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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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 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.helpers.ObjectSignature;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistySquare1 extends TwistySquare
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{
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private int[] mQuatIndex;
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private float[][] mCenters;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistySquare1(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, quat, move, scale, stream);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getScrambleType()
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public ScrambleState[] getScrambleStates()
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{
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return null;
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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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mCenters = new float[][]
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{
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{ 1.5f, 0.0f, 0.0f },
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{-1.5f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 1.5f },
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{ 1.5f, 1.0f, 0.0f },
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{ 0.0f, 1.0f,-1.5f },
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{-1.5f, 1.0f, 0.0f },
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{ 0.0f,-1.0f, 1.5f },
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{ 1.5f,-1.0f, 0.0f },
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{ 0.0f,-1.0f,-1.5f },
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{-1.5f,-1.0f, 0.0f },
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{ 1.0f, 1.0f, 2.0f, 2.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f,-2.0f, 2.0f, 1.0f,-1.0f },
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{-1.0f, 1.0f,-2.0f,-2.0f, 1.0f,-1.0f },
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{-1.0f, 1.0f, 2.0f,-2.0f, 1.0f, 1.0f },
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{ 1.0f,-1.0f, 2.0f, 2.0f,-1.0f, 1.0f },
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{ 1.0f,-1.0f,-2.0f, 2.0f,-1.0f,-1.0f },
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{-1.0f,-1.0f,-2.0f,-2.0f,-1.0f,-1.0f },
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{-1.0f,-1.0f, 2.0f,-2.0f,-1.0f, 1.0f }
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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( mQuatIndex ==null )
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{
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mQuatIndex = new int[]
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{
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0, 6,
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0, 9, 6, 3, 17, 14, 23, 20,
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0, 9, 6, 3, 14, 23, 20, 17
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};
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}
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return mObjectQuats[mQuatIndex[cubit]];
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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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{ -1.5f-X, 0.5f, 1.5f },
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{ 0.0f, 0.5f, 1.5f },
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{ 0.0f, 0.5f,-1.5f },
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{ -1.5f+X, 0.5f,-1.5f },
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{ -1.5f-X,-0.5f, 1.5f },
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{ 0.0f,-0.5f, 1.5f },
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{ 0.0f,-0.5f,-1.5f },
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{ -1.5f+X,-0.5f,-1.5f }
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};
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int[][] indices =
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{
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{4,5,1,0},
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{5,6,2,1},
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{6,7,3,2},
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{7,4,0,3},
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{0,1,2,3},
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{7,6,5,4}
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};
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return new ObjectShape(vertices, indices);
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}
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else if( variant==1 )
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{
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float[][] vertices =
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{
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{ -X, 0.5f, 0.0f },
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{ +X, 0.5f, 0.0f },
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{0.0f, 0.5f,-1.5f },
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{ -X,-0.5f, 0.0f },
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{ +X,-0.5f, 0.0f },
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{0.0f,-0.5f,-1.5f },
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};
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int[][] indices =
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{
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{0,1,2},
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{3,4,1,0},
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{5,4,3},
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{4,5,2,1},
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{5,3,0,2}
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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 =
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{
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{ X-1.5f, 0.5f, 0.0f },
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{ 0.0f, 0.5f, 0.0f },
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{ 0.0f, 0.5f,X-1.5f },
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{ -1.5f, 0.5f, -1.5f },
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{ X-1.5f,-0.5f, 0.0f },
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{ 0.0f,-0.5f, 0.0f },
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{ 0.0f,-0.5f,X-1.5f },
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{ -1.5f,-0.5f, -1.5f }
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};
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int[][] indices =
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{
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{0,1,2,3},
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{4,5,1,0},
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{5,6,2,1},
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{7,4,0,3},
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{6,7,3,2},
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{7,6,5,4}
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};
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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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if( variant==0 )
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{
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float h1 = isInIconMode() ? 0.001f : 0.04f;
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float h2 = isInIconMode() ? 0.001f : 0.02f;
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float[][] bands = { {h1,35,0.2f,0.8f,5,2,1}, {h2,35,0.5f,1.0f,5,2,1}, {0.001f,35,0.3f,0.8f,5,2,1} };
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int[] bandIndices = { 0,0,1,2,2,2 };
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float[][] corners = { {0.03f,0.05f} };
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int[] cornerIndices = { 0,0,0,0,0,0,0,0 };
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float[][] centers = { { -0.75f, 0.0f, 0.0f} };
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int[] centerIndices = { 0,0,0,0,0,0,0,0 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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}
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else if( variant==1 )
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{
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float height = isInIconMode() ? 0.001f : 0.038f;
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float[][] bands = { {height,35,0.5f,0.9f, 5,2,1}, {0.001f,35,0.5f,0.9f, 5,2,1} };
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int[] bandIndices = { 0,0,0,1,1 };
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float[][] corners = { {0.04f,0.15f} };
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int[] cornerIndices = { 0,0,-1,0,0,-1 };
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float[][] centers = { { 0.0f, 0.0f,-0.5f} };
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int[] centerIndices = { 0,0,-1,0,0,-1 };
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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 height = isInIconMode() ? 0.001f : 0.038f;
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float[][] bands = { {height,35,0.9f,1.0f, 5,2,1}, {0.001f,35,0.9f,1.0f, 5,2,1} };
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int[] bandIndices = { 0,0,0,1,1,1 };
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float[][] corners = { {0.05f,0.13f} };
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int[] cornerIndices = { 0,0,0,-1,0,0,0,-1 };
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float[][] centers = { { -0.5f, 0.0f,-0.5f} };
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int[] centerIndices = { -1,0,-1,-1,-1,0,-1,-1 };
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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 3;
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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<2 ? 0 : (cubit<10 ? 1:2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.12f;
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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 String getShortName()
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{
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return ObjectType.SQU1_3.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectSignature getSignature()
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{
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return new ObjectSignature(ObjectType.SQU1_3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getObjectName()
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{
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return "Square-1";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getInventor()
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{
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return "V. Kopsky, K. Hrsel";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getYearOfInvention()
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{
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return 1990;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity()
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{
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return 3;
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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","0tX-f6RLgac","How to Solve the Square-1","Z3"},
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{"es","mGtHDWj_i1o","Resolver SQUARE-1","Cuby"},
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{"ru","XguuJTUwJoE","Как собрать Скваер-1","Алексей Ярыгин"},
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{"fr","knRmTSa6aHQ","Comment résoudre le Square-1 (1/3)","Valentino Cube"},
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{"fr","y-0ZrAgzETI","Comment résoudre le Square-1 (2/3)","Valentino Cube"},
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{"fr","tYbE9GfEokw","Comment résoudre le Square-1 (3/3)","Valentino Cube"},
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{"de","p9DMIzNQ3b8","Square-1 Tutorial (1/2)","Pezcraft"},
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{"de","gM6E28JGmoo","Square-1 Tutorial (2/2)","Pezcraft"},
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{"pl","_0rsImrp9jc","Jak ułożyć: Square-1","DżoDżo"},
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{"br","geT7SvX0DEw","Tutorial do Square-1","Pedro Filho"},
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{"kr","NcB50lWdQzE","스퀘어1 맞추는 방법","iamzoone"},
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{"vn","YvCZXkbZnNs","Tutorial N.120 - Square 1","Duy Thích Rubik"},
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};
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}
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}
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