+ Matrix.translate(new Vec(lshift/2, depth, -shift)),
+ Matrix.translate(new Vec(rshift/2, depth, -shift)),
+ Matrix.translate(new Vec(lshift/2, -depth, -shift)),
+ Matrix.translate(new Vec(rshift/2, -depth, -shift)),
+
+ Matrix.translate(new Vec(lshift, depth/2, -shift)),
+ Matrix.translate(new Vec(rshift, depth/2, -shift)),
+ Matrix.translate(new Vec(lshift, -depth/2, -shift)),
+ Matrix.translate(new Vec(rshift, -depth/2, -shift)),
+
+
+ /*
+ Matrix.translate(new Vec(lshift, depth, -shift)),
+ Matrix.translate(new Vec(rshift, depth, -shift)),
+ Matrix.translate(new Vec(lshift, -depth, -shift)),
+ Matrix.translate(new Vec(rshift, -depth, -shift)),
+ */
+ /*
+ Matrix.translate(new Vec(lshift, depth, shift)),
+ Matrix.translate(new Vec(rshift, depth, shift)),
+ Matrix.translate(new Vec(lshift, -depth, shift)),
+ Matrix.translate(new Vec(rshift, -depth, shift)),
+ */
+ //Matrix.translate(new Vec(0, depth, 0)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ //Matrix.translate(new Vec(0, -depth, 0)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ //Matrix.translate(new Vec(0, 0, height)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ //Matrix.translate(new Vec(0, 0, -height)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+
+ //Matrix.translate(new Vec(0, depth, 0)),
+ //Matrix.translate(new Vec(0, -depth, 0)),
+ Matrix.translate(new Vec(0, 0, height)),
+ Matrix.translate(new Vec(0, 0, -height)),
+
+ //Matrix.translate(new Vec(lshift, depth, height/2)),
+ //Matrix.translate(new Vec(lshift, depth, -height/2)),
+ //Matrix.translate(new Vec(rshift, -depth, height/2)),
+ //Matrix.translate(new Vec(rshift, -depth, -height/2)),
+ //Matrix.translate(new Vec(rshift, 0, height)),
+ //Matrix.translate(new Vec(rshift, 0, -height)),
+
+ Matrix.translate(new Vec( width, 0, 0)),
+ Matrix.translate(new Vec(-width, 0, 0)),
+
+ Matrix.ONE
+ };
+
+ float unit = 0.1f;
+ float r = unit/2;
+ float sin = (float)(unit * Math.sin(Math.PI/3));
+ float cos = (float)(unit * Math.cos(Math.PI/3));
+ float x = (float)(r*Math.tan(Math.PI/6));
+ float z = (float)(r/Math.cos(Math.PI/6));
+ height = 2*r*(float)Math.sqrt(2f/3f);
+
+
+ r *= 0.3f;
+ cos *= 0.3f;
+ unit *= 0.3f;
+
+
+ /*
+ sin *= 0.3f;
+ x *= 0.3f;
+ z *= 0.3f;
+ */