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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyMegaminx.java @ 361fd0de

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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 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.TouchControlDodecahedron.COS54;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.SIN54;
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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.library.helpers.QuatHelper;
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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.metadata.Metadata;
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import org.distorted.objectlib.signature.ObjectSignature;
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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.signature.ObjectConstants;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyDodecahedron
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{
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  static final float MEGA_D = 0.04f;
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  private int[] mQuatCenterIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyMegaminx(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeCenterIndices()
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    {
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    mQuatCenterIndices = new int[] { 0, 35, 55, 38, 48, 41, 42, 58, 57, 46, 29, 59 };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerCorner(int numLayers)
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    {
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    return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerEdge(int numLayers)
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    {
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    return numLayers-2;
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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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    return genericGetCuts(numLayers[0],0.5f-MEGA_D);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int center, int numLayers)
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    {
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    if( mCenterCoords==null ) initializeCenterCoords();
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    float[] coords = mCenterCoords[center];
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    float A = (float)numLayers/3;
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    return new float[] { A*coords[0], A*coords[1], A*coords[2] };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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  private void computeBasicCornerVectors(int corner)
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    {
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    if( mQuatCornerIndices==null ) initializeQuatIndices();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    Static4D quat = mObjectQuats[mQuatCornerIndices[corner]];
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    mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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    {
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    if( mCorners==null ) mCorners = initializeCorners();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    float D = numLayers/3.0f;
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    float[] corn = mCorners[corner];
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    if( part==0 )
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      {
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      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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      }
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    else
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      {
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      float E = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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      int N = (numCubitsPerCorner-1)/3;
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      int block = (part-1) % N;
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      int index = (part-1) / N;
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      Static4D pri = mCurrCornerV[index];
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      Static4D sec = mCurrCornerV[(index+2)%3];
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      int layers= (numLayers-3)/2;
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      int multP = (block % layers) + 1;
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      int multS = (block / layers);
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      return new float[] {
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                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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                         };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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    return (part+1)/2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
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    {
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    if( mCenterCoords==null ) initializeCenterCoords();
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    if( mCorners==null ) mCorners = initializeCorners();
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    if( mEdgeMap==null ) mEdgeMap = initializeEdgeMap();
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    float D = numLayers/3.0f;
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    float[] c1 = mCorners[ mEdgeMap[edge][0] ];
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    float[] c2 = mCorners[ mEdgeMap[edge][1] ];
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    float x = D * (c1[0]+c2[0]) / 2;
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    float y = D * (c1[1]+c2[1]) / 2;
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    float z = D * (c1[2]+c2[2]) / 2;
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    if( part==0 )
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      {
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      return new float[] { x, y, z };
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      }
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    else
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      {
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      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
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      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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      float vX = D*center[0] - x;
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      float vY = D*center[1] - y;
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      float vZ = D*center[2] - z;
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      float A = 3*mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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      A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x+A*vX, y+A*vY, z+A*vZ };
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      }
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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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    int numCubitsPerCorner = numCubitsPerCorner(numL);
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    int numCubitsPerEdge   = numCubitsPerEdge(numL);
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
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    int index=0;
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    final float[][] positions = new float[numCubits][];
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    for(int corner=0; corner<NUM_CORNERS; corner++)
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      {
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      computeBasicCornerVectors(corner);
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      for(int part=0; part<numCubitsPerCorner; part++, index++)
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        {
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        positions[index] = computeCorner(numCubitsPerCorner,numL,corner,part);
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        }
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      }
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    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
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      for(int part=0; part<numCubitsPerEdge; part++, index++)
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        {
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        positions[index] = computeEdge(numL, edge, part );
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        }
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      }
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    for(int center=0; center<NUM_CENTERS; center++, index++)
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      {
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      positions[index] = computeCenter(center, numL);
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      }
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    return positions;
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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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    int numL = numLayers[0];
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    int numCubitsPerCorner = numCubitsPerCorner(numL);
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    int numCubitsPerEdge   = numCubitsPerEdge(numL);
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    return mObjectQuats[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    if( mQuatCornerIndices==null || mQuatEdgeIndices==null ) initializeQuatIndices();
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    if( mQuatCenterIndices==null ) initializeCenterIndices();
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    if( cubit < NUM_CORNERS*numCubitsPerCorner )
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      {
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      int corner = cubit/numCubitsPerCorner;
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      return mQuatCornerIndices[corner];
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      }
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    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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      {
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      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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      return mQuatEdgeIndices[edge];
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      }
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    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
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    return mQuatCenterIndices[center];
247
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] getVertices(int variant)
252
    {
253
    int[] numLayers = getNumLayers();
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    int numVariants = getNumCubitVariants(numLayers);
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    int numL        = numLayers[0];
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257
    if( variant==0 )
258
      {
259
      float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
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      float X = width*COS18*SIN_HALFD;
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      float Y = width*SIN18;
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      float Z = width*COS18*COS_HALFD;
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264
      return new float[][]
265
        {
266
            {   0,   0      ,   0 },
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            {   X,   Y      ,  -Z },
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            {   0, 2*Y      ,-2*Z },
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            {  -X,   Y      ,  -Z },
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            {   0,   0-width,   0 },
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            {   X,   Y-width,  -Z },
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            {   0, 2*Y-width,-2*Z },
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            {  -X,   Y-width,  -Z },
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        };
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      }
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    else if( variant<numVariants-1 )
277
      {
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      int type = variant-1;
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      float height= numL*(0.5f-MEGA_D)*COS18/((numL-1)*0.5f);
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      float width = numL*2*MEGA_D + 2*type*height*SIN18/COS18;
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      float W = width/2;
283
      float X = height*SIN_HALFD;
284
      float Y = height*SIN18/COS18;
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      float Z = height*COS_HALFD;
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287
      return new float[][]
288
        {
289
            {   0,   W   ,   0 },
290
            {   X, W+Y   ,  -Z },
291
            {   0, W+2*Y ,-2*Z },
292
            {  -X, W+Y   ,  -Z },
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            {   0,  -W   ,   0 },
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            {   X,-W-Y   ,  -Z },
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            {   0,-W-2*Y ,-2*Z },
296
            {  -X,-W-Y   ,  -Z },
297
        };
298
      }
299
    else
300
      {
301
      float width = 2*numL*(MEGA_D+(0.5f-MEGA_D)*SIN18);
302
      final double ANGLE = 0.825f*Math.PI;
303
      final float cosA  = (float)Math.cos(ANGLE);
304
      final float sinA  = (float)Math.sin(ANGLE);
305

    
306
      float R  = 0.5f*width/COS54;
307
      float X1 = R*COS54;
308
      float Y1 = R*SIN54;
309
      float X2 = R*COS18;
310
      float Y2 = R*SIN18;
311

    
312
      return new float[][]
313
        {
314
          {-X1, Y1*sinA, Y1*cosA},
315
          {-X2,-Y2*sinA,-Y2*cosA},
316
          { 0 ,-R*sinA ,-R*cosA },
317
          {+X2,-Y2*sinA,-Y2*cosA},
318
          {+X1, Y1*sinA, Y1*cosA},
319
          { 0 , R*cosA ,-R*sinA }
320
        };
321
      }
322
    }
323

    
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///////////////////////////////////////////////////////////////////////////////////////////////////
325

    
326
  public ObjectShape getObjectShape(int variant)
327
    {
328
    int[] numLayers = getNumLayers();
329
    int numVariants = getNumCubitVariants(numLayers);
330

    
331
    if( variant<numVariants-1 )
332
      {
333
      int[][] indices =
334
        {
335
          {4,5,1,0},
336
          {7,4,0,3},
337
          {0,1,2,3},
338
          {7,6,5,4},
339
          {2,1,5,6},
340
          {3,2,6,7}
341
        };
342

    
343
      return new ObjectShape(getVertices(variant), indices);
344
      }
345
    else
346
      {
347
      int[][] indices =
348
        {
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          {0,1,2,3,4},
350
          {5,1,0},
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          {5,2,1},
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          {5,3,2},
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          {5,4,3},
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          {5,0,4}
355
        };
356

    
357
      return new ObjectShape(getVertices(variant), indices);
358
      }
359
    }
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361
///////////////////////////////////////////////////////////////////////////////////////////////////
362

    
363
  public ObjectFaceShape getObjectFaceShape(int variant)
364
    {
365
    int[] numLayers = getNumLayers();
366
    int numVariants = getNumCubitVariants(numLayers);
367
    int numL        = numLayers[0];
368
    boolean small   = numL<=3;
369
    int angle = 25;
370
    float R = 0.7f;
371
    float S = 0.5f;
372

    
373
    if( variant==0 )
374
      {
375
      float h1 = isInIconMode() ? 0.001f : 0.04f;
376
      float[][] bands = { {h1,angle,R,S,3,0,0}, {0.001f,angle,R,S,2,0,0} };
377
      int[] indices   = { 0,0,0,1,1,1};
378
      return new ObjectFaceShape(bands,indices,null);
379
      }
380
    if( variant<numVariants-1 )
381
      {
382
      int N = small ? 5 : 3;
383
      float h1 = isInIconMode() ? 0.001f : 0.04f;
384
      float[][] bands = { {h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
385
      int[] indices   = { 0,0,1,1,1,1};
386
      return new ObjectFaceShape(bands,indices,null);
387
      }
388
    else
389
      {
390
      int N = small ? 4 : 3;
391
      float h1 = isInIconMode() ? 0.001f : (small ? 0.04f : 0.015f);
392
      float[][] bands = { { h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
393
      int[] indices   = { 0,1,1,1,1,1 };
394
      return new ObjectFaceShape(bands,indices,null);
395
      }
396
    }
397

    
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///////////////////////////////////////////////////////////////////////////////////////////////////
399

    
400

    
401

    
402
  public ObjectVertexEffects getVertexEffects(int variant)
403
    {
404
    if( variant==0 )
405
      {
406
      int[] numLayers = getNumLayers();
407
      int numL        = numLayers[0];
408
      float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
409
      float Y = width*SIN18;
410
      float Z = width*COS18*COS_HALFD;
411

    
412
      float[][] corners   = { {0.03f,0.15f}, {0.02f,0.10f} };
413
      int[] cornerIndices = { 0,1,1,1,-1,-1,-1,-1 };
414
      float[][] centers   = { { 0.0f, 2*Y-width,-2*Z } };
415
      int[] centerIndices = { 0,0,0,0,-1,-1,-1,-1 };
416
      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
417
      }
418
    else
419
      {
420
      return null;
421
      }
422
    }
423

    
424
///////////////////////////////////////////////////////////////////////////////////////////////////
425

    
426
  public int getNumCubitVariants(int[] numLayers)
427
    {
428
    return 2 + numLayers[0]/2;
429
    }
430

    
431
///////////////////////////////////////////////////////////////////////////////////////////////////
432

    
433
  public int getCubitVariant(int cubit, int[] numLayers)
434
    {
435
    int numL = numLayers[0];
436
    int numCubitsPerCorner = numCubitsPerCorner(numL);
437

    
438
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
439

    
440
    int numCubitsPerEdge = numCubitsPerEdge(numL);
441

    
442
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
443
      {
444
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
445
      return type+1;
446
      }
447

    
448
    return getNumCubitVariants(numLayers)-1;
449
    }
450

    
451
///////////////////////////////////////////////////////////////////////////////////////////////////
452

    
453
  public float getStickerRadius()
454
    {
455
    return 0.13f;
456
    }
457

    
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459

    
460
  public float getStickerStroke()
461
    {
462
    float stroke = 0.18f;
463

    
464
    if( isInIconMode() )
465
      {
466
      int[] numLayers = getNumLayers();
467
      stroke*= ( numLayers[0]==3 ? 1.5f : 2.2f );
468
      }
469

    
470
    return stroke;
471
    }
472

    
473
///////////////////////////////////////////////////////////////////////////////////////////////////
474

    
475
  public float[][][] getStickerAngles()
476
    {
477
    return null;
478
    }
479

    
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481

    
482
  public String getShortName()
483
    {
484
    switch(getNumLayers()[0])
485
      {
486
      case 3: return ListObjects.MEGA_3.name();
487
      case 5: return ListObjects.MEGA_5.name();
488
      }
489

    
490
    return ListObjects.MEGA_3.name();
491
    }
492

    
493
///////////////////////////////////////////////////////////////////////////////////////////////////
494

    
495
  public ObjectSignature getSignature()
496
    {
497
    switch(getNumLayers()[0])
498
      {
499
      case 3: return new ObjectSignature(ObjectConstants.MEGA_3);
500
      case 5: return new ObjectSignature(ObjectConstants.MEGA_5);
501
      }
502

    
503
    return null;
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507

    
508
  public String getObjectName()
509
    {
510
    switch(getNumLayers()[0])
511
      {
512
      case 3: return "Megaminx";
513
      case 5: return "Gigaminx";
514
      }
515
    return "Megaminx";
516
    }
517

    
518
///////////////////////////////////////////////////////////////////////////////////////////////////
519

    
520
  public String getInventor()
521
    {
522
    switch(getNumLayers()[0])
523
      {
524
      case 3: return "Ferenc Szlivka";
525
      case 5: return "Tyler Fox";
526
      }
527
    return "Ferenc Szlivka";
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531

    
532
  public int getYearOfInvention()
533
    {
534
    switch(getNumLayers()[0])
535
      {
536
      case 3: return 1982;
537
      case 5: return 2006;
538
      }
539
    return 2006;
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543

    
544
  public float getComplexity()
545
    {
546
    switch(getNumLayers()[0])
547
      {
548
      case 3: return 3.2f;
549
      case 5: return 4.3f;
550
      }
551
    return 9;
552
    }
553

    
554
///////////////////////////////////////////////////////////////////////////////////////////////////
555

    
556
  public String[][] getTutorials()
557
    {
558
    int[] numLayers = getNumLayers();
559

    
560
    switch(numLayers[0])
561
      {
562
      case 3: return new String[][] {
563
                          {"gb","j4x61L5Onzk","How to Solve the Megaminx","Z3"},
564
                          {"es","xuKbT6Il0Ko","Resolver Megaminx","Cuby"},
565
                          {"ru","WgoguOY3tKI","Как собрать Мегаминкс","Алексей Ярыгин"},
566
                          {"fr","Ln1vl85puKo","Résoudre le Megaminx","Victor Colin"},
567
                          {"de","d-GQD6CBdB8","Megaminx lösen","Pezcraft"},
568
                          {"pl","BZTW6ApeRZE","Jak ułożyć: Megaminx","DżoDżo"},
569
                          {"br","0BTzkDZW078","Como resolver o Megaminx 1/2","Pedro Filho"},
570
                          {"br","VVHzZI73BN0","Como resolver o Megaminx 2/2","Pedro Filho"},
571
                          {"kr","2NUsMclrD-0","메가밍크스 예시솔빙","iamzoone"},
572
                          {"vn","wRN3t91vD8w","Tutorial N.9 - Megaminx","Duy Thích Rubik"},
573
                          {"tw","u1h8V5mLubk","五魔方 教學 (LBL+8355)","不正常魔術方塊研究中心"},
574
                         };
575
      case 5: return new String[][] {
576
                          {"gb","MNBMm8BnHtQ","Solve the Gigaminx Part 1","BeardedCubing"},
577
                          {"gb","QrrP4GwqVMw","Solve the Gigaminx Part 2","BeardedCubing"},
578
                          {"es","ex5EQMBxV1U","Tutorial Gigaminx","RubikArt"},
579
                          {"ru","UJYK3SHjSGg","Как собрать Гигаминкс ч.1","Артем Мартиросов"},
580
                          {"ru","-iBCpr4Gwsw","Как собрать Гигаминкс ч.2","Артем Мартиросов"},
581
                          {"ru","4-dI7NCW8n8","Как собрать Гигаминкс ч.3","Артем Мартиросов"},
582
                          {"fr","e485fh0V1dg","Résolution du Gigaminx","Asthalis"},
583
                          {"de","APSAj4UtOAg","Megaminx 5x5 lösen","JamesKnopf"},
584
                          {"pl","qbKLMCX1wKg","Jak ułożyć Gigaminxa cz.1","chomik19751"},
585
                          {"pl","JQOXD3qleH4","Jak ułożyć Gigaminxa cz.2","chomik19751"},
586
                          {"pl","WF2katJ22FA","Jak ułożyć Gigaminxa cz.3","chomik19751"},
587
                          {"pl","jlyRrJjH4qQ","Jak ułożyć Gigaminxa cz.4","chomik19751"},
588
                          {"kr","HfPFrWuz6z4","기가밍크스 gigaminx","큐브놀이터"},
589
                          {"vn","yJzejHqZscY","Tutorial N.49 - Gigaminx","Duy Thích Rubik"},
590
                          {"tw","ofUxh8mL80M","五階五魔方 教學","不正常魔術方塊研究中心"},
591
                         };
592
      }
593
    return null;
594
    }
595
}
(30-30/57)