Orientation Fixes when Placing Blocks with Tile Entities
Sky Compass Rendering (no rotation yet)
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@@ -22,13 +22,14 @@ package appeng.client.render.model;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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import java.util.Random;
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import javax.annotation.Nullable;
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import javax.vecmath.AxisAngle4f;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.entity.PlayerEntitySP;
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import net.minecraft.client.entity.player.ClientPlayerEntity;
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import net.minecraft.client.renderer.Matrix4f;
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import net.minecraft.client.renderer.Quaternion;
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import net.minecraft.client.renderer.model.BakedQuad;
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import net.minecraft.client.renderer.model.IBakedModel;
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import net.minecraft.client.renderer.model.ItemCameraTransforms;
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@@ -40,20 +41,21 @@ import net.minecraft.item.ItemStack;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import net.minecraftforge.client.model.data.IDynamicBakedModel;
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import appeng.block.misc.BlockSkyCompass;
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import appeng.hooks.CompassManager;
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import appeng.hooks.CompassResult;
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import net.minecraftforge.client.model.data.IModelData;
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import net.minecraftforge.client.model.data.ModelProperty;
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import net.minecraftforge.client.model.pipeline.BakedQuadBuilder;
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/**
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* This baked model combines the quads of a compass base and the quads of a compass pointer, which will be rotated
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* around the Y-axis to get the compass to point in the right direction.
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*/
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public class SkyCompassBakedModel implements IBakedModel
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public class SkyCompassBakedModel implements IDynamicBakedModel
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{
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// Rotation is expressed as radians
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public static final ModelProperty<Float> ROTATION = new ModelProperty<>();
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private final IBakedModel base;
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@@ -68,19 +70,15 @@ public class SkyCompassBakedModel implements IBakedModel
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}
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@Override
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public List<BakedQuad> getQuads( @Nullable BlockState state, @Nullable Direction side, long rand )
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public List<BakedQuad> getQuads(@Nullable BlockState state, @Nullable Direction side, Random rand, IModelData extraData )
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{
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float rotation = 0;
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// Get rotation from the special block state
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if( state instanceof IExtendedBlockState )
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{
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Float rotationOpt = ( (IExtendedBlockState) state ).getValue( BlockSkyCompass.ROTATION );
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if( rotationOpt != null )
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{
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rotation = rotationOpt;
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}
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Float rotationFromData = extraData.getData(ROTATION);
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if (rotationFromData != null) {
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rotation = rotationFromData;
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}
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else if( state == null )
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else
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{
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// This is used to render a compass pointing in a specific direction when being held in hand
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rotation = this.fallbackRotation;
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@@ -88,8 +86,7 @@ public class SkyCompassBakedModel implements IBakedModel
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// Pre-compute the quad count to avoid list resizes
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List<BakedQuad> quads = new ArrayList<>();
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quads.addAll( this.base.getQuads( state, side, rand ) );
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quads.addAll( this.base.getQuads( state, side, rand, extraData ) );
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// We'll add the pointer as "sideless"
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if( side == null )
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@@ -97,17 +94,18 @@ public class SkyCompassBakedModel implements IBakedModel
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// Set up the rotation around the Y-axis for the pointer
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Matrix4f matrix = new Matrix4f();
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matrix.setIdentity();
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matrix.setRotation( new AxisAngle4f( 0, 1, 0, rotation ) );
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matrix.mul( new Quaternion( 0, rotation, 0, false ) );
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MatrixVertexTransformer transformer = new MatrixVertexTransformer( matrix );
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for( BakedQuad bakedQuad : this.pointer.getQuads( state, side, rand ) )
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for( BakedQuad bakedQuad : this.pointer.getQuads( state, side, rand, extraData ) )
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{
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UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder( bakedQuad.getFormat() );
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BakedQuadBuilder builder = new BakedQuadBuilder();
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transformer.setParent( builder );
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transformer.setVertexFormat( builder.getVertexFormat() );
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bakedQuad.pipe( transformer );
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builder.setQuadOrientation( null ); // After rotation, facing a specific side cannot be guaranteed
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// FIXME: This entire code is no longer truly valid...
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// FIXME builder.setQuadOrientation( null ); // After rotation, facing a specific side cannot be guaranteed
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// anymore
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BakedQuad q = builder.build();
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quads.add( q );
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@@ -129,6 +127,11 @@ public class SkyCompassBakedModel implements IBakedModel
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return true;
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}
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@Override
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public boolean func_230044_c_() {
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return false;
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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@@ -155,13 +158,12 @@ public class SkyCompassBakedModel implements IBakedModel
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* animate using the
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* spinning animation.
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*/
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return new ItemOverrideList( Collections.emptyList() )
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return new ItemOverrideList()
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{
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@Override
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public IBakedModel handleItemState( IBakedModel originalModel, ItemStack stack, World world, LivingEntity entity )
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{
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if( world != null && entity instanceof PlayerEntitySP )
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public IBakedModel getModelWithOverrides(IBakedModel originalModel, ItemStack stack, @Nullable World world, @Nullable LivingEntity entity) {
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// FIXME: This check prevents compasses being held by OTHERS from getting the rotation, BUT do we actually still need this???
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if (world != null && entity instanceof ClientPlayerEntity)
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{
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PlayerEntity player = (PlayerEntity) entity;
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@@ -186,38 +188,38 @@ public class SkyCompassBakedModel implements IBakedModel
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{
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// Only query for a meteor position if we know our own position
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if( pos != null )
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{
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CompassResult cr = CompassManager.INSTANCE.getCompassDirection( 0, pos.getX(), pos.getY(), pos.getZ() );
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// Prefetch meteor positions from the server for adjacent blocks so they are available more quickly when
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// we're moving
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if( prefetch )
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{
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for( int i = 0; i < 3; i++ )
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{
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for( int j = 0; j < 3; j++ )
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{
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CompassManager.INSTANCE.getCompassDirection( 0, pos.getX() + i - 1, pos.getY(), pos.getZ() + j - 1 );
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}
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}
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}
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if( cr.isValidResult() )
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{
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if( cr.isSpin() )
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{
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long timeMillis = System.currentTimeMillis();
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// .5 seconds per full rotation
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timeMillis %= 500;
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return timeMillis / 500.f * (float) Math.PI * 2;
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}
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else
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{
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return (float) cr.getRad();
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}
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}
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}
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// FIXME if( pos != null )
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// FIXME {
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// FIXME CompassResult cr = CompassManager.INSTANCE.getCompassDirection( 0, pos.getX(), pos.getY(), pos.getZ() );
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// FIXME
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// FIXME // Prefetch meteor positions from the server for adjacent blocks so they are available more quickly when
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// FIXME // we're moving
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// FIXME if( prefetch )
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// FIXME {
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// FIXME for( int i = 0; i < 3; i++ )
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// FIXME {
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// FIXME for( int j = 0; j < 3; j++ )
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// FIXME {
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// FIXME CompassManager.INSTANCE.getCompassDirection( 0, pos.getX() + i - 1, pos.getY(), pos.getZ() + j - 1 );
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// FIXME }
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// FIXME }
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// FIXME }
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// FIXME
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// FIXME if( cr.isValidResult() )
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// FIXME {
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// FIXME if( cr.isSpin() )
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// FIXME {
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// FIXME long timeMillis = System.currentTimeMillis();
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// FIXME // .5 seconds per full rotation
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// FIXME timeMillis %= 500;
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// FIXME return timeMillis / 500.f * (float) Math.PI * 2;
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// FIXME }
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// FIXME else
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// FIXME {
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// FIXME return (float) cr.getRad();
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// FIXME }
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// FIXME }
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// FIXME }
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long timeMillis = System.currentTimeMillis();
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// 3 seconds per full rotation
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