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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyPyraminxDuo.java @ 074a0284

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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 proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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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_TETRAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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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.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.shape.ShapeTetrahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlTetrahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyPyraminxDuo extends ShapeTetrahedron
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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(     0,-SQ3/3,-SQ6/3),
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           new Static3D(     0,-SQ3/3, SQ6/3),
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           new Static3D( SQ6/3, SQ3/3,     0),
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           new Static3D(-SQ6/3, SQ3/3,     0),
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         };
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  private static final float F = 0.60f;  // let point A = corner of the tetrahedron; B - center of tetrahedron face;
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                                         // C - corner of the triangular face cubit. Then C = A + F(B-A)
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  private static final float G = 0.02f;  // this defines the gap between two corner cubits. 0.0 -> no gap.
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  private int[][] mEdges;
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  private int[][] mBasicAngle;
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  private int[] mQuatIndex;
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  private float[][] mCuts;
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  private float[][] mCenters;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyPyraminxDuo(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, meta.getNumLayers()[0], quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public float[][] returnRotationFactor()
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    {
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    float[] f = new float[] {1.4f,1.8f};
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    return new float[][] { f,f,f,f };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// single edge; only the tip layers move
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  public int[][] getScrambleEdges()
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    {
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    if( mEdges==null ) mEdges = new int[][] { {2,0,3,0,6,0,7,0,10,0,11,0,14,0,15,0} };
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    return mEdges;
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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[] cut = { 0.0f };
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      mCuts = new float[][] { cut,cut,cut,cut };
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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 = {true,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_TETRAHEDRON;
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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_NOT_SPLIT;
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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[][][] { {{1,2,3}},{{0,2,3}},{{0,1,3}},{{0,1,2}} };
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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 TouchControlTetrahedron.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 TouchControlTetrahedron.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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    if( mCenters==null )
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      {
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      mCenters = new float[][]
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         {
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           { 0.000f, -SQ2/2, 1.000f },
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           { 0.000f, -SQ2/2,-1.000f },
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           {-1.000f,  SQ2/2, 0.000f },
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           { 1.000f,  SQ2/2, 0.000f },
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           { 0.000f,  SQ2/6, 1.0f/3 },
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           { 0.000f,  SQ2/6,-1.0f/3 },
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           {-1.0f/3, -SQ2/6, 0.000f },
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           { 1.0f/3, -SQ2/6, 0.000f },
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         };
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      }
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    return mCenters;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static4D getCubitQuats(int cubit, int[] numLayers)
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    {
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    if( mQuatIndex==null ) mQuatIndex = new int[] {0,10,5,8, 0,10,7,3};
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    return mObjectQuats[mQuatIndex[cubit]];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] getVertices(int variant)
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    {
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    if( variant==0 )
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      {
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      float v1x = G*(0.5f);
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      float v1y = G*(SQ2/2);
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      float v1z = G*(-0.5f);
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      float v2x = G*(-0.5f);
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      float v2y = G*(SQ2/2);
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      float v2z = G*(-0.5f);
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      float v3x = 0.0f;
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      float v3y = 0.0f;
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      float v3z = G*(-1.0f);
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      return new float[][]
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          {
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              { 0.0f, 0.0f,0.0f},
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              { 0.5f -v1x, SQ2/2 -v1y,-0.5f -v1z},
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              {-0.5f -v2x, SQ2/2 -v2y,-0.5f -v2z},
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              { 0.0f -v3x, 0.0f  -v3y,-1.0f -v3z},
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              { 0.0f, (2*SQ2/3)*F, -2*F/3},
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              {  F/3, (SQ2/3)*F, -F},
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              { -F/3, (SQ2/3)*F, -F},
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              { (1-F)*0.5f -v1x, (1-F)*(SQ2/2)+(2*SQ2/3)*F -v1y, -(1-F)*0.5f-F*(2.0f/3) -v1z},
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              {-(1-F)*0.5f -v2x, (1-F)*(SQ2/2)+(2*SQ2/3)*F -v2y, -(1-F)*0.5f-F*(2.0f/3) -v2z},
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              { F/3        -v3x, (SQ2/3)*F                 -v3x, -1.0f                  -v3z},
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              { (1-F)*0.5f+F/3 -v1x, (1-F)*(SQ2/2)+F*(SQ2/3) -v1y, -(1-F)*0.5f-F -v1z},
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              {-(1-F)*0.5f-F/3 -v2x, (1-F)*(SQ2/2)+F*(SQ2/3) -v2y, -(1-F)*0.5f-F -v2z},
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              {-F/3            -v3x, (SQ2/3)*F               -v3y, -1.0f         -v3z},
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              {0.0f, (1-G)*SQ2/2, (1-G)*(-1.0f) }
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          };
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      }
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    else
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      {
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      return new float[][]
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          {
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              {  0.0f, (1-F)*(-2*SQ2/3), (1-F)*(2.0f/3) },
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              { (1-F), (1-F)*(SQ2/3), (1-F)*(-1.0f/3) },
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              { (F-1), (1-F)*(SQ2/3), (1-F)*(-1.0f/3) },
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              {0,-SQ2/3,-1.0f/3}
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          };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
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    if( variant==0 )
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      {
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      int[][] indices =
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          {
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              {0,1,7,4,8,2},
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              {0,3,9,5,10,1},
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              {0,2,11,6,12,3},
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              {1,10,13,7},
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              {3,12,13,9},
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              {2,8,13,11},
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              {4,7,13},
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              {4,13,8},
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              {5,9,13},
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              {5,13,10},
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              {6,11,13},
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              {6,13,12}
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          };
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      return new ObjectShape(getVertices(variant), indices);
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      }
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    else
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      {
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      int[][] indices =
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          {
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              {0,1,2},
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              {3,1,0},
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              {3,2,1},
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              {3,0,2}
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          };
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      return new ObjectShape(getVertices(variant), indices);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
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    {
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    if( variant==0 )
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      {
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      float height = isInIconMode() ? 0.001f : 0.015f;
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      float[][] bands = { {height,35,0.25f,0.5f,5,1,1},{0.001f,35,0.25f,0.5f,5,0,0} };
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      int[] indices   = { 0,0,0,1,1,1,1,1,1,1,1,1 };
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      return new ObjectFaceShape(bands,indices,null);
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      }
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    else
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      {
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      float height = isInIconMode() ? 0.001f : 0.020f;
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      float[][] bands = { {height,35,0.20f,0.6f,5,0,0}, {0.001f,35,0.20f,0.6f,3,0,0} };
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      int[] indices   = { 0,1,1,1 };
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      return new ObjectFaceShape(bands,indices,null);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectVertexEffects getVertexEffects(int variant)
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    {
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    if( variant==0 )
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      {
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      float[][] corners = { {0.04f,0.10f} };
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      int[] indices     = { 0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 };
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      float[][] centers = { {0.0f, SQ2/2, -1.0f} };
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      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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      }
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    else
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      {
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      float[][] corners = { {0.02f,0.10f} };
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      int[] indices     = { 0,0,0,-1 };
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      float[][] centers = { {0,-SQ2/3,-1.0f/3} };
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      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getNumCubitVariants(int[] numLayers)
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    {
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    return 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getCubitVariant(int cubit, int[] numLayers)
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    {
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    return cubit<4 ? 0:1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerRadius()
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    {
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    return 0.07f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerStroke()
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    {
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    return isInIconMode() ? 0.07f : 0.06f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][][] getStickerAngles()
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    {
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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  public Static3D[] getRotationAxis()
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    {
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    return ROT_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][] getBasicAngles()
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    {
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    if( mBasicAngle==null )
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      {
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      int[] tmp = {3,3};
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      mBasicAngle = new int[][] { tmp,tmp,tmp,tmp };
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      }
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    return mBasicAngle;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getShortName()
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    {
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    return ListObjects.PDUO_2.name();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String[][] getTutorials()
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    {
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    return new String[][]{
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                          {"gb","xB9OFNyi-Uk","Pyraminx Duo: Beginner","Z3"},
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                          {"gb","P-Zt7GEyYuE","Pyraminx Duo: Optimal","Z3"},
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                          {"es","ojDwj9Ld3t8","Tutorial: Pyraminx Duo","RubikArt"},
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                          {"ru","pTaHQOqp4L8","Как собрать Pyraminx Duo","GCubing"},
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                          {"pl","r9pW0933vz4","Poradnik mini - Pyraminx Duo","Speedcubing Nation"},
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                          {"vn","F2XahC2fYuk","Hướng dẫn giải Pyraminx Duo","Rubik For Everyone"},
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                          {"tw","xNn5bnYOGjA","金字塔二重奏 \"最少步法\" 教學","不正常魔術方塊研究中心"},
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                         };
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    }
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}
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