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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_SPLIT_EDGE_COIN;
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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 TwistyCoinHexahedron 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( SQ3/3, SQ3/3, SQ3/3),
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new Static3D( SQ3/3, SQ3/3,-SQ3/3),
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new Static3D( SQ3/3,-SQ3/3, SQ3/3),
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new Static3D( SQ3/3,-SQ3/3,-SQ3/3),
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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 static final int N = 5;
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private static final float C = 0.2f;
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private static final float D = 0.85f;
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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 int[] mQuatIndex;
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private boolean[][] mRotatable;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyCoinHexahedron(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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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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{0,1,1,1, 2,2,3,2, 4,3,5,3, 6,4,7,4, 8,5,9,5, 10,6,11,6, 12,7,13,7, 14,8,15,8},
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{16, 9,17, 9,18, 9, 22,11,23,11,24,11, 28,13,29,13,30,13},
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{19,10,20,10,21,10, 25,12,26,12,27,12, 31,14,32,14,33,14},
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{16, 9,17, 9,18, 9, 22,11,23,11,24,11, 31,14,32,14,33,14},
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{19,10,20,10,21,10, 25,12,26,12,27,12, 28,13,29,13,30,13},
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{16, 9,17, 9,18, 9, 25,12,26,12,27,12, 28,13,29,13,30,13},
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{19,10,20,10,21,10, 22,11,23,11,24,11, 31,14,32,14,33,14},
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{16, 9,17, 9,18, 9, 25,12,26,12,27,12, 31,14,32,14,33,14},
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{19,10,20,10,21,10, 22,11,23,11,24,11, 28,13,29,13,30,13},
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{ 0, 1, 1, 1, 4, 3, 5, 3, 8, 5, 9, 5, 12, 7,13, 7},
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{ 2, 2, 3, 2, 6, 4, 7, 4, 10, 6,11, 6, 14, 8,15, 8},
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{ 0, 1, 1, 1, 4, 3, 5, 3, 10, 6,11, 6, 14, 8,15, 8},
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{ 2, 2, 3, 2, 6, 4, 7, 4, 8, 5, 9, 5, 12, 7,13, 7},
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{ 0, 1, 1, 1, 6, 4, 7, 4, 8, 5, 9, 5, 14, 8,15, 8},
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{ 2, 2, 3, 2, 4, 3, 5, 3, 10, 6,11, 6, 12, 7,13, 7}
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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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protected float[][][] getStickerStrokes()
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{
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boolean icon = isInIconMode();
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float S1 = icon ? 0.21f : 0.12f;
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float S2 = icon ? 0.21f : 0.07f;
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float S3 = icon ? 0.21f : 0.12f;
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return new float[][][] { {{ S1,S1,S1,S1,S1 }} , {{S2,S2,S2,S2}} , {{S3,S3}} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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protected float[][][] getStickerRadii()
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{
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float R = 0.15f;
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return new float[][][] { {{ 0,R,0,0,0 }} , {{0,0,0,0}} , {{0,0}} };
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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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@Override
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public float[][] returnRotationFactor()
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{
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float C1 = 2.5f;
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float C2 = 1.0f;
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float[] f1 = new float[] { C1,C1,C1 };
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float[] f2 = new float[] { C2,C2,C2 };
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return new float[][] { f1,f1,f1,f1, f2,f2,f2 };
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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 C1 = 0.75f*SQ3;
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float C2 = 1.49f;
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float[] cut1 = new float[] { -C1,C1 };
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float[] cut2 = new float[] { -C2,C2 };
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mCuts = new float[][] { cut1,cut1,cut1,cut1,cut2,cut2,cut2 };
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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,true};
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mRotatable = new boolean[][] { tmp,tmp,tmp,tmp,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_SPLIT_EDGE_COIN;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return new int[][][]
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{
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{{4},{4},{4},{4},{1},{3},{2},{0}},
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{{4},{4},{4},{4},{3},{1},{0},{2}},
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{{5},{5},{5},{5},{1},{0},{3},{2}},
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{{5},{5},{5},{5},{2},{3},{0},{1}},
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{{6},{6},{6},{6},{0},{2},{1},{3}},
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{{6},{6},{6},{6},{2},{0},{3},{1}},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return 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 )
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{
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final float A = 1.48f-C;
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final float B = 1.52f;
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final float Z = 1.50f;
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final float E = 0.75f*D;
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mPosition = new float[][]
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{
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{ A, A, A},
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{ A, A,-A},
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{ A,-A, A},
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{ A,-A,-A},
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{-A, A, A},
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{-A, A,-A},
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{-A,-A, A},
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{-A,-A,-A},
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{ 0, 0, B },
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{ 0, 0,-B },
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{ 0, B, 0 },
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{ 0,-B, 0 },
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{ B, 0, 0 },
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{-B, 0, 0 },
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{ E, E, Z},
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{ E,-E, Z},
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{-E, E, Z},
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{-E,-E, Z},
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{ E, E,-Z},
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{ E,-E,-Z},
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{-E, E,-Z},
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{-E,-E,-Z},
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{ E, Z, E},
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{ E, Z,-E},
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{-E, Z, E},
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{-E, Z,-E},
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{ E,-Z, E},
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{ E,-Z,-E},
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{-E,-Z, E},
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{-E,-Z,-E},
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{ Z, E, E},
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{ Z, E,-E},
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{ Z,-E, E},
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{ Z,-E,-E},
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{-Z, E, E},
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{-Z, E,-E},
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{-Z,-E, E},
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{-Z,-E,-E},
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};
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}
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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[] {0,9,11,4,12,3,6,21,
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0,10,1,4,2,3,
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0,15,17,16,19,10,13,23,1,9,20,7, 11,4,6,21,2,14,18,5,12,3,8,22 };
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return mObjectQuats[mQuatIndex[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] rotateVertices(float angle, float[] vector, float[] center, float[] rotAxis)
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{
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float[] ret = new float[4];
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float sin = (float)Math.sin(angle/2);
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float cos = (float)Math.cos(angle/2);
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float[] quat= new float[] { sin*rotAxis[0], sin*rotAxis[1], sin*rotAxis[2], cos};
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QuatHelper.rotateVectorByQuat(ret,vector,quat);
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ret[0] += center[0];
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ret[1] += center[1];
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ret[2] += center[2];
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] produceCorner()
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{
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final float angle = (float)Math.PI/(2*N);
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final float A = 0.3f;
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final int N1 = 4;
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final int N2 = N1 + N + 1;
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final int N3 = N2 + N + 1;
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float[][] vertices= new float[3*N+8][3];
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vertices[3*N+7][0] = -A;
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vertices[3*N+7][1] = -A;
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vertices[3*N+7][2] = -A;
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vertices[0][0] = 0;
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vertices[0][1] = 0;
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vertices[0][2] = 0;
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vertices[1][0] =-2;
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vertices[1][1] = 0;
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vertices[1][2] = 0;
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vertices[2][0] = 0;
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vertices[2][1] =-2;
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vertices[2][2] = 0;
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vertices[3][0] = 0;
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vertices[3][1] = 0;
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vertices[3][2] =-2;
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for(int i=0; i<=N; i++)
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{
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float cos1 = (float)Math.cos((N-i)*angle);
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float sin1 = (float)Math.sin((N-i)*angle);
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float cos2 = (float)Math.cos(( i)*angle);
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float sin2 = (float)Math.sin(( i)*angle);
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vertices[N1+i][0] = 2*D*cos1-2;
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vertices[N1+i][1] = 2*D*sin1-2;
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vertices[N1+i][2] = 0;
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vertices[N2+i][0] = 0;
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vertices[N2+i][1] = 2*D*sin2-2;
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vertices[N2+i][2] = 2*D*cos2-2;
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vertices[N3+i][0] = 2*D*cos2-2;
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vertices[N3+i][1] = 0;
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vertices[N3+i][2] = 2*D*sin2-2;
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}
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for(int i=0; i<3*N+8; i++)
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{
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vertices[i][0] = 0.75f*vertices[i][0] + C;
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vertices[i][1] = 0.75f*vertices[i][1] + C;
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vertices[i][2] = 0.75f*vertices[i][2] + C;
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}
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return vertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] produceCenter()
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{
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float[][] ret = new float[4*N+1][];
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float[] rot = new float[] { 0,0,-1 };
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float[] center1 = { 1.5f*D, 1.5f*D, 0 };
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float[] center2 = { 1.5f*D,-1.5f*D, 0 };
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float[] center3 = {-1.5f*D,-1.5f*D, 0 };
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float[] center4 = {-1.5f*D, 1.5f*D, 0 };
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float[] vect1 = { -1.5f*D,0,0,0 };
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float[] vect2 = { 0, 1.5f*D,0,0 };
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float[] vect3 = { 1.5f*D,0,0,0 };
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float[] vect4 = { 0,-1.5f*D,0,0 };
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for(int i=0; i<N; i++)
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{
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float angle = (float)(Math.PI/2)*i/N;
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ret[i ] = rotateVertices(angle, vect1, center1, rot);
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ret[i+ N] = rotateVertices(angle, vect2, center2, rot);
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ret[i+2*N] = rotateVertices(angle, vect3, center3, rot);
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ret[i+3*N] = rotateVertices(angle, vect4, center4, rot);
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}
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ret[4*N] = new float[] { 0, 0, -1.5f };
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] produceLeaf()
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{
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float[][] ret = new float[2*N+1][];
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float[] rot = new float[] { 0,0,1 };
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float[] center1 = {-0.75f*D,-0.75f*D, 0 };
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float[] center2 = { 0.75f*D, 0.75f*D, 0 };
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float[] vect1 = { 0, 1.5f*D, 0, 0 };
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float[] vect2 = { 0,-1.5f*D, 0, 0 };
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for(int i=0; i<N; i++)
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{
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float angle = (float)(Math.PI/2)*i/N;
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ret[ N-1-i] = rotateVertices(angle, vect1, center1, rot);
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ret[2*N-1-i] = rotateVertices(angle, vect2, center2, rot);
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}
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ret[2*N] = new float[] { 0, 0, -1.5f/10 };
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415
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return ret;
|
416
|
}
|
417
|
|
418
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
419
|
|
420
|
private float[][] getVertices(int variant)
|
421
|
{
|
422
|
if( variant==0 ) return produceCorner();
|
423
|
else if( variant==1 ) return produceCenter();
|
424
|
else return produceLeaf();
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
|
429
|
private int[][] produceCornerShape()
|
430
|
{
|
431
|
int[][] indices = new int[3*N+9][];
|
432
|
|
433
|
indices[0] = new int[N+4];
|
434
|
indices[1] = new int[N+4];
|
435
|
indices[2] = new int[N+4];
|
436
|
|
437
|
indices[0][0] = 2;
|
438
|
indices[0][1] = 0;
|
439
|
indices[0][2] = 1;
|
440
|
indices[1][0] = 3;
|
441
|
indices[1][1] = 0;
|
442
|
indices[1][2] = 2;
|
443
|
indices[2][0] = 1;
|
444
|
indices[2][1] = 0;
|
445
|
indices[2][2] = 3;
|
446
|
|
447
|
int N1 = 4;
|
448
|
int N2 = N1 + N + 1;
|
449
|
int N3 = N2 + N + 1;
|
450
|
|
451
|
for(int i=0; i<=N; i++)
|
452
|
{
|
453
|
indices[0][i+3] = N1 + i;
|
454
|
indices[1][i+3] = N2 + i;
|
455
|
indices[2][i+3] = N3 + i;
|
456
|
}
|
457
|
|
458
|
for(int i=0; i<N; i++)
|
459
|
{
|
460
|
indices[3*i+3] = new int[] { N1+i+1, N1+i, 3*N+7 };
|
461
|
indices[3*i+4] = new int[] { N2+i+1, N2+i, 3*N+7 };
|
462
|
indices[3*i+5] = new int[] { N3+i+1, N3+i, 3*N+7 };
|
463
|
}
|
464
|
|
465
|
indices[3*N+3] = new int[] { 2 , 4+ N, 3*N+7 };
|
466
|
indices[3*N+4] = new int[] { 5 +N, 2 , 3*N+7 };
|
467
|
indices[3*N+5] = new int[] { 5+2*N, 3 , 3*N+7 };
|
468
|
indices[3*N+6] = new int[] { 3 , 6+2*N, 3*N+7 };
|
469
|
indices[3*N+7] = new int[] { 1 , 6+3*N, 3*N+7 };
|
470
|
indices[3*N+8] = new int[] { 4 , 1 , 3*N+7 };
|
471
|
|
472
|
return indices;
|
473
|
}
|
474
|
|
475
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
476
|
|
477
|
private int[][] produceCenterShape()
|
478
|
{
|
479
|
int[][] ret = new int[1+4*N][];
|
480
|
|
481
|
ret[0] = new int[4*N];
|
482
|
for(int i=0; i<4*N; i++) ret[0][i] = 4*N-1-i;
|
483
|
|
484
|
for(int i=0; i<N; i++)
|
485
|
{
|
486
|
ret[i+1] = new int[3];
|
487
|
ret[i+1][0] = i;
|
488
|
ret[i+1][1] = i+1;
|
489
|
ret[i+1][2] = 4*N;
|
490
|
|
491
|
ret[N+i+1] = new int[3];
|
492
|
ret[N+i+1][0] = N+i;
|
493
|
ret[N+i+1][1] = N+i+1;
|
494
|
ret[N+i+1][2] = 4*N;
|
495
|
|
496
|
ret[2*N+i+1] = new int[3];
|
497
|
ret[2*N+i+1][0] = 2*N+i;
|
498
|
ret[2*N+i+1][1] = 2*N+i+1;
|
499
|
ret[2*N+i+1][2] = 4*N;
|
500
|
|
501
|
ret[3*N+i+1] = new int[3];
|
502
|
ret[3*N+i+1][0] = 3*N+i;
|
503
|
ret[3*N+i+1][1] = i<N-1 ? 3*N+i+1 : 0;
|
504
|
ret[3*N+i+1][2] = 4*N;
|
505
|
}
|
506
|
|
507
|
return ret;
|
508
|
}
|
509
|
|
510
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511
|
|
512
|
private int[][] produceLeafShape()
|
513
|
{
|
514
|
int[][] ret = new int[2*N+1][];
|
515
|
|
516
|
ret[0] = new int[2*N];
|
517
|
for(int i=0; i<2*N; i++) ret[0][i] = i;
|
518
|
|
519
|
for(int i=1; i<=N-1; i++)
|
520
|
{
|
521
|
ret[i] = new int[3];
|
522
|
ret[i][0] = i;
|
523
|
ret[i][1] = i-1;
|
524
|
ret[i][2] = 2*N;
|
525
|
|
526
|
ret[N-1+i] = new int[3];
|
527
|
ret[N-1+i][0] = N+i;
|
528
|
ret[N-1+i][1] = N+i-1;
|
529
|
ret[N-1+i][2] = 2*N;
|
530
|
}
|
531
|
|
532
|
ret[2*N-1] = new int[] { N, N-1, 2*N };
|
533
|
ret[2*N ] = new int[] { 0,2*N-1, 2*N };
|
534
|
|
535
|
return ret;
|
536
|
}
|
537
|
|
538
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
539
|
|
540
|
public ObjectShape getObjectShape(int variant)
|
541
|
{
|
542
|
if( variant==0 )
|
543
|
{
|
544
|
int[][] indices = produceCornerShape();
|
545
|
return new ObjectShape(getVertices(variant), indices);
|
546
|
}
|
547
|
else if( variant==1 )
|
548
|
{
|
549
|
int[][] indices = produceCenterShape();
|
550
|
return new ObjectShape(getVertices(variant), indices);
|
551
|
}
|
552
|
else
|
553
|
{
|
554
|
int[][] indices = produceLeafShape();
|
555
|
return new ObjectShape(getVertices(variant), indices);
|
556
|
}
|
557
|
}
|
558
|
|
559
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
560
|
|
561
|
public ObjectFaceShape getObjectFaceShape(int variant)
|
562
|
{
|
563
|
if( variant==0 )
|
564
|
{
|
565
|
float h1 = isInIconMode() ? 0.0001f : 0.03f;
|
566
|
float h2 = isInIconMode() ? 0.0001f : 0.01f;
|
567
|
float[][] bands = { {h1,35,0.2f,0.4f,5,2,1}, {h2,35,0.2f,0.4f,2,0,0} };
|
568
|
int num = 3*N+9;
|
569
|
int[] indices = new int[num];
|
570
|
for(int i=3; i<num; i++) indices[i] = 1;
|
571
|
float S = 1-SQ2/2 - C;
|
572
|
float[] convexCenter = {-S,-S,-S };
|
573
|
return new ObjectFaceShape(bands,indices,convexCenter);
|
574
|
}
|
575
|
else if( variant==1 )
|
576
|
{
|
577
|
float h1 = isInIconMode() ? 0.0001f : 0.001f;
|
578
|
float h2 = 0.0001f;
|
579
|
float[][] bands = { {h1,5,0.2f,0.4f,5,0,0}, {h2,5,0.05f,0.1f,2,0,0} };
|
580
|
int num = 1+4*N;
|
581
|
int[] indices = new int[num];
|
582
|
for(int i=1; i<num; i++) indices[i] = 1;
|
583
|
return new ObjectFaceShape(bands,indices,null);
|
584
|
}
|
585
|
else
|
586
|
{
|
587
|
float h1 = isInIconMode() ? 0.0001f : 0.015f;
|
588
|
float h2 = isInIconMode() ? 0.0001f : 0.001f;
|
589
|
float[][] bands = { {h1,25,0.250f,0.7f,5,0,0}, {h2,25,0.125f,0.2f,2,0,0} };
|
590
|
int num = 1+2*N;
|
591
|
int[] indices = new int[num];
|
592
|
for(int i=1; i<num; i++) indices[i] = 1;
|
593
|
return new ObjectFaceShape(bands,indices,null);
|
594
|
}
|
595
|
}
|
596
|
|
597
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
598
|
|
599
|
public ObjectVertexEffects getVertexEffects(int variant)
|
600
|
{
|
601
|
if( variant==0 )
|
602
|
{
|
603
|
float[][] corners = { {0.05f,0.15f} };
|
604
|
int num = 8+3*N;
|
605
|
int[] indices = new int[num];
|
606
|
for(int i=1; i<num; i++) indices[i] = -1;
|
607
|
float[][] centers = {{ 0,0,0 }};
|
608
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
609
|
}
|
610
|
else if( variant==1 )
|
611
|
{
|
612
|
float[][] corners = { {0.05f,0.20f} };
|
613
|
int num = 1+4*N;
|
614
|
int[] indices = new int[num];
|
615
|
for(int i=0; i<num; i++) indices[i] = -1;
|
616
|
float[][] centers = { { 0,0,0 } };
|
617
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
618
|
}
|
619
|
else
|
620
|
{
|
621
|
float[][] corners = { {0.05f,0.20f} };
|
622
|
int num = 1+2*N;
|
623
|
int[] indices = new int[num];
|
624
|
for(int i=0; i<num; i++) indices[i] = -1;
|
625
|
float[][] centers = { { 0,0,0 } };
|
626
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
627
|
}
|
628
|
}
|
629
|
|
630
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
631
|
|
632
|
public int getNumCubitVariants(int[] numLayers)
|
633
|
{
|
634
|
return 3;
|
635
|
}
|
636
|
|
637
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
638
|
|
639
|
public int getCubitVariant(int cubit, int[] numLayers)
|
640
|
{
|
641
|
return cubit<8 ? 0 : (cubit<14 ? 1:2);
|
642
|
}
|
643
|
|
644
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
645
|
// doesn't matter, we are overriding getStickerRadii() anyway
|
646
|
|
647
|
public float getStickerRadius()
|
648
|
{
|
649
|
return 0.0f;
|
650
|
}
|
651
|
|
652
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
653
|
// doesn't matter, we are overriding getStickerStrokes() anyway
|
654
|
|
655
|
public float getStickerStroke()
|
656
|
{
|
657
|
return 0.0f;
|
658
|
}
|
659
|
|
660
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
661
|
// ditto, manually provide the sticker coordinates.
|
662
|
|
663
|
@Override
|
664
|
public void adjustStickerCoords()
|
665
|
{
|
666
|
float A = 0.38f;
|
667
|
float B = 0.24f;
|
668
|
float C = 0.50f;
|
669
|
float D = 0.00f;
|
670
|
|
671
|
mStickerCoords = new float[][][][]
|
672
|
{
|
673
|
{ { { A,-C}, { A, A}, {-C, A}, {-C, B}, {B,-C} } },
|
674
|
{ { { C, D}, { D, C}, {-C, D}, { D,-C} } },
|
675
|
{ { { C,-C}, {-C, C} } }
|
676
|
};
|
677
|
}
|
678
|
|
679
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
680
|
|
681
|
public float[][][] getStickerAngles()
|
682
|
{
|
683
|
float D = (float)(Math.PI/2);
|
684
|
return new float[][][] { {{ 0,0,0,-D,0 }} , {{-D,-D,-D,-D}} , {{D,D}} };
|
685
|
}
|
686
|
|
687
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
688
|
// PUBLIC API
|
689
|
|
690
|
public Static3D[] getRotationAxis()
|
691
|
{
|
692
|
return ROT_AXIS;
|
693
|
}
|
694
|
|
695
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
696
|
|
697
|
public int[][] getBasicAngles()
|
698
|
{
|
699
|
if( mBasicAngle ==null )
|
700
|
{
|
701
|
int[] tmp1 = {3,3,3};
|
702
|
int[] tmp2 = {4,4,4};
|
703
|
mBasicAngle = new int[][] { tmp1,tmp1,tmp1,tmp1,tmp2,tmp2,tmp2 };
|
704
|
}
|
705
|
|
706
|
return mBasicAngle;
|
707
|
}
|
708
|
|
709
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
710
|
|
711
|
public String getShortName()
|
712
|
{
|
713
|
return ListObjects.COIH_3.name();
|
714
|
}
|
715
|
|
716
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
717
|
|
718
|
public String[][] getTutorials()
|
719
|
{
|
720
|
return new String[][] {
|
721
|
{"gb","8hPxLbZDSLQ","Chinese Coin Cube","CanChrisSolve"},
|
722
|
{"es","rK0_IsjoZqM","Ancient Coin Cube","R de Rubik"},
|
723
|
{"ru","HVZj2vBxD5A","Как собрать Коин Куб","Алексей Ярыгин"},
|
724
|
{"pl","yaNeIw4C5Uk","Ancient coin cube TUTORIAL PL","MrUK"},
|
725
|
{"tw","B7oD3pAXBVY","銅幣魔方教學","不正常魔術方塊研究中心"},
|
726
|
};
|
727
|
}
|
728
|
}
|