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nuclear@0
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1 #include "opengl.h"
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nuclear@0
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2 #include "board.h"
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nuclear@1
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3 #include "meshgen.h"
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nuclear@6
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4 #include "pnoise.h"
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5
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6 Board::Board()
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7 {
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nuclear@2
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8 puck_obj = 0;
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9 clear();
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10 }
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11
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12 Board::~Board()
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13 {
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14 destroy();
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15 }
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16
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17 bool Board::init()
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18 {
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19 if(!generate_textures()) {
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20 return false;
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21 }
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nuclear@1
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22 if(!generate()) {
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23 return false;
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24 }
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nuclear@1
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25
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nuclear@0
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26 return true;
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nuclear@0
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27 }
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nuclear@0
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28
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29 void Board::destroy()
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nuclear@0
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30 {
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nuclear@2
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31 for(size_t i=0; i<obj.size(); i++) {
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32 delete obj[i];
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33 }
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nuclear@2
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34 obj.clear();
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35
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36 delete puck_obj;
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nuclear@2
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37 puck_obj = 0;
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nuclear@0
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38 }
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nuclear@0
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39
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nuclear@0
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40 void Board::clear()
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nuclear@0
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41 {
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nuclear@0
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42 memset(slots, 0, sizeof slots);
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43 }
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nuclear@0
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44
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45 void Board::draw() const
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46 {
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47 for(size_t i=0; i<obj.size(); i++) {
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48 obj[i]->draw();
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nuclear@1
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49 }
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nuclear@0
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50 }
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nuclear@0
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51
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nuclear@1
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52 #define HSIZE 1.0
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nuclear@1
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53 #define VSIZE (2.0 * HSIZE)
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nuclear@1
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54 #define BOT_THICKNESS (HSIZE * 0.01)
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55 #define WALL_THICKNESS (HSIZE * 0.05)
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56 #define WALL_HEIGHT (HSIZE * 0.1)
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57 #define GAP (HSIZE * 0.025)
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58 #define HINGE_RAD (GAP * 0.5)
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59 #define HINGE_HEIGHT (VSIZE * 0.075)
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60
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61 bool Board::generate()
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nuclear@0
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62 {
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63 Mesh tmp;
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64 Matrix4x4 xform;
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65
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66 obj.clear();
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67
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68 for(int i=0; i<2; i++) {
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69 int sign = i * 2 - 1;
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70
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71 // generate bottom
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72 Mesh *bottom = new Mesh;
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73 gen_box(bottom, HSIZE, BOT_THICKNESS, HSIZE * 2.0);
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74 xform.set_translation(Vector3(0, -BOT_THICKNESS / 2.0, 0));
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75 bottom->apply_xform(xform);
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76
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77 Object *obottom = new Object;
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78 obottom->set_mesh(bottom);
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79 obottom->xform().set_translation(Vector3(sign * (HSIZE / 2.0 + WALL_THICKNESS + HINGE_RAD * 0.25), 0, 0));
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80 obottom->set_texture(img_field.texture());
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81 obj.push_back(obottom);
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82
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83
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nuclear@4
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84 // generate the 4 sides
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85 Mesh *sides = new Mesh;
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86 gen_box(sides, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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87 xform.set_translation(Vector3(-(HSIZE + WALL_THICKNESS) / 2.0,
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88 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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89 sides->apply_xform(xform);
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90
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91 gen_box(&tmp, WALL_THICKNESS, WALL_HEIGHT, VSIZE + WALL_THICKNESS * 2);
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92 xform.set_translation(Vector3((HSIZE + WALL_THICKNESS) / 2.0,
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93 WALL_HEIGHT / 2.0 - BOT_THICKNESS, 0));
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94 tmp.apply_xform(xform);
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95 sides->append(tmp);
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96 tmp.clear();
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97
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98 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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99 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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100 (VSIZE + WALL_THICKNESS) / 2.0));
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101 tmp.apply_xform(xform);
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102 sides->append(tmp);
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103 tmp.clear();
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104
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105 gen_box(&tmp, HSIZE, WALL_HEIGHT, WALL_THICKNESS);
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106 xform.set_translation(Vector3(0, WALL_HEIGHT / 2.0 - BOT_THICKNESS,
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107 -(VSIZE + WALL_THICKNESS) / 2.0));
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108 tmp.apply_xform(xform);
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109 sides->append(tmp);
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110 tmp.clear();
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111
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112 // generate texture coordinates
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113 sides->texcoord_gen_box();
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114
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115 Object *osides = new Object;
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116 osides->set_mesh(sides);
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117 osides->xform() = obottom->xform();
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118 osides->set_texture(img_wood.texture());
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119 osides->tex_xform().set_scaling(Vector3(2, 2, 2));
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120 osides->tex_xform().rotate(-Vector3(1, 0, 0.5), M_PI / 4.0);
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121 obj.push_back(osides);
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122
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123 }
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124
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125
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nuclear@1
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126 // generate the hinges
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127 Mesh *hinges = new Mesh;
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nuclear@7
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128 for(int i=0; i<2; i++) {
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129 float sign = i * 2 - 1;
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130
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nuclear@7
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131 // barrel
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132 gen_cylinder(&tmp, HINGE_RAD, HINGE_HEIGHT, 10, 1, 1);
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133 xform.reset_identity();
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134 xform.translate(Vector3(0, WALL_HEIGHT - HINGE_RAD * 0.5, sign * VSIZE / 4.0));
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135 xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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136 tmp.apply_xform(xform);
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137 hinges->append(tmp);
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138
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nuclear@7
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139 // flange
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140 gen_plane(&tmp, HINGE_HEIGHT * 0.6, HINGE_HEIGHT * 0.8);
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nuclear@7
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141 tmp.apply_xform(xform);
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142
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143 Matrix4x4 tex_xform;
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144 tex_xform.set_rotation(Vector3(0, 0, M_PI / 2.0));
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145 tmp.texcoord_apply_xform(tex_xform);
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146 hinges->append(tmp);
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147
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nuclear@7
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148 // studs
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nuclear@7
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149 for(int j=0; j<4; j++) {
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150 Vector3 pos;
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nuclear@7
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151
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152 pos.x = (float)((j & 1) * 2 - 1) * HINGE_HEIGHT * 0.2;
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153 pos.y = (float)((j & 2) - 1) * HINGE_HEIGHT * 0.3;
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nuclear@7
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154
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nuclear@7
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155 Matrix4x4 stud_xform = xform;
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nuclear@7
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156 stud_xform.translate(pos);
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nuclear@7
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157
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158 Matrix4x4 squash;
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159 squash.set_scaling(Vector3(1, 1, 0.5));
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160
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161 gen_sphere(&tmp, HINGE_RAD * 0.5, 8, 4);
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nuclear@7
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162 tmp.apply_xform(stud_xform * squash);
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163 hinges->append(tmp);
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nuclear@7
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164 }
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nuclear@7
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165 }
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nuclear@1
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166
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167 Object *ohinges = new Object;
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168 ohinges->set_mesh(hinges);
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169 ohinges->set_texture(img_hinge.texture());
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170 obj.push_back(ohinges);
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171
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172 // debug object
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173 /*
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174 Mesh *dbgmesh = new Mesh;
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175 gen_box(dbgmesh, 0.5, 0.5, 0.5);
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176 xform.set_translation(Vector3(0, 0.4, 0));
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177 xform.set_scaling(Vector3(1, 1, 1));
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178 dbgmesh->apply_xform(xform);
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179 Object *dbgobj = new Object;
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180 dbgobj->set_mesh(dbgmesh);
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181 dbgobj->set_texture(img_hinge.texture());
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182 //dbgobj->tex_xform().set_scaling(Vector3(3, 3, 3));
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183 obj.push_back(dbgobj);
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184 */
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185
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186 return true;
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187 }
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nuclear@4
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188
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nuclear@5
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189 static float wood(float x, float y)
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nuclear@5
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190 {
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nuclear@5
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191 float u = x;
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nuclear@5
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192 float v = y;
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nuclear@5
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193 x += 1.0;
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nuclear@5
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194 x *= 10.0;
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nuclear@5
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195 y *= 20.0;
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nuclear@5
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196
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nuclear@5
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197 float len = sqrt(x * x + y * y) + turbulence2(u * 6.0, v * 12.0, 2) * 1.2 +
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nuclear@5
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198 turbulence2(u * 0.5, v, 2) * 15.0;
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nuclear@5
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199 float val = fmod(len, 1.0);
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nuclear@5
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200
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nuclear@5
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201 //val = val * 0.5 + 0.5;
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nuclear@5
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202 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@5
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203 }
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nuclear@5
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204
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nuclear@6
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205 static float wood_tile(float x, float y)
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nuclear@6
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206 {
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nuclear@6
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207 float u = x;
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nuclear@6
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208 float v = y;
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nuclear@6
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209 x *= 10.0;
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nuclear@6
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210 y *= 10.0;
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nuclear@6
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211
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nuclear@6
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212 float val = x + pnoise2(u * 6.0, v, 6, 1) * 3.0 +
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nuclear@6
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213 pturbulence2(u * 4, v * 2, 4, 2, 2) * 1.5 + pturbulence2(u * 8, v * 8, 8, 8, 2) * 0.5;
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nuclear@6
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214
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215 val = fmod(val, 1.0);
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216 return val < 0.0 ? 0.0 : (val > 1.0 ? 1.0 : val);
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nuclear@6
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217 }
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nuclear@6
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218
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219 static bool spike(float x, float y)
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220 {
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221 x = fmod(x * 5.0, 1.0);
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222 return y < (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x);
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223 }
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nuclear@4
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224
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225 static bool circle(float x, float y, float rad)
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226 {
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227 x = fmod(x * 5.0, 1.0) - 0.5;
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228 y = (y - 0.65) * 5.0;
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229 float len = sqrt(x * x + y * y);
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230 return len < rad;
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231 }
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232
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233 static bool diamond(float x, float y)
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234 {
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nuclear@4
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235 return y >= (1.0 - (x < 0.5 ? 2.0 * x : 2.0 - 2.0 * x)) * 0.3333333 + 0.88;
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236 }
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237
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238 static bool center_circle(float x, float y, float rad)
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239 {
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240 x = x - 0.5;
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241 y = 1.0 - y;
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242 return sqrt(x * x + y * y) < rad;
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243 }
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nuclear@4
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244
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nuclear@4
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245 bool Board::generate_textures()
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246 {
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nuclear@6
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247 // ---- board field texture ----
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248 static const Vector3 wcol1 = Vector3(0.6, 0.4, 0.2);
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nuclear@6
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249 static const Vector3 wcol2 = Vector3(0.53, 0.32, 0.1);
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nuclear@6
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250 static const Vector3 wcol3 = Vector3(0.38, 0.25, 0.08);
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nuclear@5
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251
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nuclear@6
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252 img_field.create(512, 1024);
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nuclear@6
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253 unsigned char *pptr = img_field.pixels;
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nuclear@6
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254 for(int i=0; i<img_field.height; i++) {
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nuclear@6
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255 float v = (float)i / (float)img_field.height;
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nuclear@4
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256
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nuclear@6
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257 for(int j=0; j<img_field.width; j++) {
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nuclear@6
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258 float u = (float)j / (float)img_field.width;
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nuclear@4
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259
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nuclear@4
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260 int r = 0, g = 0, b = 0;
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nuclear@4
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261
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nuclear@5
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262 float wood_val = wood(u, v);
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nuclear@5
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263
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nuclear@5
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264 // pattern mask
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nuclear@4
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265 float x = u;
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nuclear@4
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266 float y = v < 0.5 ? v * 2.0 : 2.0 - v * 2.0;
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nuclear@4
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267 bool inside = false;
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nuclear@4
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268
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269 inside |= (spike(x, y + 0.33333) && !spike(x, y + 0.4)) ||
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nuclear@4
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270 (spike(x, y + 0.5) && !spike(x, y + 0.68));
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nuclear@4
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271 inside |= (circle(x, y, 0.12) && !circle(x, y, 0.1)) || circle(x, y, 0.06);
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272 inside |= (diamond(x, y) && !diamond(x, y - 0.015)) ||
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273 (diamond(x, y - 0.023) && !diamond(x, y - 0.028));
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274 inside |= center_circle(x, y, 0.03);
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275
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nuclear@5
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276 Vector3 wood_color = lerp(wcol1, wcol2, wood_val) * 0.9;
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277 if(inside) {
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nuclear@5
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278 wood_color = lerp(wcol1, wcol2, 1.0 - wood_val) * 2.0;
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nuclear@4
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279 }
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nuclear@4
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280
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nuclear@5
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281 r = (int)(wood_color.x * 255.0);
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nuclear@5
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282 g = (int)(wood_color.y * 255.0);
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nuclear@5
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283 b = (int)(wood_color.z * 255.0);
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nuclear@5
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284
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nuclear@5
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285 pptr[0] = r > 255 ? 255 : r;
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nuclear@5
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286 pptr[1] = g > 255 ? 255 : g;
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nuclear@5
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287 pptr[2] = b > 255 ? 255 : b;
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nuclear@4
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288 pptr += 3;
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nuclear@4
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289 }
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nuclear@4
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290 }
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nuclear@6
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291 img_field.texture();
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nuclear@4
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292
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nuclear@6
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293 // ---- generic wood texture ----
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nuclear@6
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294 img_wood.create(256, 256);
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nuclear@6
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295 pptr = img_wood.pixels;
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nuclear@6
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296 for(int i=0; i<img_wood.height; i++) {
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nuclear@6
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297 float v = (float)i / (float)img_wood.height;
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nuclear@6
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298 for(int j=0; j<img_wood.width; j++) {
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nuclear@6
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299 float u = (float)j / (float)img_wood.width;
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nuclear@6
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300
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nuclear@6
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301 float wood_val = wood_tile(u, v);
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nuclear@6
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302 Vector3 wood_color = lerp(wcol2, wcol3, wood_val) * 0.7;
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nuclear@6
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303
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nuclear@6
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304 int r = (int)(wood_color.x * 255.0);
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nuclear@6
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305 int g = (int)(wood_color.y * 255.0);
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nuclear@6
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306 int b = (int)(wood_color.z * 255.0);
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nuclear@6
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307
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nuclear@6
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308 pptr[0] = r > 255 ? 255 : r;
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nuclear@6
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309 pptr[1] = g > 255 ? 255 : g;
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nuclear@6
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310 pptr[2] = b > 255 ? 255 : b;
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nuclear@6
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311 pptr += 3;
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nuclear@6
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312 }
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nuclear@6
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313 }
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nuclear@6
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314 img_wood.texture();
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nuclear@7
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315
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nuclear@7
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316 // ---- metal hinge diffuse texture ----
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nuclear@7
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317 Vector3 rusty_col1 = Vector3(0.43, 0.46, 0.52);
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nuclear@7
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318 Vector3 rusty_col2 = Vector3(0.52, 0.47, 0.43);
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nuclear@7
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319
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nuclear@7
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320 img_hinge.create(128, 128);
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nuclear@7
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321 pptr = img_hinge.pixels;
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nuclear@7
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322 for(int i=0; i<img_hinge.height; i++) {
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nuclear@7
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323 float v = (float)i / (float)img_hinge.height;
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nuclear@7
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324 for(int j=0; j<img_hinge.width; j++) {
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nuclear@7
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325 float u = (float)j / (float)img_hinge.width;
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nuclear@7
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326
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nuclear@7
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327 // rust pattern
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nuclear@7
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328 float w1 = fbm2(u * 4.0, v * 4.0, 3) * 0.5 + 0.5;
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nuclear@7
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329 float w2 = fbm2(u * 8.0, v * 8.0, 1) * 0.5 + 0.5;
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nuclear@7
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330 Vector3 col = lerp(rusty_col1, rusty_col2 * 0.5, w1);
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nuclear@7
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331
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nuclear@7
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332 // center hinge split
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nuclear@7
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333 if(fabs(v - 0.5) < 0.01) {
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nuclear@7
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334 col *= 0.5;
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nuclear@7
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335 }
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nuclear@7
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336
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nuclear@7
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337 int r = (int)(col.x * 255.0);
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nuclear@7
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338 int g = (int)(col.y * 255.0);
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nuclear@7
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339 int b = (int)(col.z * 255.0);
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nuclear@7
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340
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nuclear@7
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341 pptr[0] = r > 255 ? 255 : (r < 0 ? 0 : r);
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nuclear@7
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342 pptr[1] = g > 255 ? 255 : (g < 0 ? 0 : g);
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nuclear@7
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343 pptr[2] = b > 255 ? 255 : (b < 0 ? 0 : b);
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nuclear@7
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344
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nuclear@7
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345 pptr += 3;
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nuclear@7
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346 }
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nuclear@7
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347 }
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nuclear@7
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348 img_hinge.texture();
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nuclear@7
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349
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nuclear@4
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350 return true;
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nuclear@4
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351 }
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