Use low-res tab geometry for fin 3D rendering
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@ -29,6 +29,12 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
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*/
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*/
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public static final double MAX_CANT_RADIANS = (15.0 * Math.PI / 180);
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public static final double MAX_CANT_RADIANS = (15.0 * Math.PI / 180);
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/**
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* Maximum number of root points in the root geometry.
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*/
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private static final int MAX_ROOT_DIVISIONS = 100;
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private static final int MAX_ROOT_DIVISIONS_LOW_RES = 20;
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public void setOverrideMass() {
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public void setOverrideMass() {
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}
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}
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@ -1007,7 +1013,7 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
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* This should at one point be solved by rendering the fin faces using triangulation, instead of how it's currently implemented.
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* This should at one point be solved by rendering the fin faces using triangulation, instead of how it's currently implemented.
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*/
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*/
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public Coordinate[] getFinPointsWithLowResRoot() {
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public Coordinate[] getFinPointsWithLowResRoot() {
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return combineCurves(getFinPoints(), getRootPoints(20));
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return combineCurves(getFinPoints(), getRootPoints(MAX_ROOT_DIVISIONS_LOW_RES));
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}
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}
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/**
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/**
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@ -1023,7 +1029,6 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
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* @return List of XY-coordinates.
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* @return List of XY-coordinates.
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*/
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*/
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public Coordinate[] getTabPoints() {
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public Coordinate[] getTabPoints() {
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if (MathUtil.equals(getTabHeight(), 0) ||
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if (MathUtil.equals(getTabHeight(), 0) ||
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MathUtil.equals(getTabLength(), 0)){
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MathUtil.equals(getTabLength(), 0)){
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return new Coordinate[]{};
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return new Coordinate[]{};
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@ -1039,6 +1044,47 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
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}
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}
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}
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}
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return generateTabPointsWithRoot(rootPoints);
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}
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/**
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* Return a list of X,Y coordinates defining the geometry of a single fin tab.
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* The origin is the leading root edge, and the tab height (or 'depth') is
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* the radial distance inwards from the reference point, depending on positioning method:
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* if via TOP: tab front edge
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* if via MIDDLE: tab middle
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* if via BOTTOM: tab trailing edge
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*
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* The tab coordinates will generally have negative y values.
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*
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* This low res version is for 3D rendering, as a too high resolution would cause clipping and invisible fin faces.
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* This should at one point be solved by rendering the fin faces using triangulation, instead of how it's currently implemented.
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*
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* @return List of XY-coordinates.
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*/
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public Coordinate[] getTabPointsLowRes() {
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if (MathUtil.equals(getTabHeight(), 0) ||
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MathUtil.equals(getTabLength(), 0)){
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return new Coordinate[]{};
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}
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final double xTabFront = getTabFrontEdge();
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final double xTabTrail = getTabTrailingEdge();
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List<Coordinate> rootPoints = new ArrayList<>();
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for (Coordinate point : getRootPoints(MAX_ROOT_DIVISIONS_LOW_RES)) {
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if (point.x > xTabFront && point.x < xTabTrail) {
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rootPoints.add(point);
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}
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}
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return generateTabPointsWithRoot(rootPoints);
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}
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private Coordinate[] generateTabPointsWithRoot(List<Coordinate> rootPoints) {
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final double xTabFront = getTabFrontEdge();
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final double xTabTrail = getTabTrailingEdge();
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Coordinate[] tabPoints = new Coordinate[4];
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Coordinate[] tabPoints = new Coordinate[4];
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final Coordinate finFront = this.getFinFront();
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final Coordinate finFront = this.getFinFront();
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@ -1136,7 +1182,7 @@ public abstract class FinSet extends ExternalComponent implements AxialPositiona
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}
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}
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private Coordinate[] getMountPoints(final double xStart, final double xEnd, final double xOffset, final double yOffset) {
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private Coordinate[] getMountPoints(final double xStart, final double xEnd, final double xOffset, final double yOffset) {
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return getMountPoints(xStart, xEnd, xOffset, yOffset, 100);
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return getMountPoints(xStart, xEnd, xOffset, yOffset, MAX_ROOT_DIVISIONS);
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}
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}
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@Override
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@Override
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@ -35,7 +35,7 @@ public class FinRenderer {
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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Coordinate[] finPoints = finSet.getFinPointsWithLowResRoot();
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Coordinate[] finPoints = finSet.getFinPointsWithLowResRoot();
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Coordinate[] tabPoints = finSet.getTabPoints();
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Coordinate[] tabPoints = finSet.getTabPointsLowRes();
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{
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{
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gl.glPushMatrix();
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gl.glPushMatrix();
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