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3D rendering engine. Plus modeling. Expected glsl textures 3d and 2d rendering
/*
* Copyright (c) 2022-2023. Manuel Daniel Dahmen
*
*
* Copyright 2012-2023 Manuel Daniel Dahmen
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package one.empty3.testscopy.tests.tests2.courbes_bsplines;
import one.empty3.library.Point3D;
import one.empty3.library.TextureCol;
import java.awt.*;
/*__
* Test BAD UGLY COMME TA MERE
*
* @author Manuel Dahmen [email protected]_
*/
public class TestsBSpline {
public static double[] u(int N) {
double[] u = new double[N];
int cpt = 0;
int cpt0 = cpt;
for (int i = cpt0; i < N/3 + cpt0; i++) {
u[i] = 1.0;
cpt++;
}
cpt0 = cpt;
for (int i = N/3; i < 2*N/3; i++) {
u[i] = 1.0 * i / N;
cpt++;
}
cpt0 = cpt;
for (int i = 2*N/3; i < N; i++) {
u[i] = 1.0;
cpt++;
}
return u;
}
public static Point3D[] p(int N) {
Point3D[] p = new Point3D[N];
for (int i = 0; i < N; i++) {
p[i] = new Point3D(1.0 * i * Math.cos((i / 6) * (Math.PI * 2.0) * ((double) i) / N),
1.0 * i * Math.sin((i / 6) * (Math.PI * 2.0) * ((double) i) / N), 0d);
p[i].texture(new TextureCol(Color.WHITE));
}
return p;
}
public static Point3D[] p2(int N) {
Point3D[] p = new Point3D[N];
for (int i = 0; i < N; i++) {
p[i] = new Point3D(1.0 * i * Math.cos((i / 6.0) * (Math.PI * 2.0) * ((double) i) / N),
1.0 * i * Math.sin((i / 6.0) * (Math.PI * 2.0) * ((double) i) / N), 0d);
p[i].texture(new TextureCol(Color.WHITE));
}
return p;
}
}