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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_DODECAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_EDGE;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.C2;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.LEN;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.SIN54;
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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.main.InitData;
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import org.distorted.objectlib.touchcontrol.TouchControlDodecahedron;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeDodecahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class TwistyMinx extends ShapeDodecahedron
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{
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static final int NUM_CORNERS = 20;
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static final int NUM_CENTERS = 12;
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static final int NUM_EDGES = 30;
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static final float SIN18 = (SQ5-1)/4;
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static final float COS18 = (float)(0.25f*Math.sqrt(10.0f+2.0f*SQ5));
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static final float COS_HALFD= (float)(Math.sqrt(0.5f-0.1f*SQ5)); // cos(half the dihedral angle)
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static final float SIN_HALFD= (float)(Math.sqrt(0.5f+0.1f*SQ5)); // sin(half the dihedral angle)
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// the six rotation axis of a Minx. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( C2/LEN, SIN54/LEN, 0 ),
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new Static3D( -C2/LEN, SIN54/LEN, 0 ),
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new Static3D( 0 , C2/LEN, SIN54/LEN ),
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new Static3D( 0 , -C2/LEN, SIN54/LEN ),
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new Static3D( SIN54/LEN, 0 , C2/LEN ),
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new Static3D( SIN54/LEN, 0 , -C2/LEN )
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};
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private int[][] mBasicAngle;
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private float[][] mCuts;
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float[][] mCenterCoords,mCorners;
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int[] mQuatEdgeIndices,mQuatCornerIndices;
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int[][] mEdgeMap,mCenterMap;
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Static4D[] mBasicCornerV, mCurrCornerV;
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ScrambleState[] mStates;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyMinx(InitData data, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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{
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super(data, meshState, iconMode, data.getNumLayers()[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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initializeScrambleStates(numLayers[0]);
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}
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return mStates;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void initializeCornerV()
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{
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mBasicCornerV = new Static4D[3];
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mCurrCornerV = new Static4D[3];
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mBasicCornerV[0] = new Static4D( (SQ5+1)*0.375f, (SQ5-1)*0.375f, -0.750f, 0.0f );
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mBasicCornerV[1] = new Static4D(-(SQ5+1)*0.375f, (SQ5-1)*0.375f, -0.750f, 0.0f );
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mBasicCornerV[2] = new Static4D( 0, -1.500f, 0.0f, 0.0f );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the five vertices that form a given face. Order: the same as colors of the faces in TwistyMinx.
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void initializeCenterMap()
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{
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mCenterMap = new int[][]
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{
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{ 0, 12, 8, 10, 16},
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{ 0, 12, 4, 14, 2},
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{ 0, 2, 18, 6, 16},
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{ 6, 18, 11, 19, 7},
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{ 3, 15, 9, 11, 19},
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{ 4, 5, 15, 9, 14},
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{ 1, 13, 5, 15, 3},
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{ 1, 3, 19, 7, 17},
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{10, 16, 6, 7, 17},
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{ 8, 13, 5, 4, 12},
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{ 1, 13, 8, 10, 17},
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{ 2, 14, 9, 11, 18},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the quadruple ( corner1, corner2, face1, face2 ) defining an edge.
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// In fact the 2 corners already define it, the faces only provide easy
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// way to get to know the colors. Order: arbitrary. Face1 arbitrarily on
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// the 'left' or right of vector corner1 --> corner2, according to Quat.
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void initializeEdgeMap()
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{
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mEdgeMap = new int[][]
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{
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{ 2, 0, 1, 2}, //0
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{ 0, 12, 1, 0},
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{ 12, 4, 1, 9},
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{ 4, 14, 1, 5},
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{ 14, 2, 1, 11},
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{ 14, 9, 11, 5}, //5
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{ 9, 11, 11, 4},
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{ 11, 18, 11, 3},
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{ 18, 2, 11, 2},
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{ 18, 6, 2, 3},
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{ 6, 16, 2, 8}, //10
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{ 16, 0, 2, 0},
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{ 16, 10, 0, 8},
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{ 10, 8, 0, 10},
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{ 8, 12, 0, 9},
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{ 8, 13, 9, 10}, //15
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{ 13, 5, 9, 6},
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{ 5, 4, 9, 5},
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{ 5, 15, 5, 6},
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{ 15, 9, 5, 4},
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{ 11, 19, 3, 4}, //20
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{ 19, 7, 3, 7},
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{ 7, 6, 3, 8},
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{ 7, 17, 8, 7},
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{ 17, 10, 8, 10},
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{ 17, 1, 10, 7}, //25
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{ 1, 3, 6, 7},
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{ 3, 19, 4, 7},
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{ 1, 13, 10, 6},
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{ 3, 15, 6, 4},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void initializeQuatIndices()
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{
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mQuatEdgeIndices = new int[]
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{
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0, 17, 18, 19, 20, 56, 25, 5, 24, 16,
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9, 44, 1, 34, 35, 27, 41, 50, 26, 54,
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15, 49, 39, 28, 10, 2, 48, 6, 46, 3
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};
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mQuatCornerIndices = new int[]
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{
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0, 29, 59, 48, 18, 53, 22, 49, 11, 54,
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10, 52, 17, 27, 19, 26, 9, 28, 23, 45
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Coordinates of all 20 corners of a Minx
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void initializeCorners()
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{
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float cA = 1.5f;
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float cB = 3*C2;
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float cC = 3*SIN54;
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mCorners = new float[][]
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{
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{ 0, cA, cB},
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{ 0, cA,-cB},
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{ 0,-cA, cB},
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{ 0,-cA,-cB},
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{ cB, 0, cA},
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{ cB, 0,-cA},
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{-cB, 0, cA},
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{-cB, 0,-cA},
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{ cA, cB, 0},
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{ cA,-cB, 0},
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{-cA, cB, 0},
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{-cA,-cB, 0},
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{ cC, cC, cC},
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{ cC, cC,-cC},
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{ cC,-cC, cC},
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{ cC,-cC,-cC},
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{-cC, cC, cC},
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{-cC, cC,-cC},
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{-cC,-cC, cC},
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{-cC,-cC,-cC},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void initializeCenterCoords()
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{
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if( mCorners==null ) initializeCorners();
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if( mCenterMap==null ) initializeCenterMap();
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mCenterCoords = new float[NUM_CENTERS][3];
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for(int center=0; center<NUM_CENTERS; center++)
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{
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int[] map = mCenterMap[center];
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float x = mCorners[map[0]][0] +
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mCorners[map[1]][0] +
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mCorners[map[2]][0] +
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mCorners[map[3]][0] +
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mCorners[map[4]][0] ;
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float y = mCorners[map[0]][1] +
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mCorners[map[1]][1] +
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mCorners[map[2]][1] +
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mCorners[map[3]][1] +
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mCorners[map[4]][1] ;
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float z = mCorners[map[0]][2] +
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mCorners[map[1]][2] +
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mCorners[map[2]][2] +
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mCorners[map[3]][2] +
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mCorners[map[4]][2] ;
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mCenterCoords[center][0] = x/5;
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mCenterCoords[center][1] = y/5;
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mCenterCoords[center][2] = z/5;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] generateL(int numLayers, int index)
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{
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int rows = (numLayers-1)/2;
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int[] ret = new int[3*4*rows];
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for(int i=0; i<rows; i++)
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{
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ret[12*i ] = i;
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ret[12*i+ 1] =-2;
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ret[12*i+ 2] = index;
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ret[12*i+ 3] = i;
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ret[12*i+ 4] =-1;
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ret[12*i+ 5] = index;
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ret[12*i+ 6] = i;
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ret[12*i+ 7] =+1;
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ret[12*i+ 8] = index;
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ret[12*i+ 9] = i;
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ret[12*i+10] =+2;
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ret[12*i+11] = index;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] generateR(int numLayers, int index)
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{
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int rows = (numLayers-1)/2;
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int[] ret = new int[3*4*rows];
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for(int i=0; i<rows; i++)
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{
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int lay = rows+i+1;
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ret[12*i ] = lay;
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ret[12*i+ 1] =-2;
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ret[12*i+ 2] = index;
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ret[12*i+ 3] = lay;
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ret[12*i+ 4] =-1;
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ret[12*i+ 5] = index;
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ret[12*i+ 6] = lay;
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ret[12*i+ 7] =+1;
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ret[12*i+ 8] = index;
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ret[12*i+ 9] = lay;
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ret[12*i+10] =+2;
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ret[12*i+11] = index;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] generateB(int numLayers, int index)
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{
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int rows = (numLayers-1);
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int half = rows/2;
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int[] ret = new int[3*4*rows];
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for(int i=0; i<rows; i++)
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{
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int ind = i<half? index : index+1;
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int lay = i<half? i : i+1;
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ret[12*i ] = lay;
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ret[12*i+ 1] =-2;
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ret[12*i+ 2] = ind;
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ret[12*i+ 3] = lay;
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ret[12*i+ 4] =-1;
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ret[12*i+ 5] = ind;
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ret[12*i+ 6] = lay;
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ret[12*i+ 7] =+1;
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ret[12*i+ 8] = ind;
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ret[12*i+ 9] = lay;
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ret[12*i+10] =+2;
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ret[12*i+11] = ind;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeScrambleStates(int numLayers)
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{
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int[] LEFT0 = generateL(numLayers,1);
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int[] RIGH0 = generateR(numLayers,2);
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int[] LEFT1 = generateL(numLayers,3);
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int[] RIGH1 = generateR(numLayers,4);
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int[] LEFT2 = generateL(numLayers,5);
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int[] RIGH2 = generateR(numLayers,6);
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int[] LEFT3 = generateL(numLayers,7);
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int[] RIGH3 = generateR(numLayers,8);
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int[] LEFT4 = generateL(numLayers,9);
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int[] RIGH4 = generateR(numLayers,10);
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int[] LEFT5 = generateL(numLayers,11);
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int[] RIGH5 = generateR(numLayers,12);
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int[] BOTH1 = generateB(numLayers,1);
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int[] BOTH3 = generateB(numLayers,3);
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int[] BOTH5 = generateB(numLayers,5);
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int[] BOTH7 = generateB(numLayers,7);
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int[] BOTH9 = generateB(numLayers,9);
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int[] BOTH11= generateB(numLayers,11);
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] { BOTH1,BOTH3,BOTH5,BOTH7,BOTH9,BOTH11 } ), // beg
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new ScrambleState( new int[][] { {} ,RIGH1,LEFT2,RIGH3,LEFT4,LEFT5 } ), // 0L
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new ScrambleState( new int[][] { {} ,LEFT1,RIGH2,LEFT3,RIGH4,RIGH5 } ), // 0R
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new ScrambleState( new int[][] { RIGH0,{} ,LEFT2,RIGH3,RIGH4,RIGH5 } ), // 1L
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new ScrambleState( new int[][] { LEFT0,{} ,RIGH2,LEFT3,LEFT4,LEFT5 } ), // 1R
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new ScrambleState( new int[][] { LEFT0,LEFT1,{} ,RIGH3,LEFT4,RIGH5 } ), // 2L
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new ScrambleState( new int[][] { RIGH0,RIGH1,{} ,LEFT3,RIGH4,LEFT5 } ), // 2R
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new ScrambleState( new int[][] { RIGH0,RIGH1,RIGH2,{} ,LEFT4,RIGH5 } ), // 3L
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new ScrambleState( new int[][] { LEFT0,LEFT1,LEFT2,{} ,RIGH4,LEFT5 } ), // 3R
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new ScrambleState( new int[][] { LEFT0,RIGH1,LEFT2,LEFT3,{} ,RIGH5 } ), // 4L
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new ScrambleState( new int[][] { RIGH0,LEFT1,RIGH2,RIGH3,{} ,LEFT5 } ), // 4R
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new ScrambleState( new int[][] { LEFT0,RIGH1,RIGH2,RIGH3,RIGH4,{} } ), // 5L
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new ScrambleState( new int[][] { RIGH0,LEFT1,LEFT2,LEFT3,LEFT4,{} } ), // 5R
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] genericGetCuts(int numLayers, float dist)
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{
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if( mCuts==null )
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{
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mCuts = new float[6][numLayers-1];
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float D = numLayers* TouchControlDodecahedron.DIST3D;
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float X = 2*D/(2+SIN18); // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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// its height is then 2D, it has one 'lower' part of height X, one
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// 'middle' part of height Y and one upper part of height X again.
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int num = (numLayers-1)/2;
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float G = X*dist/num; // height of one Layer
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for(int i=0; i<num; i++)
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{
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float cut = -D + (i+0.85f)*G; // 0.85? not fully correct; attempt to make it
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// easier to rotate the outer layers
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int j = 2*num-1-i;
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mCuts[0][i] = +cut;
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mCuts[0][j] = -cut;
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mCuts[1][i] = +cut;
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mCuts[1][j] = -cut;
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mCuts[2][i] = +cut;
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mCuts[2][j] = -cut;
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mCuts[3][i] = +cut;
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mCuts[3][j] = -cut;
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mCuts[4][i] = +cut;
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398
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mCuts[4][j] = -cut;
|
399
|
mCuts[5][i] = +cut;
|
400
|
mCuts[5][j] = -cut;
|
401
|
}
|
402
|
}
|
403
|
|
404
|
return mCuts;
|
405
|
}
|
406
|
|
407
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
408
|
|
409
|
public boolean[][] getLayerRotatable(int[] numLayers)
|
410
|
{
|
411
|
int numAxis = ROT_AXIS.length;
|
412
|
boolean[][] layerRotatable = new boolean[numAxis][];
|
413
|
|
414
|
for(int i=0; i<numAxis; i++)
|
415
|
{
|
416
|
layerRotatable[i] = new boolean[numLayers[i]];
|
417
|
for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
|
418
|
layerRotatable[i][numLayers[i]/2] = false;
|
419
|
}
|
420
|
|
421
|
return layerRotatable;
|
422
|
}
|
423
|
|
424
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
425
|
|
426
|
public int getTouchControlType()
|
427
|
{
|
428
|
return TC_DODECAHEDRON;
|
429
|
}
|
430
|
|
431
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
432
|
|
433
|
public int getTouchControlSplit()
|
434
|
{
|
435
|
return TYPE_SPLIT_EDGE;
|
436
|
}
|
437
|
|
438
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
439
|
|
440
|
public int[][][] getEnabled()
|
441
|
{
|
442
|
return new int[][][]
|
443
|
{
|
444
|
{{2,3},{3,5},{1,5},{1,4},{2,4}},
|
445
|
{{0,5},{2,5},{2,3},{3,4},{0,4}},
|
446
|
{{2,3},{2,5},{0,5},{0,4},{3,4}},
|
447
|
{{1,5},{3,5},{2,3},{2,4},{1,4}},
|
448
|
{{0,3},{0,4},{4,5},{1,5},{1,3}},
|
449
|
{{1,2},{1,4},{4,5},{0,5},{0,2}},
|
450
|
{{4,5},{1,4},{1,2},{0,2},{0,5}},
|
451
|
{{4,5},{0,4},{0,3},{1,3},{1,5}},
|
452
|
{{0,2},{0,1},{1,3},{3,5},{2,5}},
|
453
|
{{3,4},{2,4},{1,2},{0,1},{0,3}},
|
454
|
{{2,4},{3,4},{0,3},{0,1},{1,2}},
|
455
|
{{1,3},{0,1},{0,2},{2,5},{3,5}},
|
456
|
};
|
457
|
}
|
458
|
|
459
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460
|
|
461
|
public float[] getDist3D(int[] numLayers)
|
462
|
{
|
463
|
return TouchControlDodecahedron.D3D;
|
464
|
}
|
465
|
|
466
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
467
|
|
468
|
public Static3D[] getFaceAxis()
|
469
|
{
|
470
|
return TouchControlDodecahedron.FACE_AXIS;
|
471
|
}
|
472
|
|
473
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
474
|
// PUBLIC API
|
475
|
|
476
|
public Static3D[] getRotationAxis()
|
477
|
{
|
478
|
return ROT_AXIS;
|
479
|
}
|
480
|
|
481
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
482
|
|
483
|
public int[][] getBasicAngles()
|
484
|
{
|
485
|
if( mBasicAngle ==null )
|
486
|
{
|
487
|
int num = getNumLayers()[0];
|
488
|
int[] tmp = new int[num];
|
489
|
for(int i=0; i<num; i++) tmp[i] = 5;
|
490
|
mBasicAngle = new int[][] { tmp,tmp,tmp,tmp,tmp,tmp };
|
491
|
}
|
492
|
|
493
|
return mBasicAngle;
|
494
|
}
|
495
|
}
|