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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_OCTAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import java.io.InputStream;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.touchcontrol.TouchControlOctahedron;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeOctahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyDiamond extends ShapeOctahedron
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{
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// the four rotation axis of a Diamond. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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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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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3)
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};
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private ScrambleState[] mStates;
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private int[] mBasicAngle;
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private float[][] mCuts;
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private int[] mTetraToFaceMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyDiamond(int[] numL, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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{
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super(numL, meshState, iconMode, numL[0], quat, move, scale, stream);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ScrambleState[] getScrambleStates()
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{
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if( mStates==null )
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{
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int[] numLayers = getNumLayers();
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int numL = numLayers[0];
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int[] tmp = new int[3*2*numL];
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for(int i=0; i<2*numL; i++)
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{
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tmp[3*i ] = (i<numL) ? i:i-numL;
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tmp[3*i+1] = (i%2==0) ? -1:1;
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tmp[3*i+2] = 0;
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}
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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};
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}
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return mStates;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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int numL = numLayers[0];
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if( numL<2 ) return null;
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if( mCuts==null )
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{
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mCuts = new float[4][numL-1];
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float cut = (SQ6/6)*(2-numL);
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for(int i=0; i<numL-1; i++)
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{
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mCuts[0][i] = cut;
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mCuts[1][i] = cut;
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mCuts[2][i] = cut;
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mCuts[3][i] = cut;
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cut += SQ6/3;
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}
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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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int numAxis = ROT_AXIS.length;
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boolean[][] layerRotatable = new boolean[numAxis][];
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for(int i=0; i<numAxis; i++)
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{
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layerRotatable[i] = new boolean[numLayers[i]];
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for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
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}
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return layerRotatable;
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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_OCTAHEDRON;
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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[][][]
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{
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{{1,2,3}},{{1,2,3}},{{0,2,3}},{{0,2,3}},{{0,1,3}},{{0,1,3}},{{0,1,2}},{{0,1,2}}
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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 TouchControlOctahedron.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 TouchControlOctahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private 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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private 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 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 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 float[][] getCubitPositions(int[] numLayers)
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{
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int layers = numLayers[0];
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int numO = getNumOctahedrons(layers);
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int numT = getNumTetrahedrons(layers);
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int index = 0;
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float height = 0.0f;
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float[][] CENTERS = new float[numO+numT][3];
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index = createOctaPositions(CENTERS,index,layers,height);
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for(int i=layers-1; i>0; i--)
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{
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height += SQ2/2;
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index = createOctaPositions(CENTERS,index,i,+height);
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index = createOctaPositions(CENTERS,index,i,-height);
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}
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height = SQ2/4;
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for(int i=layers; i>1; i--)
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{
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index = createTetraPositions(CENTERS,index,i,+height);
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index = createTetraPositions(CENTERS,index,i,-height);
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height += SQ2/2;
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}
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return CENTERS;
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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 numO = getNumOctahedrons(numL);
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if( cubit<numO ) return mObjectQuats[0];
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switch( retFaceTetraBelongsTo(cubit-numO, numL) )
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{
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case 0: return mObjectQuats[0]; // unit quat
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case 1: return new Static4D(0,-SQ2/2,0,SQ2/2); // 90 along Y
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case 2: return mObjectQuats[10]; // 180 along Y
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case 3: return new Static4D(0,+SQ2/2,0,SQ2/2); // 90 along
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case 4: return new Static4D(0, 0,1, 0); // 180 along Z
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case 5: return new Static4D(SQ2/2, 0,SQ2/2,0); //
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case 6: return new Static4D( 1,0,0, 0); // 180 along X
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case 7: return new Static4D(-SQ2/2,0,SQ2/2,0); //
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}
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return null;
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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[] {1,2,3,0,5,6,7,4};
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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 ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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float[][] vertices =
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{
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{ 0.5f, 0.0f, 0.5f},
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{ 0.5f, 0.0f,-0.5f},
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{-0.5f, 0.0f,-0.5f},
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{-0.5f, 0.0f, 0.5f},
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{ 0.0f, SQ2/2, 0.0f},
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{ 0.0f,-SQ2/2, 0.0f}
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};
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int[][] indices =
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{
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{3,0,4},
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{0,1,4},
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{1,2,4},
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{2,3,4},
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{5,0,3},
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{5,1,0},
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{5,2,1},
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{5,3,2}
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};
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return new ObjectShape(vertices, indices);
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}
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else
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{
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float[][] vertices= { {-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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int[][] indices = { {2,1,0}, {2,3,1}, {3,2,0}, {3,0,1} };
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return new ObjectShape(vertices, 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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int numL = getNumLayers()[0];
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int N = numL>3 ? 5:6;
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int E = numL>2 ? (numL>3 ? 0:1) : 2;
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float height = isInIconMode() ? 0.001f : 0.05f;
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if( variant==0 )
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{
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float[][] bands = { {height,20,0.5f,0.8f,N,E,E} };
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int[] bandIndices = { 0,0,0,0,0,0,0,0 };
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float[][] corners = { {0.04f,0.20f} };
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int[] cornerIndices = { 0,0,0,0,0,0 };
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float[][] centers = { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = { 0,0,0,0,0,0 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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}
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else
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{
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float[][] bands = { {height,35,0.5f,0.8f,N,E,E} };
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int[] bandIndices = { 0,0,0,0 };
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float[][] corners = { {0.08f,0.15f} };
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int[] cornerIndices = { 0,0,0,0 };
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float[][] centers = { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = { 0,0,0,0 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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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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423
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit<getNumOctahedrons(numLayers[0]) ? 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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float stroke = 0.08f;
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441
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if( isInIconMode() )
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{
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int[] numLayers = getNumLayers();
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switch(numLayers[0])
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{
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case 2: stroke*=1.4f; break;
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case 3: stroke*=2.0f; break;
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case 4: stroke*=2.1f; break;
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default:stroke*=2.2f; break;
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}
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}
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return stroke;
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}
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458
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
459
|
|
460
|
public float[][] getStickerAngles()
|
461
|
{
|
462
|
return null;
|
463
|
}
|
464
|
|
465
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
466
|
// PUBLIC API
|
467
|
|
468
|
public Static3D[] getRotationAxis()
|
469
|
{
|
470
|
return ROT_AXIS;
|
471
|
}
|
472
|
|
473
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
474
|
|
475
|
public int[] getBasicAngles()
|
476
|
{
|
477
|
if( mBasicAngle ==null ) mBasicAngle = new int[] { 3,3,3,3 };
|
478
|
return mBasicAngle;
|
479
|
}
|
480
|
|
481
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
482
|
|
483
|
public String getShortName()
|
484
|
{
|
485
|
switch(getNumLayers()[0])
|
486
|
{
|
487
|
case 2: return ObjectType.DIAM_2.name();
|
488
|
case 3: return ObjectType.DIAM_3.name();
|
489
|
case 4: return ObjectType.DIAM_4.name();
|
490
|
}
|
491
|
|
492
|
return ObjectType.DIAM_2.name();
|
493
|
}
|
494
|
|
495
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
496
|
|
497
|
public long getSignature()
|
498
|
{
|
499
|
switch(getNumLayers()[0])
|
500
|
{
|
501
|
case 2: return ObjectType.DIAM_2.ordinal();
|
502
|
case 3: return ObjectType.DIAM_3.ordinal();
|
503
|
case 4: return ObjectType.DIAM_4.ordinal();
|
504
|
}
|
505
|
|
506
|
return ObjectType.DIAM_2.ordinal();
|
507
|
}
|
508
|
|
509
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
510
|
|
511
|
public String getObjectName()
|
512
|
{
|
513
|
switch(getNumLayers()[0])
|
514
|
{
|
515
|
case 2: return "Skewb Diamond";
|
516
|
case 3: return "Face Turning Octahedron";
|
517
|
case 4: return "Master Face Turning Octahedron";
|
518
|
}
|
519
|
|
520
|
return "Skewb Diamond";
|
521
|
}
|
522
|
|
523
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
524
|
|
525
|
public String getInventor()
|
526
|
{
|
527
|
switch(getNumLayers()[0])
|
528
|
{
|
529
|
case 2: return "Uwe Meffert";
|
530
|
case 3: return "David Pitcher";
|
531
|
case 4: return "Timur Evbatyrov";
|
532
|
}
|
533
|
|
534
|
return "Uwe Meffert";
|
535
|
}
|
536
|
|
537
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538
|
|
539
|
public int getYearOfInvention()
|
540
|
{
|
541
|
switch(getNumLayers()[0])
|
542
|
{
|
543
|
case 2: return 1984;
|
544
|
case 3: return 2003;
|
545
|
case 4: return 2011;
|
546
|
}
|
547
|
return 1984;
|
548
|
}
|
549
|
|
550
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
551
|
|
552
|
public int getComplexity()
|
553
|
{
|
554
|
switch(getNumLayers()[0])
|
555
|
{
|
556
|
case 2: return 1;
|
557
|
case 3: return 3;
|
558
|
case 4: return 4;
|
559
|
}
|
560
|
|
561
|
return 0;
|
562
|
}
|
563
|
|
564
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
565
|
|
566
|
public String[][] getTutorials()
|
567
|
{
|
568
|
int[] numLayers = getNumLayers();
|
569
|
|
570
|
switch(numLayers[0])
|
571
|
{
|
572
|
case 2: return new String[][] {
|
573
|
{"gb","R2wrbJJ3izM","How to Solve a Skewb Diamond","Dr. Penguin^3"},
|
574
|
{"es","2RCusYQdYYE","Como resolver Skewb Diamond","Tutoriales Rubik"},
|
575
|
{"ru","k8B6RFcNoGw","Как собрать Skewb Diamond","Алексей Ярыгин"},
|
576
|
{"fr","tqbkgwNcZCE","Comment résoudre le Skewb Diamond","Valentino Cube"},
|
577
|
{"de","6ewzrCOnZfg","Octagon lösen","JamesKnopf"},
|
578
|
{"pl","61_Z4TpLMBc","Diamond Skewb TUTORIAL PL","MrUk"},
|
579
|
{"br","UapwpXMYtH4","Como resolver o Octaedro Diamond","Rafael Cinoto"},
|
580
|
{"kr","hVBSlfHVTME","공식 하나만 사용 - 다이아몬드 스큐브","Denzel Washington"},
|
581
|
};
|
582
|
case 3: return new String[][] {
|
583
|
{"gb","n_mBSUDLUZw","Face Turning Octahedron Tutorial","SuperAntoniovivaldi"},
|
584
|
{"es","ogf0t6fGxZI","FTO - Tutorial en español","Gadi Rubik"},
|
585
|
{"ru","VXCjk0bVRoA","Как собрать Face Turning Octahedron","Алексей Ярыгин"},
|
586
|
{"de","6bO0AcwY5K8","Face Turning Octahedron - Tutorial","GerCubing"},
|
587
|
{"pl","huWg-ZfP-KY","Octahedron cube TUTORIAL PL","MrUk"},
|
588
|
{"br","WN3BoP4EbvM","Como resolver o octaedro 3x3 1/3","Rafael Cinoto"},
|
589
|
{"br","4zFlfANOliE","Como resolver o octaedro 3x3 2/3","Rafael Cinoto"},
|
590
|
{"br","6OvNzoHk7RU","Como resolver o octaedro 3x3 3/3","Rafael Cinoto"},
|
591
|
{"vn","KzGQ-mVRsss","Tutorial N.43 - FTO","Duy Thích Rubik"},
|
592
|
};
|
593
|
case 4: return new String[][] {
|
594
|
{"gb","3GJkySk5zeQ","Master Face Turning Octahedron","SuperAntoniovivaldi"},
|
595
|
{"gb","zW_1htxy52k","Master FTO Tutorial","Michele Regano"},
|
596
|
{"es","3K8XL9SBSvs","Tutorial Master FTO de Mf8","Robert Cubes"},
|
597
|
{"ru","0CRwhZ2JNJA","Как собрать Master FTO","Алексей Ярыгин"},
|
598
|
{"vn","4XdeuGYDCJo","Tutorial N.141 - Master FTO","Duy Thích Rubik"},
|
599
|
};
|
600
|
}
|
601
|
return null;
|
602
|
}
|
603
|
}
|