SeaSurface files have been added to display the surface in the lobby. Surface is now drawn in the lobby
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package visualiser.layout;
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import javafx.scene.shape.TriangleMesh;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* 3D plane
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*/
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public class Plane3D extends TriangleMesh{
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/**
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* Length is up down, and width is left right. Drawn on the x-y plane with z kept at 0.
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* @param width width of the plane
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* @param length length of the plane
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* @param subdivisionsWidth number of divisions along the width of the plane
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* @param subdivisionsLength number of division along the length of the plane
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*/
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public Plane3D(float width, float length, int subdivisionsWidth, int subdivisionsLength){
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//add texture points and vertex points
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float subWidth = width / (float) subdivisionsWidth;
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float subLength = length / (float) subdivisionsLength;
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ArrayList<Float> pointsList = new ArrayList<>();
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ArrayList<Float> textureCoord = new ArrayList<>();
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float startW = -width/2;
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float startL = -length/2;
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for (float l = 0; l <= length; l += subLength) {
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for (float w = 0; w <= width; w += subWidth){
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//add points
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pointsList.add(w + startW);
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pointsList.add(l + startL);
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pointsList.add(0f);
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//addTexture coords
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textureCoord.add(1 - w/width);
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textureCoord.add(1 - l/length);
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}
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}
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this.getPoints().setAll(copyListToArray(pointsList));
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this.getTexCoords().setAll(copyListToArray(textureCoord));
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//connect points to make faces
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ArrayList<Integer> faces = new ArrayList<>();
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int listSize = pointsList.size()/3;
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int divsInRow = subdivisionsWidth + 1;
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for (int i = 0; i < listSize; i++){
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int row = i/divsInRow;
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if (row < 1){
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continue;
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}
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boolean notFirstCol = (i) % divsInRow != 0;
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boolean notLastCol = (i + 1) % divsInRow != 0;
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if (notFirstCol){
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faces.add(i);
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faces.add(i);
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// printPointAtIndex(i);
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faces.add(i - divsInRow);
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faces.add(i - divsInRow);
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// printPointAtIndex(i - divsInRow);
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faces.add(i - 1);
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faces.add(i - 1);
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// printPointAtIndex(i-1);
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}
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if (notLastCol) {
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faces.add(i - divsInRow + 1);
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faces.add(i - divsInRow + 1);
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// printPointAtIndex(i - divsInRow + 1);
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faces.add(i - divsInRow);
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faces.add(i - divsInRow);
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// printPointAtIndex(i - divsInRow);
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faces.add(i);
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faces.add(i);
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// printPointAtIndex(i);
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}
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}
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this.getFaces().setAll(copyListToIntArray(faces));
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}
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/**
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* Testing function to see if the points are correct
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* @param index index that the points correspond to (remember 3 is a point)
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*/
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private void printPointAtIndex(int index){
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int i = index * 3;
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float x = this.getPoints().get(i);
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float y = this.getPoints().get(i + 1);
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float z = this.getPoints().get(i + 2);
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System.out.println(String.format("Point at %d is x:%f, y:%f, z:%f", index, x, y, z));
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}
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/**
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* copies the list to a float array because java List.toArray isn't working
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* @param list list to copy
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* @return array
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*/
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private static float[] copyListToArray(List<Float> list){
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float[] res = new float[list.size()];
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for (int i = 0; i < list.size(); i++){
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res[i] = list.get(i);
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}
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return res;
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}
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/**
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* copies the list to an integer array because java List.toArray isn't working
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* @param list list to copy
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* @return array
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*/
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private static int[] copyListToIntArray(List<Integer> list){
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int[] res = new int[list.size()];
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for (int i = 0; i < list.size(); i++){
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res[i] = list.get(i);
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}
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return res;
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}
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}
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@@ -0,0 +1,135 @@
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package visualiser.layout;
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import javafx.scene.image.Image;
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import javafx.scene.image.PixelWriter;
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import javafx.scene.image.WritableImage;
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import javafx.scene.paint.Color;
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import javafx.scene.paint.PhongMaterial;
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import javafx.scene.shape.MeshView;
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import visualiser.utils.PerlinNoiseGenerator;
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/**
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* Creates a SeaSurface
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*/
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public class SeaSurface {
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private float[][] noiseArray;
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private Subject3D surface;
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/**
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* Sea Surface Constructor
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* @param size size of the sea surface (has to be square for simplicity's sake)
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* @param freq frequency the perlin noise is to be generated at
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* @param x offset that the sea should be set at position-wise
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* @param z offset that the sea should be set at position-wise
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*/
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public SeaSurface(int size, double freq, double x, double y, double z){
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noiseArray = PerlinNoiseGenerator.createNoise(size, freq);
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createSurface();
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surface.setZ(z);
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surface.setY(y);
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surface.setX(x);
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}
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/**
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* Creates the sea surface
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*/
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private void createSurface(){
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Image diffuseMap = createImage(noiseArray.length, noiseArray);
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PhongMaterial material = new PhongMaterial();
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material.setDiffuseMap(diffuseMap);
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//material.setSpecularColor(Color.WHITE);
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Plane3D seaPlane = new Plane3D(noiseArray.length, noiseArray.length, 10, 10);
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MeshView seaSurface = new MeshView(seaPlane);
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// Box seaSurface = new Box(noiseArray.length, 0.1, noiseArray.length);
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seaSurface.setMaterial(material);
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seaSurface.setMouseTransparent(true);
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seaSurface.toFront();
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//seaSurface.setRotationAxis(new Point3D(1, 0, 0));
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//seaSurface.setRotate(90);
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surface = new Subject3D(seaSurface);
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}
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/**
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* Create texture for uv mapping
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* @param size size of the image to make
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* @param noise array of noise
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* @return image that is created
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*/
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private Image createImage(double size, float[][] noise) {
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int width = (int) size;
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int height = (int) size;
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WritableImage wr = new WritableImage(width, height);
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PixelWriter pw = wr.getPixelWriter();
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//interpolate colours based on noise
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for (int x = 0; x < width; x++) {
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for (int y = 0; y < height; y++) {
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float value = noise[x][y];
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double gray = normalizeValue(value, -.5, .5, 0., 1.);
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gray = clamp(gray, 0, 1);
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//values to interpolate on
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Color brightBlue = new Color(0.06, 0.5, .78, 1);
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Color lightBlue = new Color(0.15, 0.68, .88, 1);
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Color lighterBlue = new Color(0.28, 0.73, .91, 1);
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Color colour = Color.WHITE.interpolate(brightBlue, gray).interpolate(lighterBlue, gray).interpolate(lightBlue, gray);
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pw.setColor(x, y, colour);
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}
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}
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return wr;
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}
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/**
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* Nomalises the values so that the colours are correct
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* @param value value to normalise
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* @param min current min
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* @param max current max
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* @param newMin new min
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* @param newMax new max
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* @return returns normalised value
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*/
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private static double normalizeValue(double value, double min, double max, double newMin, double newMax) {
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return (value - min) * (newMax - newMin) / (max - min) + newMin;
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}
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/**
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* clamps a value between a min and max
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* @param value value to clamp
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* @param min minimum value it can be
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* @param max maximum value it can be
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* @return result after clamp
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*/
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private static double clamp(double value, double min, double max) {
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if (Double.compare(value, min) < 0)
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return min;
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if (Double.compare(value, max) > 0)
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return max;
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return value;
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}
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/**
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* Get surface
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* @return the surface so it can be drawn
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*/
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public Subject3D getSurface(){
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return surface;
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}
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}
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