Added the Binding array
Hehe lightning go brrrrrr
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15 changed files with 407 additions and 6 deletions
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@ -19,6 +19,7 @@ import net.minecraftforge.fml.client.registry.RenderingRegistry;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
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import wayoftime.bloodmagic.BloodMagic;
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import wayoftime.bloodmagic.api.compat.IMultiWillTool;
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import wayoftime.bloodmagic.client.model.MimicColor;
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import wayoftime.bloodmagic.client.render.block.RenderAlchemyArray;
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import wayoftime.bloodmagic.client.render.block.RenderAltar;
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@ -34,7 +35,6 @@ import wayoftime.bloodmagic.common.item.ItemSacrificialDagger;
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import wayoftime.bloodmagic.common.item.sigil.ItemSigilToggleable;
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import wayoftime.bloodmagic.common.item.soul.ItemSentientSword;
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import wayoftime.bloodmagic.common.registries.BloodMagicEntityTypes;
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import wayoftime.bloodmagic.api.compat.IMultiWillTool;
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import wayoftime.bloodmagic.tile.TileAlchemyArray;
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import wayoftime.bloodmagic.tile.TileAltar;
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import wayoftime.bloodmagic.tile.TileDemonCrucible;
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@ -98,6 +98,7 @@ public class ClientEvents
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Minecraft.getInstance().getBlockColors().register(new MimicColor(), BloodMagicBlocks.MIMIC.get());
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RenderTypeLookup.setRenderLayer(BloodMagicBlocks.MIMIC.get(), (RenderType) -> true);
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});
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}
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public static void registerItemModelProperties(FMLClientSetupEvent event)
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@ -0,0 +1,229 @@
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package wayoftime.bloodmagic.client.render.alchemyarray;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import net.minecraft.client.renderer.IRenderTypeBuffer;
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import net.minecraft.client.renderer.RenderType;
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import net.minecraft.util.Direction;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.vector.Quaternion;
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import wayoftime.bloodmagic.client.render.BloodMagicRenderer;
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import wayoftime.bloodmagic.client.render.BloodMagicRenderer.Model2D;
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import wayoftime.bloodmagic.client.render.RenderResizableQuadrilateral;
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import wayoftime.bloodmagic.tile.TileAlchemyArray;
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public class BindingAlchemyCircleRenderer extends AlchemyArrayRenderer
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{
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public static final int numberOfSweeps = 5;
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public static final int startTime = 50;
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public static final int sweepTime = 40;
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public static final int inwardRotationTime = 50;
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public static final float arcLength = (float) Math.sqrt(2 * (2 * 2) - 2 * 2 * 2 * Math.cos(2 * Math.PI * 2 / 5));
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public static final float theta2 = (float) (18f * Math.PI / 180f);
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public static final int endTime = 300;
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public final ResourceLocation[] arraysResources;
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public float offsetFromFace = -0.9f;
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public BindingAlchemyCircleRenderer()
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{
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super(new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindingarray.png"));
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arraysResources = new ResourceLocation[5];
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arraysResources[0] = new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindinglightningarray.png");
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arraysResources[1] = new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindinglightningarray.png");
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arraysResources[2] = new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindinglightningarray.png");
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arraysResources[3] = new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindinglightningarray.png");
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arraysResources[4] = new ResourceLocation("bloodmagic", "textures/models/alchemyarrays/bindinglightningarray.png");
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}
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public float getRotation(int circle, float craftTime)
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{
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float offset = 2;
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if (circle == -1 && craftTime >= offset)
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{
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return (craftTime - offset) * 360 * 2 / 5 / sweepTime;
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}
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if (craftTime >= offset)
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{
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float modifier = (float) Math.pow(craftTime - offset, 1.5);
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return modifier * 0.5f;
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}
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return 0;
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}
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public float getSecondaryRotation(int circle, float craftTime)
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{
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float offset = 50;
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if (craftTime >= offset)
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{
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float modifier = (float) Math.pow(craftTime - offset, 1.7);
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return modifier * 0.5f;
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}
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return 0;
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}
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public float getVerticalOffset(int circle, float craftTime)
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{
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if (circle >= 0 && circle <= 4)
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{
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if (craftTime >= 5)
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{
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if (craftTime <= 40)
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{
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return (float) ((0.4) * Math.pow((craftTime - 5) / 35f, 3));
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} else
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{
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return 0.4f;
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}
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}
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return 0;
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}
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if (craftTime >= 5)
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{
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if (craftTime <= 40)
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{
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return (float) ((0.4) * Math.pow((craftTime - 5) / 35f, 3));
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} else
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{
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return 0.4f;
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}
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}
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return 0;
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}
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public float getInwardRotation(int circle, float craftTime)
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{
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float offset = startTime + numberOfSweeps * sweepTime;
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if (craftTime >= offset)
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{
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if (craftTime <= offset + inwardRotationTime)
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{
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return 90f / inwardRotationTime * (craftTime - offset);
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} else
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{
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return 90;
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}
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}
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return 0;
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}
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public void renderAt(TileAlchemyArray tileArray, double x, double y, double z, float craftTime, MatrixStack matrixStack, IRenderTypeBuffer renderer, int combinedLightIn, int combinedOverlayIn)
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{
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matrixStack.push();
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matrixStack.translate(0.5, 0.5, 0.5);
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float rot = getRotation(-1, craftTime);
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float secondaryRot = getSecondaryRotation(craftTime);
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float size = 3;
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Direction dirRotation = tileArray.getRotation();
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matrixStack.push();
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matrixStack.translate(0, getVerticalOffset(craftTime), 0);
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matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), -dirRotation.getHorizontalAngle(), true));
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matrixStack.push();
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matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), rot, true));
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// matrixStack.rotate(new Quaternion(Direction.NORTH.toVector3f(), secondaryRot, true));
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// matrixStack.rotate(new Quaternion(Direction.EAST.toVector3f(), secondaryRot * 0.45812f, true));
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IVertexBuilder twoDBuffer = renderer.getBuffer(RenderType.getEntityTranslucent(arrayResource));
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Model2D arrayModel = new BloodMagicRenderer.Model2D();
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arrayModel.minX = -0.5;
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arrayModel.maxX = +0.5;
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arrayModel.minY = -0.5;
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arrayModel.maxY = +0.5;
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arrayModel.resource = arrayResource;
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matrixStack.scale(size, size, size);
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RenderResizableQuadrilateral.INSTANCE.renderSquare(arrayModel, matrixStack, twoDBuffer, 0xFFFFFFFF, combinedLightIn, combinedOverlayIn);
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matrixStack.pop();
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for (int i = 0; i < 5; i++)
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{
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matrixStack.push();
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float newSize = 1;
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float distance = BindingAlchemyCircleRenderer.getDistanceOfCircle(i, craftTime);
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float angle = BindingAlchemyCircleRenderer.getAngleOfCircle(i, craftTime);
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float rotation = this.getRotation(i, craftTime);
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matrixStack.translate(distance * Math.sin(angle), this.getVerticalOffset(i, craftTime), -distance * Math.cos(angle));
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matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), i * 360 / 5, true));
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matrixStack.rotate(new Quaternion(Direction.NORTH.toVector3f(), getInwardRotation(i, craftTime), true));
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matrixStack.rotate(new Quaternion(Direction.UP.toVector3f(), rotation, true));
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twoDBuffer = renderer.getBuffer(RenderType.getEntityTranslucent(arraysResources[i]));
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arrayModel.resource = arraysResources[i];
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matrixStack.scale(newSize, newSize, newSize);
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RenderResizableQuadrilateral.INSTANCE.renderSquare(arrayModel, matrixStack, twoDBuffer, 0xFFFFFFFF, combinedLightIn, combinedOverlayIn);
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matrixStack.pop();
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}
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matrixStack.pop();
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matrixStack.pop();
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}
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public static float getAngleOfCircle(int circle, float craftTime)
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{
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if (circle >= 0 && circle <= 4)
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{
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float originalAngle = (float) (circle * 2 * Math.PI / 5d);
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double sweep = (craftTime - startTime) / sweepTime;
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if (sweep >= 0 && sweep < numberOfSweeps)
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{
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float offset = ((int) sweep) * sweepTime + startTime;
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originalAngle += 2 * Math.PI * 2 / 5 * (int) sweep + getAngle(craftTime - offset, (int) sweep);
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} else if (sweep >= numberOfSweeps)
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{
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originalAngle += 2 * Math.PI * 2 / 5 * numberOfSweeps + (craftTime - 5 * sweepTime - startTime) * 2 * Math.PI * 2 / 5 / sweepTime;
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}
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return originalAngle;
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}
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return 0;
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}
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public static float getAngle(float craftTime, int sweep)
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{
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float rDP = craftTime / sweepTime * arcLength;
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float rEnd = (float) Math.sqrt(rDP * rDP + 2 * 2 - 2 * rDP * 2 * Math.cos(theta2));
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return (float) (Math.acos((2 * 2 + rEnd * rEnd - rDP * rDP) / (2 * rEnd * 2)));
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}
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/**
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* Returns the center-to-center distance of this circle.
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*/
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public static float getDistanceOfCircle(int circle, float craftTime)
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{ // TODO Change this so it doesn't use angle, since it is a constant speed.
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double sweep = (craftTime - startTime) / sweepTime;
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if (sweep >= 0 && sweep < numberOfSweeps)
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{
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float offset = ((int) sweep) * sweepTime + startTime;
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float angle = getAngle(craftTime - offset, (int) sweep);
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float thetaPrime = (float) (Math.PI - theta2 - angle);
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// if(thetaPrime > 0 && thetaPrime < Math.PI) {
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return (float) (2 * Math.sin(theta2) / Math.sin(thetaPrime));
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// }
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} else if (sweep >= numberOfSweeps && craftTime < endTime)
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{
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return 2 - 2 * (craftTime - startTime - numberOfSweeps * sweepTime) / (endTime - startTime - numberOfSweeps * sweepTime);
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} else if (craftTime >= endTime)
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{
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return 0;
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}
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return 2;
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}
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}
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