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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import org.distorted.library.helpers.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.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyO2 extends ShapeHexahedron
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{
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private final int N = 6; // has to be even
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private final float D1 = 0.67f;
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private final float D2 = 0.99f;
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private final float PX = 0.6f;
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private final float PY = 0.6f;
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private final float PZ = 0.6f;
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private int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private float[][] mPosition;
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private boolean[][] mRotatable;
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private int[] mQuatIndex;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyO2(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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{
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super(iconMode, meta.getNumLayers()[0], quat, move, scale, meta, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public void adjustStickerCoords()
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{
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final float A = 0.50f;
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final float B = 0.5f*D1;
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final float C = 0.50f;
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// stickers with holes are not collapsed into one; we need to repeat this 6 times
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// the hole loop needs to be first so that FactorySticker draws it first; otherwise there's a
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// slight artifact.
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float[][][] t = new float[][][] { {{B,0},{-B,0}} , {{ A,-A},{A,A},{-A, A},{-A,-A}} };
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mStickerCoords = new float[][][][] { t,t,t,t,t,t, {{{ C,0},{-C,0}}} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][][] getStickerAngles()
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{
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float A = (float)(Math.PI*0.999f);
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float[][] t = new float[][] { {-A,-A},{0,0,0,0} };
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return new float[][][] { t,t,t,t,t,t,{{A,A}} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public float getPillowCoeff()
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{
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return 1.2f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public float[][] returnRotationFactor()
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{
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float C = 1.5f;
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float[] f = new float[] { C,C };
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return new float[][] { f,f,f };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// If the first move was a 180 deg rotation along any ax, we need to forbid the second move to
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// also be a 180 deg rotation - because such a scramble can be solved with just one move.
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// state 0: last move wasn't a 180 deg.
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// state 1: last move was a 180 deg.
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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mEdges = new int[][]
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{
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{0,0,1,0,2,1,3,0,4,0,5,1,6,0,7,0,8,1},
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{0,0,1,0, 3,0,4,0, 6,0,7,0 }
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};
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int[][] getScrambleAlgorithms()
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{
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setUpRotatable();
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return ScrambleEdgeGenerator.getScramblingAlgorithms(mBasicAngle, mRotatable);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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float[] cut = new float[] {0.5f};
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mCuts = new float[][] { cut,cut,cut };
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setUpRotatable()
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{
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if( mRotatable==null )
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{
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boolean[] tmp = new boolean[] {true,false};
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mRotatable = new boolean[][] { tmp,tmp,tmp };
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}
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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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setUpRotatable();
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return mRotatable;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_HEXAHEDRON;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_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[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return TouchControlHexahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mPosition==null ) mPosition = new float[][] { {PX,PY,PZ},{0,0,0},{0,0,0},{0,0,0},{0,0,0},{0,0,0},{0,0,0} };
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return mPosition;
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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 ) mQuatIndex = new int[] { 0, 6,4,1,3,0,2 };
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return mObjectQuats[mQuatIndex[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void generateCirclePoint(int index, float[] output, float y, float z)
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{
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float alpha = (float)((Math.PI*index)/(2*N));
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float sin = (float)Math.sin(alpha);
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float cos = (float)Math.cos(alpha);
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output[0] = y*sin;
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output[1] = y*cos;
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output[2] = z;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void rotateVertices(float[][] vertices, int start, int end, int quatIndex)
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{
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Static4D quat = mObjectQuats[quatIndex];
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float[] tmp = new float[4];
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for(int i=start; i<end; i++)
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{
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float[] v = vertices[i];
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QuatHelper.rotateVectorByQuat(tmp, v[0],v[1],v[2],1, quat);
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v[0] = tmp[0];
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v[1] = tmp[1];
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v[2] = tmp[2];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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if( variant==0 )
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{
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float[][] ret = new float[24*(N+4)][3];
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int index = 0;
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for(int i=0; i<24; i++)
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{
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int startIndex = index;
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for(int j=0; j<N; j++) generateCirclePoint(j,ret[index++],D1,1);
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ret[index][0] = D1;
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ret[index][1] = 0;
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ret[index][2] = 1;
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index++;
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ret[index][0] = 1;
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ret[index][1] = 0;
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ret[index][2] = 1;
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index++;
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ret[index][0] = 1;
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ret[index][1] = 1;
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ret[index][2] = 1;
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index++;
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ret[index][0] = 0;
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ret[index][1] = 1;
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ret[index][2] = 1;
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index++;
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rotateVertices(ret,startIndex,index,i);
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for(int j=0; j<N+4; j++)
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{
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float[] r = ret[startIndex+j];
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r[0] -= PX;
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r[1] -= PY;
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r[2] -= PZ;
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}
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}
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return ret;
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}
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else
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{
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float[][] ret = new float[8*N][3];
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int index = 0;
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for(int j=0; j<4*N; j++) generateCirclePoint(j,ret[index++],D1,1);
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for(int j=0; j<4*N; j++) generateCirclePoint(j,ret[index++],D2,0);
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return ret;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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int NUM = N/2 + 3;
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int[][][] indices = new int[6][8][NUM];
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int[][] quatIndices = new int[][] { {6,12,17,21}, {4,10,16,20}, {1,13,14,15}, {3,11,22,23}, {0,7,8,9}, {2,5,18,19} };
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for(int f=0; f<6; f++)
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for(int c=0; c<4; c++)
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{
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int index = quatIndices[f][c];
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int[] ind1 = indices[f][2*c];
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int[] ind2 = indices[f][2*c+1];
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for(int v=0; v<NUM-2; v++)
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{
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ind1[v] = index*(N+4) + v;
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ind2[v] = index*(N+4) + v + N/2;
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}
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ind1[NUM-2] = index*(N+4) + N+2;
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ind2[NUM-2] = index*(N+4) + N+1;
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ind1[NUM-1] = index*(N+4) + N+3;
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ind2[NUM-1] = index*(N+4) + N+2;
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}
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return new ObjectShape(getVertices(variant), indices);
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}
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else
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{
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int[][] indices = new int[4*N+2][];
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indices[0] = new int[4*N];
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indices[1] = new int[4*N];
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for(int i=0; i<4*N; i++)
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{
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indices[0][i] = 4*N-1-i;
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indices[1][i] = 4*N+i;
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}
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for(int i=2; i<4*N+1; i++)
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{
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indices[i] = new int[4];
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indices[i][0] = i-2;
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353 |
|
|
indices[i][1] = i-2 + 1;
|
354 |
|
|
indices[i][2] = i-2 + 4*N+1;
|
355 |
|
|
indices[i][3] = i-2 + 4*N;
|
356 |
|
|
}
|
357 |
|
|
|
358 |
|
|
indices[4*N+1] = new int[4];
|
359 |
|
|
indices[4*N+1][0] = 4*N-1;
|
360 |
|
|
indices[4*N+1][1] = 0;
|
361 |
|
|
indices[4*N+1][2] = 4*N;
|
362 |
|
|
indices[4*N+1][3] = 8*N-1;
|
363 |
|
|
|
364 |
|
|
return new ObjectShape(getVertices(variant), indices);
|
365 |
|
|
}
|
366 |
|
|
}
|
367 |
|
|
|
368 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
369 |
|
|
|
370 |
|
|
public ObjectFaceShape getObjectFaceShape(int variant)
|
371 |
|
|
{
|
372 |
|
|
if( variant==0 )
|
373 |
|
|
{
|
374 |
8de81d85
|
leszek
|
float h = 0.0001f;
|
375 |
341dfdd6
|
leszek
|
float[][] bands = { {h, 25,0.2f,0.5f,5,0,0} };
|
376 |
ffd8c9e4
|
leszek
|
int[] indices = { 0,0,0,0,0,0 };
|
377 |
|
|
return new ObjectFaceShape(bands,indices,null);
|
378 |
|
|
}
|
379 |
|
|
else
|
380 |
|
|
{
|
381 |
|
|
float h1 = isInIconMode() ? 0.001f : 0.038f;
|
382 |
|
|
float h2 = 0.001f;
|
383 |
|
|
float[][] bands = { {h2,35,0.3f,0.5f,2,0,0} , {h1,35,0.3f,0.3f,6,0,0} };
|
384 |
|
|
int[] indices = new int[4*N+2];
|
385 |
|
|
indices[0] = 1;
|
386 |
|
|
return new ObjectFaceShape(bands,indices,null);
|
387 |
|
|
}
|
388 |
|
|
}
|
389 |
|
|
|
390 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
391 |
|
|
|
392 |
|
|
public ObjectVertexEffects getVertexEffects(int variant)
|
393 |
|
|
{
|
394 |
|
|
if( variant==0 )
|
395 |
|
|
{
|
396 |
8de81d85
|
leszek
|
float[][] corners = { {0.02f,0.10f} };
|
397 |
ffd8c9e4
|
leszek
|
float[][] centers = { { 0.0f, 0.0f, 0.0f} };
|
398 |
|
|
int[] indices = new int[24*(N+4)];
|
399 |
|
|
for(int i=0; i<24*(N+4); i++) indices[i] = -1;
|
400 |
8de81d85
|
leszek
|
|
401 |
ffd8c9e4
|
leszek
|
indices[ N+2] = 0;
|
402 |
|
|
indices[ (N+4)+ N+2] = 0;
|
403 |
|
|
indices[ 2*(N+4)+ N+2] = 0;
|
404 |
|
|
indices[ 3*(N+4)+ N+2] = 0;
|
405 |
|
|
indices[ 4*(N+4)+ N+2] = 0;
|
406 |
|
|
indices[ 5*(N+4)+ N+2] = 0;
|
407 |
|
|
indices[ 8*(N+4)+ N+2] = 0;
|
408 |
|
|
indices[11*(N+4)+ N+2] = 0;
|
409 |
8de81d85
|
leszek
|
|
410 |
ffd8c9e4
|
leszek
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
411 |
|
|
}
|
412 |
|
|
else
|
413 |
|
|
{
|
414 |
|
|
float[][] corners = { {0.06f,0.20f} };
|
415 |
|
|
float[][] centers = { { 0.0f,-0.75f,-0.75f} };
|
416 |
|
|
int num = 8*N;
|
417 |
|
|
int[] indices = new int[num];
|
418 |
|
|
for(int i=0; i<num; i++) indices[i] = -1;
|
419 |
|
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
420 |
|
|
}
|
421 |
|
|
}
|
422 |
|
|
|
423 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424 |
|
|
|
425 |
|
|
public int getNumCubitVariants(int[] numLayers)
|
426 |
|
|
{
|
427 |
|
|
return 2;
|
428 |
|
|
}
|
429 |
|
|
|
430 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431 |
|
|
|
432 |
|
|
public int getCubitVariant(int cubit, int[] numLayers)
|
433 |
|
|
{
|
434 |
|
|
return cubit<1 ? 0:1;
|
435 |
|
|
}
|
436 |
|
|
|
437 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
438 |
|
|
|
439 |
|
|
public float getStickerRadius()
|
440 |
|
|
{
|
441 |
8de81d85
|
leszek
|
return 0.15f;
|
442 |
ffd8c9e4
|
leszek
|
}
|
443 |
|
|
|
444 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445 |
|
|
|
446 |
|
|
public float getStickerStroke()
|
447 |
|
|
{
|
448 |
8de81d85
|
leszek
|
return isInIconMode() ? 0.20f : 0.15f;
|
449 |
ffd8c9e4
|
leszek
|
}
|
450 |
|
|
|
451 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
452 |
|
|
// PUBLIC API
|
453 |
|
|
|
454 |
|
|
public Static3D[] getRotationAxis()
|
455 |
|
|
{
|
456 |
|
|
return ROT_AXIS;
|
457 |
|
|
}
|
458 |
|
|
|
459 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
460 |
|
|
|
461 |
|
|
public int[][] getBasicAngles()
|
462 |
|
|
{
|
463 |
|
|
if( mBasicAngle ==null )
|
464 |
|
|
{
|
465 |
|
|
int[] tmp = new int[] {4,4};
|
466 |
|
|
mBasicAngle = new int[][] { tmp,tmp,tmp };
|
467 |
|
|
}
|
468 |
|
|
|
469 |
|
|
return mBasicAngle;
|
470 |
|
|
}
|
471 |
|
|
|
472 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
473 |
|
|
|
474 |
|
|
public String getShortName()
|
475 |
|
|
{
|
476 |
361fd0de
|
leszek
|
return ListObjects.O2_2.name();
|
477 |
ffd8c9e4
|
leszek
|
}
|
478 |
|
|
|
479 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
480 |
|
|
|
481 |
|
|
public String[][] getTutorials()
|
482 |
|
|
{
|
483 |
2318a72a
|
leszek
|
return new String[][] {
|
484 |
|
|
{"gb","m1nHBUnGsZc","1x1x1 O2 Cube","Richie's EZCubing"},
|
485 |
|
|
{"tw","mcgD9iN4NHU","一階方塊 介紹+教學","不正常魔術方塊研究中心"},
|
486 |
|
|
};
|
487 |
ffd8c9e4
|
leszek
|
}
|
488 |
|
|
}
|