}
float distanceTo(Point p) {
- return distanceTo(p.fx, p.fy, p.fz);
+ return distanceTo(p.x, p.y, p.z);
}
void add(Vector3 other, float multiplier) {
for (Point p : model.points) {
color c =
blendColor(
- color(210, 20, (float)Math.max(0, 1 - Math.pow((model.yMax - p.fy) / 10, 2)) * 50),
- color(220, 60, (float)Math.max(0, 1 - Math.pow((p.fy - model.yMin) / 10, 2)) * 100),
+ color(210, 20, (float)Math.max(0, 1 - Math.pow((model.yMax - p.y) / 10, 2)) * 50),
+ color(220, 60, (float)Math.max(0, 1 - Math.pow((p.y - model.yMin) / 10, 2)) * 100),
ADD);
for (Raindrop raindrop : raindrops) {
- if (p.fx >= (raindrop.p.x - raindrop.radius) && p.fx <= (raindrop.p.x + raindrop.radius) &&
- p.fy >= (raindrop.p.y - raindrop.radius) && p.fy <= (raindrop.p.y + raindrop.radius)) {
+ if (p.x >= (raindrop.p.x - raindrop.radius) && p.x <= (raindrop.p.x + raindrop.radius) &&
+ p.y >= (raindrop.p.y - raindrop.radius) && p.y <= (raindrop.p.y + raindrop.radius)) {
float d = raindrop.p.distanceTo(p) / raindrop.radius;
// float value = (float)Math.max(0, 1 - Math.pow(Math.min(0, d - raindrop.radius) / 5, 2));
if (d < 1) {
color c = 0;
for (Plane plane : planes) {
- normalizedPoint.x = p.fx - plane.center.x;
- normalizedPoint.y = p.fy - plane.center.y;
- normalizedPoint.z = p.fz - plane.center.z;
+ normalizedPoint.x = p.x - plane.center.x;
+ normalizedPoint.y = p.y - plane.center.y;
+ normalizedPoint.z = p.z - plane.center.z;
float v = plane.rotation.rotatedY(normalizedPoint);
float d = abs(v);
int value = 0;
for (Pinwheel pw : pinwheels) {
- value += (pw.isOnBlade(p.fx, p.fy - p.fz * zSlope) ? 1 : 0);
+ value += (pw.isOnBlade(p.x, p.y - p.z * zSlope) ? 1 : 0);
}
if (value == 1) {
values[i] = 1;
for (Strip s : model.strips) {
Vector3 v = new Vector3();
for (Point p : s.points) {
- v.add(p.fx, p.fy, p.fz);
+ v.add(p.x, p.y, p.z);
}
v.divide(s.points.size());
stripToCenter.put(s, v);
List<Strip> nearbyStrips = stripToNearbyStrips.get(s);
for (Point p : s.points) {
- Vector3 v = new Vector3(p.fx, p.fy, p.fz);
+ Vector3 v = new Vector3(p.x, p.y, p.z);
List<Point> neighbors = new ArrayList();
float closestPointDistance = 100000;
for (Point nsp : nearbyStrip.points) {
- float distance = v.distanceTo(nsp.fx, nsp.fy, nsp.fz);
+ float distance = v.distanceTo(nsp.x, nsp.y, nsp.z);
if (closestPoint == null || distance < closestPointDistance) {
closestPoint = nsp;
closestPointDistance = distance;