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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistySkewb.java @ 052e0362

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_CORNER;
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import java.io.InputStream;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import org.distorted.objectlib.main.ObjectControl;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.helpers.ScrambleState;
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import org.distorted.objectlib.main.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistySkewb extends ShapeHexahedron
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{
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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           new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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           new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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           new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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         };
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  private ScrambleState[] mStates;
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  private int[] mBasicAngle;
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  private float[][] mCuts;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistySkewb(int[] numL, int meshState, Static4D quat, Static3D move, float scale, InputStream stream)
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    {
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    super(numL, meshState, 2*numL[0]-2, quat, move, scale, stream);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int[] numLayers = getNumLayers();
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      int numL = numLayers[0];
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      int[] tmp = {0,-1,0, 0,1,0, numL-1,-1,0, numL-1,1,0 };
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      mStates = new ScrambleState[]
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        {
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        new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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        };
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      }
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    return mStates;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumCorners()
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    {
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    return 8;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumEdges(int numLayers)
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    {
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    return (numLayers-2)*12;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumCentersPerFace(int numLayers)
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    {
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    return ((numLayers-2)*(numLayers-2) + (numLayers-1)*(numLayers-1));
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][] getCuts(int[] numLayers)
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    {
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    if( mCuts==null )
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      {
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      float[] c = numLayers[0]==2 ? (new float[] {0.0f}) : (new float[] {-SQ3/6,+SQ3/6});
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      mCuts = new float[][] {c,c,c,c};
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      }
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    return mCuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public boolean[][] getLayerRotatable(int[] numLayers)
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    {
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    boolean[] tmp = numLayers[0]==2 ? (new boolean[] {true,true}) : (new boolean[] {true,false,true});
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    return new boolean[][] { tmp,tmp,tmp,tmp };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getTouchControlType()
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    {
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    return TC_HEXAHEDRON;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getTouchControlSplit()
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    {
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    return TYPE_SPLIT_CORNER;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][][] getEnabled()
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    {
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    return new int[][][]
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      {
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          {{0,1},{3,1},{2,3},{0,2}},
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          {{2,3},{3,1},{0,1},{0,2}},
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          {{1,2},{0,1},{0,3},{2,3}},
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          {{1,2},{2,3},{0,3},{0,1}},
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          {{0,3},{0,2},{1,2},{1,3}},
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          {{1,2},{0,2},{0,3},{1,3}},
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[] getDist3D(int[] numLayers)
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    {
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    return TouchControlHexahedron.D3D;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static3D[] getFaceAxis()
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    {
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    return TouchControlHexahedron.FACE_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][] getCubitPositions(int[] numLayers)
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    {
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    int numL = numLayers[0];
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    final float DIST_CORNER = numL-1;
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    final float DIST_EDGE   = numL-1;
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    final float DIST_CENTER = numL-1;
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    final int numCorners = getNumCorners();
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    final int numEdges   = getNumEdges(numL);
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    final int numCenters = 6*getNumCentersPerFace(numL);
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    final float[][] CENTERS = new float[numCorners+numEdges+numCenters][];
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    /// CORNERS //////////////////////////////////////////////
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    CENTERS[0] = new float[] { DIST_CORNER, DIST_CORNER, DIST_CORNER };
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    CENTERS[1] = new float[] { DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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    CENTERS[2] = new float[] { DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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    CENTERS[3] = new float[] { DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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    CENTERS[4] = new float[] {-DIST_CORNER, DIST_CORNER, DIST_CORNER };
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    CENTERS[5] = new float[] {-DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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    CENTERS[6] = new float[] {-DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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    CENTERS[7] = new float[] {-DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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    /// CENTERS //////////////////////////////////////////////
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    int index=8;
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    final float X= -1000.0f;
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    final float Y= -1001.0f;
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    final float[][]  centerTable =
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        {
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            {+DIST_CENTER,X,Y},
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            {-DIST_CENTER,X,Y},
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            {X,+DIST_CENTER,Y},
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            {X,-DIST_CENTER,Y},
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            {X,Y,+DIST_CENTER},
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            {X,Y,-DIST_CENTER}
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        };
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    float x,y, cen0, cen1, cen2;
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    for( float[] centers : centerTable )
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      {
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      x = 2-numL;
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      for(int i=0; i<numL-1; i++, x+=2)
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        {
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        y = 2-numL;
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        for(int j=0; j<numL-1; j++, y+=2, index++)
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          {
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               if( centers[0]==Y ) cen0 = y;
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          else if( centers[0]==X ) cen0 = x;
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          else                     cen0 = centers[0];
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               if( centers[1]==Y ) cen1 = y;
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          else if( centers[1]==X ) cen1 = x;
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          else                     cen1 = centers[1];
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               if( centers[2]==Y ) cen2 = y;
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          else if( centers[2]==X ) cen2 = x;
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          else                     cen2 = centers[2];
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          CENTERS[index] = new float[] {cen0,cen1,cen2};
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          }
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        }
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      x = 3-numL;
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      for(int i=0; i<numL-2; i++, x+=2)
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        {
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        y = 3-numL;
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        for(int j=0; j<numL-2; j++, y+=2, index++)
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          {
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               if( centers[0]==Y ) cen0 = y;
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          else if( centers[0]==X ) cen0 = x;
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          else                     cen0 = centers[0];
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               if( centers[1]==Y ) cen1 = y;
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          else if( centers[1]==X ) cen1 = x;
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          else                     cen1 = centers[1];
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               if( centers[2]==Y ) cen2 = y;
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          else if( centers[2]==X ) cen2 = x;
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          else                     cen2 = centers[2];
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          CENTERS[index] = new float[] {cen0,cen1,cen2};
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          }
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        }
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      }
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    /// EDGES ///////////////////////////////////////////////
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    final float[][]  edgeTable =
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        {
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            {0,+DIST_EDGE,+DIST_EDGE},
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            {+DIST_EDGE,0,+DIST_EDGE},
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            {0,-DIST_EDGE,+DIST_EDGE},
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            {-DIST_EDGE,0,+DIST_EDGE},
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            {+DIST_EDGE,+DIST_EDGE,0},
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            {+DIST_EDGE,-DIST_EDGE,0},
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            {-DIST_EDGE,-DIST_EDGE,0},
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            {-DIST_EDGE,+DIST_EDGE,0},
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            {0,+DIST_EDGE,-DIST_EDGE},
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            {+DIST_EDGE,0,-DIST_EDGE},
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            {0,-DIST_EDGE,-DIST_EDGE},
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            {-DIST_EDGE,0,-DIST_EDGE}
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        };
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    for (float[] edges : edgeTable)
281
      {
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      float c = 3-numL;
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      for (int j=0; j<numL-2; j++, c+=2, index++)
285
        {
286
        CENTERS[index] = new float[] { edges[0]==0 ? c : edges[0] ,
287
                                       edges[1]==0 ? c : edges[1] ,
288
                                       edges[2]==0 ? c : edges[2] };
289
        }
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      }
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    return CENTERS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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297
  public Static4D getCubitQuats(int cubit, int[] numLayers)
298
    {
299
    int numL = numLayers[0];
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    int numCorners = getNumCorners();
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    int numCentersPerFace = getNumCentersPerFace(numL);
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    int numCenters = 6*numCentersPerFace;
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304
    if( cubit<numCorners )
305
      {
306
      switch(cubit)
307
        {
308
        case  0: return mObjectQuats[0];                   //  unit quat
309
        case  1: return new Static4D( SQ2/2,0,0,SQ2/2);    //  90 along X
310
        case  2: return new Static4D(-SQ2/2,0,0,SQ2/2);    // -90 along X
311
        case  3: return mObjectQuats[9];                   // 180 along X
312
        case  4: return new Static4D(0, SQ2/2,0,SQ2/2);    //  90 along Y
313
        case  5: return mObjectQuats[11];                  // 180 along Y
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        case  6: return mObjectQuats[10];                   // 180 along Z
315
        case  7: return new Static4D(SQ2/2,0,-SQ2/2,0);    // 180 along (SQ2/2,0,-SQ2/2)
316
        }
317
      }
318
    else if( cubit<numCorners+numCenters )
319
      {
320
      int center = (cubit-numCorners)/numCentersPerFace;
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322
      switch(center)
323
        {
324
        case 0: return new Static4D(0,-SQ2/2,0,SQ2/2);    // -90 along Y
325
        case 1: return new Static4D(0, SQ2/2,0,SQ2/2);    //  90 along Y
326
        case 2: return new Static4D( SQ2/2,0,0,SQ2/2);    //  90 along X
327
        case 3: return new Static4D(-SQ2/2,0,0,SQ2/2);    // -90 along X
328
        case 4: return mObjectQuats[0];                   //  unit quaternion
329
        case 5: return mObjectQuats[9];                   // 180 along X
330
        }
331
      }
332
    else
333
      {
334
      int edge = (cubit-numCorners-numCenters)/(numL-2);
335

    
336
      switch(edge)
337
        {
338
        case  0: return mObjectQuats[ 0];
339
        case  1: return mObjectQuats[ 2];
340
        case  2: return mObjectQuats[10];
341
        case  3: return mObjectQuats[ 8];
342
        case  4: return mObjectQuats[ 1];
343
        case  5: return mObjectQuats[ 4];
344
        case  6: return mObjectQuats[ 6];
345
        case  7: return mObjectQuats[ 7];
346
        case  8: return mObjectQuats[11];
347
        case  9: return mObjectQuats[ 5];
348
        case 10: return mObjectQuats[ 9];
349
        case 11: return mObjectQuats[ 3];
350
        }
351
      }
352

    
353
    return null;
354
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
357

    
358
  public ObjectShape getObjectShape(int variant)
359
    {
360
    if( variant==0 )
361
      {
362
      float[][] vertices= { {-1,0,0},{0,-1,0},{0,0,-1},{-1,-1,-1},{0,0,0} };
363
      int[][] indices   = { {0,1,4},{2,0,4},{1,2,4},{3,1,0},{3,2,1},{3,0,2} };
364
      return new ObjectShape(vertices, indices);
365
      }
366
    else if( variant==1 )
367
      {
368
      float[][] vertices= { {-1,0,0},{0,-1,0},{1,0,0},{0,1,0},{0,0,-1} };
369
      int[][] indices   = { {0,1,2,3},{4,1,0},{4,2,1},{4,3,2},{4,0,3} };
370
      return new ObjectShape(vertices, indices);
371
      }
372
    else
373
      {
374
      float[][] vertices= { {-1,0,0},{1,0,0},{0,-1,0},{0,0,-1} };
375
      int[][] indices   = { {2,1,0},{3,0,1},{2,3,1},{3,2,0} };
376
      return new ObjectShape(vertices, indices);
377
      }
378
    }
379

    
380
///////////////////////////////////////////////////////////////////////////////////////////////////
381

    
382
  public ObjectFaceShape getObjectFaceShape(int variant)
383
    {
384
    int numL = getNumLayers()[0];
385

    
386
    if( variant==0 )
387
      {
388
      int N = numL==2 ? 7:5;
389
      int E1= numL==2 ? 3:2;
390
      int E2= numL==2 ? 5:3;
391
      float[][] bands     = { {0.020f,35,0.16f,0.7f,N,E1,E1}, {0.000f, 0,1.00f,0.0f,3,1,E2} };
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      int[] bandIndices   = { 0,0,0,1,1,1 };
393
      float[][] corners   = { {0.05f,0.25f}, {0.05f,0.20f} };
394
      int[] cornerIndices = { 1,1,1,0,0 };
395
      float[][] centers   = { {-0.5f, -0.5f, -0.5f} };
396
      int[] centerIndices = { 0,0,0,-1,0 };
397
      return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
398
      }
399
    else if( variant==1 )
400
      {
401
      int N = numL==2 ? 7:6;
402
      int E = numL==2 ? 3:1;
403
      float[][] bands     = { {0.04f,35,SQ2/8,0.9f,N,E,E}, {0.000f,0,1,0.0f,3,0,0} };
404
      int[] bandIndices   = { 0,1,1,1,1 };
405
      float[][] corners   = { {0.06f,0.15f} };
406
      int[] cornerIndices = { 0,0,0,0,0 };
407
      float[][] centers   = { {0,0,-0.4f} };
408
      int[] centerIndices = { 0,0,0,0,-1 };
409
      return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
410
      }
411
    else
412
      {
413
      int N = numL==2 ? 7:5;
414
      int E = numL==2 ? 5:2;
415
      float[][] bands     = { {0.035f,30,0.16f,0.8f,N,2,E}, {0.020f,45,0.16f,0.2f,3,1,2} };
416
      int[] bandIndices   = { 0,0,1,1 };
417
      float[][] corners   = { {0.07f,0.20f}, {0.02f,0.30f} };
418
      int[] cornerIndices = { 0,0,1,1 };
419
      float[][] centers   = { {0.0f, -0.5f, -0.5f} };
420
      int[] centerIndices = { 0,0,0,0 };
421
      return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
422
      }
423
    }
424

    
425
///////////////////////////////////////////////////////////////////////////////////////////////////
426

    
427
  public int getNumCubitVariants(int[] numLayers)
428
    {
429
    return numLayers[0]==2 ? 2:3;
430
    }
431

    
432
///////////////////////////////////////////////////////////////////////////////////////////////////
433

    
434
  public int getCubitVariant(int cubit, int[] numLayers)
435
    {
436
    return cubit<8 ? 0 : (cubit<8+6*getNumCentersPerFace(numLayers[0]) ? 1:2);
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440

    
441
  public float getStickerRadius()
442
    {
443
    return 0.08f;
444
    }
445

    
446
///////////////////////////////////////////////////////////////////////////////////////////////////
447

    
448
  public float getStickerStroke()
449
    {
450
    float stroke = 0.08f;
451

    
452
    if( ObjectControl.isInIconMode() )
453
      {
454
      int[] numLayers = getNumLayers();
455
      stroke *= (numLayers[0]==2 ? 2.0f : 2.7f);
456
      }
457

    
458
    return stroke;
459
    }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462

    
463
  public float[][] getStickerAngles()
464
    {
465
    return null;
466
    }
467

    
468
///////////////////////////////////////////////////////////////////////////////////////////////////
469
// PUBLIC API
470

    
471
  public Static3D[] getRotationAxis()
472
    {
473
    return ROT_AXIS;
474
    }
475

    
476
///////////////////////////////////////////////////////////////////////////////////////////////////
477

    
478
  public int[] getBasicAngles()
479
    {
480
    if( mBasicAngle ==null ) mBasicAngle = new int[] { 3,3,3,3 };
481
    return mBasicAngle;
482
    }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485

    
486
  public ObjectType intGetObjectType(int[] numLayers)
487
    {
488
    switch(numLayers[0])
489
      {
490
      case 2: return ObjectType.SKEW_2;
491
      case 3: return ObjectType.SKEW_3;
492
      }
493

    
494
    return ObjectType.SKEW_2;
495
    }
496

    
497
///////////////////////////////////////////////////////////////////////////////////////////////////
498

    
499
  public String getObjectName()
500
    {
501
    switch(getNumLayers()[0])
502
      {
503
      case 2: return "Skewb";
504
      case 3: return "Master Skewb";
505
      }
506
    return "Skewb";
507
    }
508

    
509
///////////////////////////////////////////////////////////////////////////////////////////////////
510

    
511
  public String getInventor()
512
    {
513
    switch(getNumLayers()[0])
514
      {
515
      case 2: return "Tony Durham";
516
      case 3: return "Katsuhiko Okamoto";
517
      }
518
    return "Tony Durham";
519
    }
520

    
521
///////////////////////////////////////////////////////////////////////////////////////////////////
522

    
523
  public int getYearOfInvention()
524
    {
525
    switch(getNumLayers()[0])
526
      {
527
      case 2: return 1982;
528
      case 3: return 2003;
529
      }
530
    return 1982;
531
    }
532

    
533
///////////////////////////////////////////////////////////////////////////////////////////////////
534

    
535
  public int getComplexity()
536
    {
537
    switch(getNumLayers()[0])
538
      {
539
      case 2: return 1;
540
      case 3: return 3;
541
      }
542
    return 5;
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546

    
547
  public String[][] getTutorials()
548
    {
549
    int[] numLayers = getNumLayers();
550

    
551
    switch(numLayers[0])
552
      {
553
      case 2: return new String[][] {
554
                          {"gb","I6132yshkeU","How to Solve the Skewb","Z3"},
555
                          {"es","wxQX3HhPgds","Resolver Skewb (Principiantes)","Cuby"},
556
                          {"ru","EICw3aqn6Bc","Как собрать Скьюб?","Алексей Ярыгин"},
557
                          {"fr","lR-GuIroh4k","Comment réussir le skewb","Rachma Nikov"},
558
                          {"de","7RX6D5pznOk","Skewb lösen","Pezcraft"},
559
                          {"pl","ofRu1fByNpk","Jak ułożyć: Skewb","DżoDżo"},
560
                          {"br","mNycauwshWs","Como resolver o Skewb","Pedro Filho"},
561
                          {"kr","5R3sU-_bMAI","SKEWB 초보 공식","iamzoone"},
562
                     //   {"tw","8srf9xhsS9k","Skewb斜轉方塊解法","1hrBLD"},
563
                         };
564
      case 3: return new String[][] {
565
                          {"gb","Jiuf7zQyPYI","Master Skewb Cube Tutorial","Bearded Cubing"},
566
                          {"es","8TP6p63KQCA","Master Skewb en Español","jorlozCubes"},
567
                          {"ru","7155QSp3T74","часть 1: Как собрать мастер Скьюб","Иван Циков"},
568
                          {"ru","14ey-RihjgY","часть 2: Как собрать мастер Скьюб","Иван Циков"},
569
                          {"ru","watq6TLa5_E","часть 2.5: Как собрать мастер Скьюб","Иван Циков"},
570
                          {"ru","UnsvseFBXmo","часть 3: Как собрать мастер Скьюб","Иван Циков"},
571
                          {"fr","tYMoY4EOHVA","Résolution du Master Skewb","Asthalis"},
572
                          {"de","LSErzqGNElI","Master Skewb lösen","JamesKnopf"},
573
                          {"pl","Y7l3AYFvDJI","Master Skewb TUTORIAL PL","MrUk"},
574
                          {"kr","ycR-WmXJCG0","마스터 스큐브 3번째 해법","듀나메스 큐브 해법연구소"},
575
                         };
576
      }
577
    return null;
578
    }
579
}
(24-24/30)