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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 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.helpers;
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import org.distorted.library.main.QuatHelper;
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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.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class ObjectShape
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{
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private static final float[] mTmp1 = new float[4];
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private static final float[] mTmp2 = new float[4];
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private final float[][] mVertices;
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private final int[][] mVertIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape(float[][] vertices, int[][] vertIndices)
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{
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mVertices = vertices;
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mVertIndices= vertIndices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getVertices()
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{
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return mVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getVertIndices()
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{
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return mVertIndices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static int computeNumComponents(ObjectShape[] shapes)
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{
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int ret = 0;
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for( ObjectShape shape : shapes )
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{
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int numShape = shape.mVertIndices.length;
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if( numShape>ret ) ret = numShape;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// take vertex, apply quat, apply move, write to output
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private static void computeVertex(float[] output, float[] vertex, float[] move, Static4D quat)
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{
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QuatHelper.rotateVectorByQuat(mTmp2,vertex[0],vertex[1],vertex[2],1.0f,quat);
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int numMoves = move.length/3;
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float moveX=0.0f, moveY=0.0f, moveZ=0.0f;
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for(int m=0; m<numMoves; m++)
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{
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moveX += move[3*m ];
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moveY += move[3*m+1];
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moveZ += move[3*m+2];
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}
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output[0] = mTmp2[0] + moveX/numMoves;
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output[1] = mTmp2[1] + moveY/numMoves;
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output[2] = mTmp2[2] + moveZ/numMoves;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static boolean vertInFace(float[] vertex, Static3D faceAxis, float dist)
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{
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final float MAX_ERROR = 0.04f; // Rex Cube requires this
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float x= faceAxis.get0();
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float y= faceAxis.get1();
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float z= faceAxis.get2();
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float a = vertex[0]*x + vertex[1]*y + vertex[2]*z;
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float diff = a - dist;
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return diff>-MAX_ERROR && diff<MAX_ERROR;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static boolean indexContains(int[] indices, int index)
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{
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for( int j : indices )
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if( j==index ) return true;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int[] computeCubitFaceColors(ObjectShape shape, float[] move, Static4D quat, Static3D[] faceAxis, float[] dist3D, float size)
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{
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float[][] vertices = shape.getVertices();
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int[][] indices = shape.getVertIndices();
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int numVert = vertices.length;
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int numFaces = faceAxis.length;
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int numIndices = indices.length;
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int[] cubitFaceColor = new int[numIndices];
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for(int face=0; face<numIndices; face++) cubitFaceColor[face] = 0xffffffff;
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for(int vert=0; vert<numVert; vert++)
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{
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computeVertex(mTmp1,vertices[vert],move,quat);
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int vertBelongsBitmap = 0x00000000;
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for(int face=0; face<numFaces; face++)
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if( vertInFace(mTmp1,faceAxis[face],dist3D[face]*size) ) vertBelongsBitmap |= (1<<face);
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for(int index=0; index<numIndices; index++)
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if( cubitFaceColor[index]!=0 && indexContains(indices[index],vert) ) cubitFaceColor[index] &= vertBelongsBitmap;
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}
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return cubitFaceColor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void translateFromBitmap(int cubit, int[] colorsBitmap)
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{
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int len = colorsBitmap.length;
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for(int face=0; face<len; face++)
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{
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if( colorsBitmap[face]==0 ) colorsBitmap[face] = -1;
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else
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{
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int shift=0;
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while( (colorsBitmap[face]&0x1) != 1 )
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{
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colorsBitmap[face]>>=1;
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shift++;
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}
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if( colorsBitmap[face]!=1 )
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{
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android.util.Log.e("D", "ERROR, cubit= "+cubit+" face "+face+" seems to belong to "+shift+" and still "+colorsBitmap[face]);
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}
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colorsBitmap[face] = shift;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static int[][] computeColors(ObjectShape[] shapes, float[][] moves, Static4D[] quats, TwistyObject object)
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{
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int numCubits = moves.length;
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int[][] colors = new int[numCubits][];
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int[] numLayers = object.getNumLayers();
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Static3D[] faceAxis = object.getFaceAxis();
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float[] dist3D = object.getDist3D(numLayers);
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float size = object.getSize();
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for(int cubit=0; cubit<numCubits; cubit++)
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{
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int variant = object.getCubitVariant(cubit,numLayers);
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colors[cubit] = computeCubitFaceColors(shapes[variant],moves[cubit],quats[cubit],faceAxis,dist3D,size);
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translateFromBitmap(cubit,colors[cubit]);
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}
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return colors;
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}
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}
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