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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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.bandaged;
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import static org.distorted.objectlib.main.TwistyObject.SQ2;
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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.touchcontrol.TouchControlOctahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FactoryBandagedOctahedron extends FactoryBandaged
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{
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private static FactoryBandagedOctahedron mThis;
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private float[][][] mVertices;
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private int[][][] mIndices;
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private int[] mTetraToFaceMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactoryBandagedOctahedron()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static FactoryBandagedOctahedron getInstance()
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{
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if( mThis==null ) mThis = new FactoryBandagedOctahedron();
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return mThis;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static int getNumOctahedrons(int layers)
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{
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return layers==1 ? 1 : 4*(layers-1)*(layers-1) + 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static int getNumTetrahedrons(int layers)
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{
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return 4*layers*(layers-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int createOctaPositions(float[][] centers, int index, int layers, float height)
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{
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float x = (layers-1)*0.5f;
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float z = (layers+1)*0.5f;
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for(int i=0; i<layers; i++, index++)
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{
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z -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-2; i++, index++)
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{
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x += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int createTetraPositions(float[][] centers, int index, int layers, float height)
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{
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float x = (layers-1)*0.5f;
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float z = layers*0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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z -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x += 0.5f;
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z -= 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= 0.5f;
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z -= 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= 0.5f;
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z += 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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x += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static float[][][] createPositions(int size)
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{
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int numO = getNumOctahedrons(size);
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int numT = getNumTetrahedrons(size);
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int index = 0;
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float height = 0.0f;
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float[][][] ret = new float[2][][];
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ret[0] = new float[numO][3];
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ret[1] = new float[numT][3];
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index = createOctaPositions(ret[0],index,size,height);
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for(int i=size-1; i>0; i--)
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{
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height += SQ2/2;
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index = createOctaPositions(ret[0],index,i,+height);
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index = createOctaPositions(ret[0],index,i,-height);
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}
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height = SQ2/4;
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index = 0;
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for(int i=size; i>1; i--)
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{
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index = createTetraPositions(ret[1],index,i,-height);
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index = createTetraPositions(ret[1],index,i,+height);
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height += SQ2/2;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getVertices(int[] numLayers, int variant)
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{
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if( mVertices==null ) mVertices = new float[2][][];
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if( variant==0 )
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{
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if( mVertices[0]==null )
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mVertices[0] = new float[][] { { 0.5f,0.0f,0.5f},{ 0.5f,0.0f,-0.5f},{-0.5f,0.0f,-0.5f},{-0.5f,0.0f,0.5f},{ 0.0f,SQ2/2,0.0f},{ 0.0f,-SQ2/2,0.0f} };
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return mVertices[0];
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}
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else
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{
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if( mVertices[1]==null )
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mVertices[1] = new float[][] { {-0.5f, SQ2/4, 0.0f},{ 0.5f, SQ2/4, 0.0f},{ 0.0f,-SQ2/4, 0.5f},{ 0.0f,-SQ2/4,-0.5f} };
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return mVertices[1];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getIndices(int[] numLayers, int variant)
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{
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if( mIndices==null ) mIndices = new int[2][][];
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if( variant==0 )
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{
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if( mIndices[0]==null )
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mIndices[0] = new int[][] { {3,0,4},{0,1,4},{1,2,4},{2,3,4},{5,0,3},{5,1,0},{5,2,1},{5,3,2} };
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return mIndices[0];
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}
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else
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{
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if( mIndices[1]==null )
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mIndices[1] = new int[][] { {2,1,0},{3,0,1},{3,2,0},{2,3,1} };
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return mIndices[1];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// element is an octahedron iff its Y is an integer multiple of (SQ2/2).
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public static boolean isOctahedron(float y)
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{
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float H = SQ2/2;
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int num = (int)(2*(y+10*H)/H + 0.1f);
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return num%2 == 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumVariants(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 getElementVariant(int[] numLayers, float x, float y, float z)
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{
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return isOctahedron(y) ? 0 : 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceTetraBelongsTo(int tetra, int numLayers)
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{
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if( mTetraToFaceMap==null ) mTetraToFaceMap = new int[] {5,6,7,4,1,2,3,0};
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for(int i=numLayers-1; i>0; i--)
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{
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if( tetra < 8*i ) return mTetraToFaceMap[tetra/i];
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tetra -= 8*i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getElementQuat(int[] numLayers, int cubitIndex)
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{
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int numL = numLayers[0];
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int numO = getNumOctahedrons(numL);
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if( cubitIndex<numO ) return QUAT;
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switch( retFaceTetraBelongsTo(cubitIndex-numO, numL) )
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{
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case 0: return QUAT;
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case 1: return new Static4D(0,-SQ2/2,0,SQ2/2);
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case 2: return QUAT;
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case 3: return new Static4D(0, SQ2/2,0,SQ2/2);
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case 4: return new Static4D(0, 0,1, 0);
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case 5: return QUAT;
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case 6: return new Static4D( 1,0,0, 0);
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case 7: return QUAT;
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][][] getPositions(int[] numLayers)
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{
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return createPositions(numLayers[0]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getNormals()
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{
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return TouchControlOctahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// normalized 'edges' of the octahedron.
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public float[][] getDiameterAxis()
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{
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return new float[][]
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{
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{ 1, 0, 0},
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{ 0, 0, 1},
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{ 0.5f,SQ2/2, 0.5f},
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{ 0.5f,SQ2/2,-0.5f},
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{-0.5f,SQ2/2, 0.5f},
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{-0.5f,SQ2/2,-0.5f},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float sizeCorrection(int[] numLayers)
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int diameterMap(float diameter)
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{
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if( diameter>=5.49f ) return 11;
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if( diameter>1.1f && diameter<1.9f ) return 3;
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return (int)(2*diameter+0.01f);
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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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final float d = TouchControlOctahedron.DIST3D*numLayers[0];
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return new float[] {d,d,d,d,d,d,d,d};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getBands(boolean iconMode, int[] numLayers)
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{
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float height= iconMode ? 0.001f : 0.05f;
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int[] angle = {1,26,24,22,20,18,16,14,12,10,8};
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float R = 0.3f;
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float S = 0.5f;
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int extraI = numLayers[0]>2 ? 0:1;
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int extraV = numLayers[0]>2 ? 0:1;
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int numVertA= numLayers[0]>3 ? 5:6;
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int numVertI= numLayers[0]>4 ? 2:3;
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return new float[][] { { 0.001f ,angle[ 0],R,S,numVertI,extraV,extraI},
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{height ,angle[ 1],R,S,numVertA,extraV,extraI},
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{height ,angle[ 1],R,S,numVertA,extraV,extraI},
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{height/ 1.5f,angle[ 2],R,S,numVertA,extraV,extraI},
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{height/ 2.0f,angle[ 3],R,S,numVertA,extraV,extraI},
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{height/ 2.5f,angle[ 4],R,S,numVertA,extraV,extraI},
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{height/ 3.0f,angle[ 5],R,S,numVertA,extraV,extraI},
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{height/ 3.5f,angle[ 6],R,S,numVertA,extraV,extraI},
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{height/ 4.0f,angle[ 7],R,S,numVertA,extraV,extraI},
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{height/ 4.5f,angle[ 8],R,S,numVertA,extraV,extraI},
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{height/ 5.0f,angle[ 9],R,S,numVertA,extraV,extraI},
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{height/ 5.5f,angle[10],R,S,numVertA,extraV,extraI}
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};
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}
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}
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