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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.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_EDGE;
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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.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.touchcontrol.TouchControlHexahedron;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyHelicopter 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( 0, SQ2/2, -SQ2/2),
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new Static3D( 0, -SQ2/2, -SQ2/2),
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new Static3D( SQ2/2, 0, -SQ2/2),
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new Static3D(-SQ2/2, 0, -SQ2/2),
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new Static3D( SQ2/2, -SQ2/2, 0),
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new Static3D(-SQ2/2, -SQ2/2, 0)
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};
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private int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private float[][] mCenters;
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private int[] mQuatIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyHelicopter(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 C = 2.2f;
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float[] f = new float[] { C,C,C };
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return new float[][] { f,f,f,f,f,f };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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mEdges = new int[][]
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{
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{0,1, 2,2, 3,3, 5,4, 6,5, 8,6, 9,7, 11,8, 12,9, 14,10, 15,11, 17,12}, // 0
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{ 6,5, 9,7, 14,10, 17,12}, // 1
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{ 8,6, 11,8, 12,9, 15,11 }, // 2
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{ 6,5, 9,7, 12,9, 15,11 }, // 3
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{ 8,6, 11,8, 14,10, 17,12}, // 4
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{0,1, 3,3, 12,9, 17,12}, // 5
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{ 2,2, 5,4, 14,10, 15,11 }, // 6
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{0,1, 3,3, 14,10, 15,11 }, // 7
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{ 2,2, 5,4, 12,9, 17,12}, // 8
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{ 2,2, 3,3, 6,5, 11,8 }, // 9
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{0,1, 5,4, 8,6, 9,7, }, // 10
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{ 2,2, 3,3, 8,6, 9,7 }, // 11
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{0,1, 5,4, 6,5, 11,8 } // 12
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};
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}
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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 = new float[] { -3*SQ2/4, 3*SQ2/4 };
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mCuts = new float[][] { cut,cut,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 = new boolean[] {true,false,true};
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return new boolean[][] { tmp,tmp,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_EDGE;
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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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{{2,5},{2,4},{3,4},{3,5}},
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{{2,4},{2,5},{3,5},{3,4}},
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{{0,5},{1,5},{1,4},{0,4}},
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{{0,4},{1,4},{1,5},{0,5}},
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{{1,3},{0,3},{0,2},{1,2}},
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{{0,3},{1,3},{1,2},{0,2}},
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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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if( mCenters==null )
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{
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float DIST_CORNER = 1.50f;
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float DIST_CENTER = 1.50f;
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float XY_CENTER = DIST_CORNER/3;
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mCenters = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER, -DIST_CORNER },
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{ DIST_CORNER, -DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
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{ -DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ -DIST_CORNER, DIST_CORNER, -DIST_CORNER },
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{ -DIST_CORNER, -DIST_CORNER, DIST_CORNER },
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{ -DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
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{ -XY_CENTER , -XY_CENTER, DIST_CENTER },
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{ -XY_CENTER , XY_CENTER, DIST_CENTER },
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{ XY_CENTER , -XY_CENTER, DIST_CENTER },
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{ XY_CENTER , XY_CENTER, DIST_CENTER },
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{ -XY_CENTER , -XY_CENTER, -DIST_CENTER },
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{ -XY_CENTER , XY_CENTER, -DIST_CENTER },
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{ XY_CENTER , -XY_CENTER, -DIST_CENTER },
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{ XY_CENTER , XY_CENTER, -DIST_CENTER },
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{ -XY_CENTER , DIST_CENTER, -XY_CENTER },
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{ -XY_CENTER , DIST_CENTER, XY_CENTER },
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{ XY_CENTER , DIST_CENTER, -XY_CENTER },
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{ XY_CENTER , DIST_CENTER, XY_CENTER },
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{ -XY_CENTER , -DIST_CENTER, -XY_CENTER },
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{ -XY_CENTER , -DIST_CENTER, XY_CENTER },
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{ XY_CENTER , -DIST_CENTER, -XY_CENTER },
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{ XY_CENTER , -DIST_CENTER, XY_CENTER },
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{ DIST_CENTER, -XY_CENTER, -XY_CENTER },
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{ DIST_CENTER, -XY_CENTER, XY_CENTER },
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{ DIST_CENTER, XY_CENTER, -XY_CENTER },
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{ DIST_CENTER, XY_CENTER, XY_CENTER },
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{ -DIST_CENTER, -XY_CENTER, -XY_CENTER },
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{ -DIST_CENTER, -XY_CENTER, XY_CENTER },
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{ -DIST_CENTER, XY_CENTER, -XY_CENTER },
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{ -DIST_CENTER, XY_CENTER, XY_CENTER },
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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( mQuatIndices==null ) mQuatIndices = new int[] { 0,19,21, 7,18,16,17, 3,
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0,21,20,17, 6, 7,16, 5,
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10,22, 2,11,23,14,15, 1,
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8,19, 4,12,18,13, 9, 3
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};
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return mObjectQuats[mQuatIndices[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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return new float[][]
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{
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{-1.50f, 0.00f, 0.00f},
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{ 0.00f,-1.50f, 0.00f},
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{ 0.00f, 0.00f,-1.50f},
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{-0.75f,-0.75f,-0.75f},
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{ 0.00f, 0.00f, 0.00f}
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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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{ 0.50f, 0.50f, 0.00f },
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{-1.00f, 0.50f, 0.00f },
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{ 0.50f,-1.00f, 0.00f },
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{-0.25f,-0.25f,-0.75f }
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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 = { {0,1,4},{2,0,4},{1,2,4},{3,1,0},{3,2,1},{3,0,2} };
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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 = { { 0,1,2 },{ 2,1,3 },{ 3,1,0 },{ 3,0,2 } };
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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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float height = isInIconMode() ? 0.001f : 0.028f;
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if( variant==0 )
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{
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float[][] bands = { {height,35,0.16f,0.7f,7,3,3}, {0.001f, 0,1.00f,0.0f,3,1,5} };
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int[] indices = { 0,0,0,1,1,1 };
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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[][] bands = { {height,35,0.16f,0.7f,7,3,3}, {0.001f, 0,1.00f,0.0f,3,1,3} };
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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 = { {0.08f,0.20f} };
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int[] cornerIndices = { 0,0,0,0,0 };
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float[][] centers = { {-0.75f, -0.75f, -0.75f} };
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int[] centerIndices = { 0,0,0,-1,0 };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
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}
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else
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{
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float[][] corners = { {0.06f,0.20f} };
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int[] cornerIndices = { 0,0,0,-1 };
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float[][] centers = { {-0.25f, -0.25f, -0.75f} };
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int[] centerIndices = { 0,0,0,-1 };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
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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<8 ? 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 0.08f;
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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() ? 0.20f : 0.10f;
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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 num = getNumLayers()[0];
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int[] tmp = new int[num];
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for(int i=0; i<num; i++) tmp[i] = 2;
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mBasicAngle = new int[][] { tmp,tmp,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.HELI_3.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","-suwJpd_PO8","Helicopter Cube Tutorial","Bearded Cubing"},
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{"es","DWG9n_YyGPA","Resolver Helicopter Cube","Cuby"},
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{"ru","V4lJ3pg7Hio","Как собрать Куб Вертолет","Алексей Ярыгин"},
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{"fr","Zk8zWBWD2Ow","Comment résoudre le Helicopter Cube","Julien"},
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{"de","6VUH_FkBTlw","Helicopter Cube Tutorial","GerCubing"},
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{"pl","zoBZame4gFo","Helicopter Cube TUTORIAL PL","MrUk"},
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{"br","k8PVOARh6Kk","Como resolver o Helicopter Cube 1/3","Rafael Cinoto"},
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{"br","6d4JLfuIwOQ","Como resolver o Helicopter Cube 2/3","Rafael Cinoto"},
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{"br","moiV-2oWgrA","Como resolver o Helicopter Cube 3/3","Rafael Cinoto"},
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{"kr","xZeIbPySg0k","헬리콥터 솔빙의 기본 방법","듀나메스 큐브 해법연구소"},
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{"vn","Ff6-IHhQHGY","Tutorial N.89 - Helicopter","Duy Thích Rubik"},
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};
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}
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}
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