Geom.P p0 = goal.newP(stlf.coordArray[i+0].x * MAG, stlf.coordArray[i+0].y * MAG, stlf.coordArray[i+0].z * MAG);
Geom.P p1 = goal.newP(stlf.coordArray[i+1].x * MAG, stlf.coordArray[i+1].y * MAG, stlf.coordArray[i+1].z * MAG);
Geom.P p2 = goal.newP(stlf.coordArray[i+2].x * MAG, stlf.coordArray[i+2].y * MAG, stlf.coordArray[i+2].z * MAG);
- Geom.V n = goal.new V(stlf.normArray[i/3].x * MAG, stlf.normArray[i/3].y * MAG, stlf.normArray[i/3].z * MAG);
+ Geom.Vec n = goal.new Vec(stlf.normArray[i/3].x * MAG, stlf.normArray[i/3].y * MAG, stlf.normArray[i/3].z * MAG);
Geom.T t = goal.newT(p0, p1, p2, n);
}
// rotate to align major axis -- this probably needs to be done by a human.
- goal.transform(goal.new M(goal.new V(0, 0, 1), (float)(Math.PI/2)));
+ goal.transform(goal.new M(goal.new Vec(0, 0, 1), (float)(Math.PI/2)));
- float goal_width = goal.diagonal().dot(goal.new V(1, 0, 0));
- float goal_height = goal.diagonal().dot(goal.new V(0, 1, 0));
- float goal_depth = goal.diagonal().dot(goal.new V(0, 0, 1));
+ float goal_width = goal.diagonal().dot(goal.new Vec(1, 0, 0));
+ float goal_height = goal.diagonal().dot(goal.new Vec(0, 1, 0));
+ float goal_depth = goal.diagonal().dot(goal.new Vec(0, 0, 1));
float width = (float)0.6;
float height = (float)0.08;
float depth = (float)0.3;
translations = new Geom.M[] {
- tile.new M(tile.new V(-(width/2), height, 0)),
- tile.new M(tile.new V( (width/2), height, 0)),
- tile.new M(tile.new V(-(width/2), -height, 0)),
- tile.new M(tile.new V( (width/2), -height, 0)),
- tile.new M(tile.new V(-(width/2), 0, depth)),
- tile.new M(tile.new V( (width/2), 0, depth)),
- tile.new M(tile.new V(-(width/2), 0, -depth)),
- tile.new M(tile.new V( (width/2), 0, -depth)),
-
- tile.new M(tile.new V( width, 0, 0)),
- tile.new M(tile.new V(-width, 0, 0)),
+ tile.new M(tile.new Vec(-(width/2), height, 0)),
+ tile.new M(tile.new Vec( (width/2), height, 0)),
+ tile.new M(tile.new Vec(-(width/2), -height, 0)),
+ tile.new M(tile.new Vec( (width/2), -height, 0)),
+ tile.new M(tile.new Vec(-(width/2), 0, depth)),
+ tile.new M(tile.new Vec( (width/2), 0, depth)),
+ tile.new M(tile.new Vec(-(width/2), 0, -depth)),
+ tile.new M(tile.new Vec( (width/2), 0, -depth)),
+
+ tile.new M(tile.new Vec( width, 0, 0)),
+ tile.new M(tile.new Vec(-width, 0, 0)),
/*
- tile.new M(tile.new V( 0, 0, depth)),
- tile.new M(tile.new V( 0, 0, -depth)),
+ tile.new M(tile.new Vec( 0, 0, depth)),
+ tile.new M(tile.new Vec( 0, 0, -depth)),
*/
};
tile.bind();
- //mid.move(tile.new V((float)0,0,(float)-0.05));
- //ltn.move(tile.new V((float)0,0,(float)-0.05));
+ //mid.move(tile.new Vec((float)0,0,(float)-0.05));
+ //ltn.move(tile.new Vec((float)0,0,(float)-0.05));
- //mtf.move(tile.new V(0, (float)-0.05, (float)0.05));
+ //mtf.move(tile.new Vec(0, (float)-0.05, (float)0.05));
System.out.println("tile volume: " + tile.volume());
Random random = new Random();
public synchronized void breakit() {
- if (verts > 20) return;
+ if (verts > 300) return;
//double min = (tile.avgedge/tile.numedges)*(1+(4/(double)verts));
//if (verts>0 && tile.es.peek().length() < min) return;
PriorityQueue<Geom.E> es = new PriorityQueue<Geom.E>();
r1 = r1 - (float)Math.floor(r1);
r1 = r1 * (float)0.01;
r1 = r1 - (float)0.005;
- Geom.V v = p.watchback().minus(p).norm().times(r1);
+ Geom.Vec v = p.watchback().minus(p).norm().times(r1);
//v = p.norm().times(v.dot(p.norm()));
i++;
if (i != 1 /*&& i!=4*/) continue;
Geom.P p = tile.newP(0, 0, 0).times(m);
- Geom.V v = tile.new V(p.x, p.y, p.z);
+ Geom.Vec v = tile.new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
draw(gl, false, tile);