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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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_CHANGING_MIRROR;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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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.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.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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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 TwistyMirror 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 static final int[] FACE_COLORS = new int[] { COLOR_WHITE };
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private static final float[] MIRROR_VEC = { 0.10f, 0.25f, 0.40f };
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private int[][] mEdges;
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private float[][] mCuts;
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private int[][] mBasicAngle;
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private float[][] mPositions;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyMirror(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 int getInternalColor()
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{
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return 0xff333333;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int[] getColorTable()
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{
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return FACE_COLORS;
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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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int nL = getNumLayers()[0];
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mEdges = ScrambleEdgeGenerator.getScrambleEdgesCuboid(nL,nL,nL);
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getRow(int cubit, int numLayers, int dim)
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{
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return (int)(mPositions[cubit][dim] + 0.5f*(numLayers-1));
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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( mPositions==null )
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{
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int numL = numLayers[0];
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int numCubits = getNumCubitVariants(numLayers);
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mPositions = new float[numCubits][];
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float diff = 0.5f*(numL-1);
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int currentPosition = 0;
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for(int x = 0; x<numL; x++)
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for(int y = 0; y<numL; y++)
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for(int z = 0; z<numL; z++)
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if( x==0 || x==numL-1 || y==0 || y==numL-1 || z==0 || z==numL-1 )
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{
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mPositions[currentPosition++] = new float[] {x-diff,y-diff,z-diff};
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}
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}
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return mPositions;
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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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return mObjectQuats[0];
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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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int numL = getNumLayers()[0];
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int xrow = getRow(variant,numL,0); // cubit == variant
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int yrow = getRow(variant,numL,1);
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int zrow = getRow(variant,numL,2);
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float XL = -0.5f + (xrow== 0 ? MIRROR_VEC[0] : 0);
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float XR = 0.5f + (xrow==numL-1 ? MIRROR_VEC[0] : 0);
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float YL = -0.5f - (yrow== 0 ? MIRROR_VEC[1] : 0);
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float YR = 0.5f - (yrow==numL-1 ? MIRROR_VEC[1] : 0);
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float ZL = -0.5f - (zrow== 0 ? MIRROR_VEC[2] : 0);
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float ZR = 0.5f - (zrow==numL-1 ? MIRROR_VEC[2] : 0);
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return new float[][]
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{
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{ XR, YR, ZR },
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{ XR, YR, ZL },
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{ XR, YL, ZR },
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{ XR, YL, ZL },
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{ XL, YR, ZR },
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{ XL, YR, ZL },
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{ XL, YL, ZR },
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{ XL, YL, ZL },
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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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int[][] indices =
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{
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{2,3,1,0},
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{7,6,4,5},
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{4,0,1,5},
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{7,3,2,6},
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{6,2,0,4},
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{3,7,5,1}
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};
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return new ObjectShape(getVertices(variant), indices);
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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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int extraI, extraV, num, numL = getNumLayers()[0];
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float height = isInIconMode() ? 0.001f : 0.045f;
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switch(numL)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; break;
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case 3 : num = 5; extraI = 2; extraV = 2; break;
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case 4 : num = 5; extraI = 0; extraV = 0; break;
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default: num = 4; extraI = 0; extraV = 0; break;
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}
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float[][] bands = { {height,25,0.5f,0.7f,num,extraI,extraV} };
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int[] indices = { 0,0,0,0,0,0 };
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return new ObjectFaceShape(bands,indices,null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectVertexEffects getVertexEffects(int variant)
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{
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float[][] corners = { {0.036f,0.12f} };
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int[] indices = { 0,0,0,0,0,0,0,0 };
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float[][] centers = { {0.0f, 0.0f, 0.0f} };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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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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int numL = numLayers[0];
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return numL>1 ? 6*numL*numL - 12*numL + 8 : 1;
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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;
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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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int numL = numLayers[0];
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mCuts = new float[3][numL-1];
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for(int i=0; i<numL-1; i++)
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{
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float cut = (2-numL)*0.5f + i;
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mCuts[0][i] = cut;
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mCuts[1][i] = cut;
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mCuts[2][i] = cut;
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}
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}
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return mCuts;
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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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int num = numLayers[0];
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boolean[] tmp = new boolean[num];
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for(int i=0; i<num; i++) tmp[i] = true;
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return new boolean[][] { tmp,tmp,tmp };
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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_CHANGING_MIRROR;
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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 null;
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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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int N = numLayers[0];
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float DX = MIRROR_VEC[0]/N;
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float DY = MIRROR_VEC[1]/N;
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float DZ = MIRROR_VEC[2]/N;
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return new float[] { 0.5f+DX, 0.5f-DX, 0.5f-DY, 0.5f+DY, 0.5f-DZ, 0.5f+DZ };
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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 getStickerRadius()
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{
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return 0.10f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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float stroke = 0.08f;
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if( isInIconMode() )
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{
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int[] numLayers = getNumLayers();
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stroke*= ( numLayers[0]==2 ? 1.8f : 2.0f );
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}
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return stroke;
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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 Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getBasicAngles()
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{
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if( mBasicAngle==null )
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{
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int num = getNumLayers()[0];
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int[] tmp = new int[num];
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for(int i=0; i<num; i++) tmp[i] = 4;
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mBasicAngle = new int[][] { tmp,tmp,tmp };
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}
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return mBasicAngle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getShortName()
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{
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switch(getNumLayers()[0])
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{
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case 2: return ListObjects.MIRR_2.name();
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case 3: return ListObjects.MIRR_3.name();
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case 4: return ListObjects.MIRR_4.name();
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}
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return ListObjects.MIRR_2.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String[][] getTutorials()
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{
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int[] numLayers = getNumLayers();
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switch(numLayers[0])
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{
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case 2: return new String[][] {
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{"gb","rSH-ZEqTmxs","Solve 2x2 Mirror Blocks","King of Cubing"},
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{"es","Ipz-Ajpd4Fg","Como resolver el mirror 2x2","RUBI CUBI"},
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{"ru","rGqZq0bjZlM","Как собрать Зеркальный кубик 2x2","maggam1000"},
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{"de","fFMf1G7MYmA","2x2 Mirror Cube Anfängerlösung","rofrisch"},
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{"pl","ERUtLe30vXA","Jak ułożyć kostkę mirror 2x2","Korzuu"},
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{"kr","9S4QTkyNm4Y","2x2 Mirror Cube","큐브놀이터"},
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{"vn","6zENEJlv5gA","Hướng Dẫn Giải Mirror 2x2","Rubik Cube"},
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{"tw","DWCEO8OeSIA","奇藝二階鏡面方塊 教學","不正常魔術方塊研究中心"},
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};
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case 3: return new String[][] {
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{"gb","YkzXIWnqbSw","How to Solve the Mirror Cube","Z3"},
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{"es","ZTkunMo51l0","Resolver cubo de Rubik MIRROR","Cuby"},
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{"ru","1QPAD3Q4r78","Как собрать Зеркальный Куб","Алексей Ярыгин"},
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{"fr","tlFLE2UvjFo","Tutoriel: le rubik's cube mirroir","Le Cubiste"},
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{"de","Qf2EadLLiZo","Mirror Cube lösen","Pezcraft"},
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{"pl","r1-MzAL3TxE","Jak ułożyć kostkę mirror","Cube Masters"},
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{"br","HWGGpIKRT_I","Como resolver o Mirror Blocks","Pedro Filho"},
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{"kr","p3OJSbWopqg","미러블럭 해법","듀나메스 큐브 해법연구소"},
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{"vn","F3Gh6JxW1VI","Tutorial N.15 - Mirror Block","Duy Thích Rubik"},
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{"tw","60r2DaRZO14","鏡面方塊教學","不正常魔術方塊研究中心"},
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};
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case 4: return new String[][] {
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{"gb","6gyQ5qBK8GU","4x4 Mirror: Introduction","SuperAntoniovivaldi"},
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{"gb","jvKLW7vxKx4","4x4 Mirror: Layer by Layer","SuperAntoniovivaldi"},
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{"gb","efHeHrXFNTQ","4x4 Mirror: Reduction","SuperAntoniovivaldi"},
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{"gb","bKHQn_ARNZ8","4x4 Mirror: Parity Free Solve","SuperAntoniovivaldi"},
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{"gb","Us1Dlr0PyEA","4x4 Mirror: Superparity","SuperAntoniovivaldi"},
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{"es","tN2D3j0o-wk","Como hacer un mirror 4x4x4","JGOM Designer"},
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{"vn","ZGkVOQ3FCOg","Tutorial N.137 - Mirror 4x4x4","Duy Thích Rubik"},
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};
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}
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return null;
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}
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}
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