc( LA-S1/2 , BA-S1-Y, LA+S1/2 , BA-Y , 45, 90, false, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Correct the Dino mesh.