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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCoinTetrahedron.java @ 97a75106

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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_TETRAHEDRON;
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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.signature.ObjectSignature;
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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.main.InitData;
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import org.distorted.objectlib.signature.ObjectConstants;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.shape.ShapeTetrahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlTetrahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyCoinTetrahedron extends ShapeTetrahedron
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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(     0,-SQ3/3,-SQ6/3),
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           new Static3D(     0,-SQ3/3, SQ6/3),
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           new Static3D( SQ6/3, SQ3/3,     0),
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           new Static3D(-SQ6/3, SQ3/3,     0),
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         };
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  private static final int N = 5;
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  private static final float D = 0.9f;
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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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  private float[][] V,M,L;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCoinTetrahedron(int meshState, int iconMode, Static4D quat, Static3D move, float scale, InitData data, InitAssets asset)
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    {
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    super(meshState, iconMode, data.getNumLayers()[0], quat, move, scale, data, asset);
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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 = 1.0f;
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    float C2 = 1.7f;
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    float[] f = new float[] { C1,C1,C2 };
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    return new float[][] { f,f,f,f };
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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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              { 2,1,3,1, 6,1,7,1, 10,1,11,1, 14,1,15,1}, // tips
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              { 0,0,1,0, 4,0,5,0,  8,0, 9,0, 12,0,13,0}, // centers
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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[] { -0.620f,0.600f };
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      mCuts = new float[][] { cut,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,true};
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      mRotatable = new boolean[][] { 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_TETRAHEDRON;
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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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         {{0},{0},{0},{1},{2},{3}},
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         {{1},{1},{1},{0},{3},{2}},
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         {{2},{2},{2},{3},{1},{0}},
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         {{3},{3},{3},{2},{0},{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 TouchControlTetrahedron.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 TouchControlTetrahedron.FACE_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initVertices()
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    {
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    V = new float[][]
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        {
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            { 0.0f,-0.75f*SQ2,-1.5f},
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            { 0.0f,-0.75f*SQ2, 1.5f},
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            { 1.5f, 0.75f*SQ2, 0.0f},
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            {-1.5f, 0.75f*SQ2, 0.0f},
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        };
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    M = new float[4][3];
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    for(int i=0; i<4; i++)
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      for(int j=0; j<3; j++)
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        M[i][j] = (V[0][j]+V[1][j]+V[2][j]+V[3][j]-V[i][j])/3;
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    final float B = 0.492f;
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    L = new float[12][3];
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    for(int i=0; i<3; i++)
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      {
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      L[ 0][i] = B*V[1][i] + (1-B)*(V[2][i] + V[3][i])/2;
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      L[ 1][i] = B*V[3][i] + (1-B)*(V[1][i] + V[2][i])/2;
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      L[ 2][i] = B*V[2][i] + (1-B)*(V[1][i] + V[3][i])/2;
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      L[ 3][i] = B*V[0][i] + (1-B)*(V[2][i] + V[3][i])/2;
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      L[ 4][i] = B*V[2][i] + (1-B)*(V[0][i] + V[3][i])/2;
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      L[ 5][i] = B*V[3][i] + (1-B)*(V[0][i] + V[2][i])/2;
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      L[ 6][i] = B*V[3][i] + (1-B)*(V[1][i] + V[0][i])/2;
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      L[ 7][i] = B*V[0][i] + (1-B)*(V[1][i] + V[3][i])/2;
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      L[ 8][i] = B*V[1][i] + (1-B)*(V[0][i] + V[3][i])/2;
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      L[ 9][i] = B*V[2][i] + (1-B)*(V[1][i] + V[0][i])/2;
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      L[10][i] = B*V[0][i] + (1-B)*(V[1][i] + V[2][i])/2;
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      L[11][i] = B*V[1][i] + (1-B)*(V[0][i] + V[2][i])/2;
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      }
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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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      if( V==null ) initVertices();
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      float A = -0.016f;
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      float B =  1.06f;
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      float[] r0 = new float[] { A*(V[0][0]-M[0][0]), A*(V[0][1]-M[0][1]), A*(V[0][2]-M[0][2]) };
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      float[] r1 = new float[] { A*(V[1][0]-M[1][0]), A*(V[1][1]-M[1][1]), A*(V[1][2]-M[1][2]) };
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      float[] r2 = new float[] { A*(V[2][0]-M[2][0]), A*(V[2][1]-M[2][1]), A*(V[2][2]-M[2][2]) };
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      float[] r3 = new float[] { A*(V[3][0]-M[3][0]), A*(V[3][1]-M[3][1]), A*(V[3][2]-M[3][2]) };
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      mPosition = new float[][]
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         {
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             {V[1][0],V[1][1],V[1][2]},
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             {V[0][0],V[0][1],V[0][2]},
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             {V[2][0],V[2][1],V[2][2]},
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             {V[3][0],V[3][1],V[3][2]},
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             {B*M[0][0],B*M[0][1],B*M[0][2]},
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             {B*M[1][0],B*M[1][1],B*M[1][2]},
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             {B*M[2][0],B*M[2][1],B*M[2][2]},
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             {B*M[3][0],B*M[3][1],B*M[3][2]},
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             {L[ 0][0] +r0[0],L[ 0][1] +r0[1],L[ 0][2] +r0[2]},
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             {L[ 1][0] +r0[0],L[ 1][1] +r0[1],L[ 1][2] +r0[2]},
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             {L[ 2][0] +r0[0],L[ 2][1] +r0[1],L[ 2][2] +r0[2]},
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             {L[ 3][0] +r1[0],L[ 3][1] +r1[1],L[ 3][2] +r1[2]},
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             {L[ 4][0] +r1[0],L[ 4][1] +r1[1],L[ 4][2] +r1[2]},
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             {L[ 5][0] +r1[0],L[ 5][1] +r1[1],L[ 5][2] +r1[2]},
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             {L[ 6][0] +r2[0],L[ 6][1] +r2[1],L[ 6][2] +r2[2]},
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             {L[ 7][0] +r2[0],L[ 7][1] +r2[1],L[ 7][2] +r2[2]},
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             {L[ 8][0] +r2[0],L[ 8][1] +r2[1],L[ 8][2] +r2[2]},
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             {L[ 9][0] +r3[0],L[ 9][1] +r3[1],L[ 9][2] +r3[2]},
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             {L[10][0] +r3[0],L[10][1] +r3[1],L[10][2] +r3[2]},
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             {L[11][0] +r3[0],L[11][1] +r3[1],L[11][2] +r3[2]},
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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)
257
    {
258
    if( mQuatIndex==null ) mQuatIndex = new int[] {0,6,1,2,
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                                                   0,5,4,3,
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                                                   0,2,1,10,8,5,11,7,4,9,6,3 };
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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)
267
    {
268
    float[] ret = new float[4];
269
    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};
272
    QuatHelper.rotateVectorByQuat(ret,vector,quat);
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274
    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;
279
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void normalize(float[] v)
284
    {
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    float len = (float)Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
286
    v[0] /= len;
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    v[1] /= len;
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    v[2] /= len;
289
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] produceCorner()
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    {
295
    float[][] ret = new float[5 + 3*(N+1) +3][];
296

    
297
    float C = 0.50f;
298
    ret[0] = new float[] { 0.00f,   0.0f     ,   0.00f };
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    ret[1] = new float[] { 0.00f,   0.0f     ,  -1.50f };
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    ret[2] = new float[] { 0.75f,   0.75f*SQ2,  -0.75f };
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    ret[3] = new float[] {-0.75f,   0.75f*SQ2,  -0.75f };
302
    ret[4] = new float[] { 0.00f, C*0.75f*SQ2,C*-1.50f };
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304
    float[] vect1 = new float[4];
305
    float[] vect2 = new float[4];
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    float[] vect3 = new float[4];
307

    
308
    float G = 0.94f;
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310
    for(int i=0; i<3; i++)
311
      {
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      vect1[i] = -G*M[0][i] + G*(V[1][i]+V[3][i])/2;
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      vect2[i] = -G*M[3][i] + G*(V[1][i]+V[2][i])/2;
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      vect3[i] = -G*M[2][i] + G*(V[0][i]+V[1][i])/2;
315
      }
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    float[] rot1 = new float[] { V[0][0]-M[0][0], V[0][1]-M[0][1], V[0][2]-M[0][2] };
318
    float[] rot2 = new float[] { V[3][0]-M[3][0], V[3][1]-M[3][1], V[3][2]-M[3][2] };
319
    float[] rot3 = new float[] { V[2][0]-M[2][0], V[2][1]-M[2][1], V[2][2]-M[2][2] };
320

    
321
    normalize(rot1);
322
    normalize(rot2);
323
    normalize(rot3);
324

    
325
    float[] center1 = { M[0][0]-V[1][0], M[0][1]-V[1][1], M[0][2]-V[1][2] };
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    float[] center2 = { M[3][0]-V[1][0], M[3][1]-V[1][1], M[3][2]-V[1][2] };
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    float[] center3 = { M[2][0]-V[1][0], M[2][1]-V[1][1], M[2][2]-V[1][2] };
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    for(int i=0; i<N+1; i++)
330
      {
331
      float angle = (float)(2*Math.PI/3)*i/N;
332

    
333
      ret[5        +i] = rotateVertices(angle,vect1,center1,rot1);
334
      ret[5+   N+1 +i] = rotateVertices(angle,vect2,center2,rot2);
335
      ret[5+2*(N+1)+i] = rotateVertices(angle,vect3,center3,rot3);
336
      }
337

    
338
    float B = 0.85f;
339
    ret[ 5 + 3*(N+1)  ] = new float[] { ret[0][0]*B + ret[1][0]*(1-B), ret[0][1]*B + ret[1][1]*(1-B), ret[0][2]*B + ret[1][2]*(1-B) };
340
    ret[ 5 + 3*(N+1)+1] = new float[] { ret[0][0]*B + ret[2][0]*(1-B), ret[0][1]*B + ret[2][1]*(1-B), ret[0][2]*B + ret[2][2]*(1-B) };
341
    ret[ 5 + 3*(N+1)+2] = new float[] { ret[0][0]*B + ret[3][0]*(1-B), ret[0][1]*B + ret[3][1]*(1-B), ret[0][2]*B + ret[3][2]*(1-B) };
342

    
343
    return ret;
344
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
347

    
348
  private float[][] produceCenter()
349
    {
350
    float[][] ret = new float[3*N+1][];
351

    
352
    float[] rot = new float[] { V[0][0]-M[0][0], V[0][1]-M[0][1], V[0][2]-M[0][2] };
353
    normalize(rot);
354

    
355
    float[] center1 = {   0.0f,-D*SQ2  , D  };
356
    float[] center2 = { D*1.5f, D*SQ2/2,-D/2};
357
    float[] center3 = {-D*1.5f, D*SQ2/2,-D/2};
358

    
359
    float[] vect1 = {  D*0.75f, D*0.75f*SQ2, -D*0.75f, 0.0f };
360
    float[] vect2 = { -D*1.50f,   0.00f    ,    0.00f, 0.0f };
361
    float[] vect3 = {  D*0.75f,-D*0.75f*SQ2,  D*0.75f, 0.0f };
362

    
363
    for(int i=0; i<N; i++)
364
      {
365
      float angle = (float)(Math.PI/3)*i/N;
366

    
367
      ret[  N-1-i] = rotateVertices(angle, vect1, center1, rot);
368
      ret[2*N-1-i] = rotateVertices(angle, vect2, center2, rot);
369
      ret[3*N-1-i] = rotateVertices(angle, vect3, center3, rot);
370
      }
371

    
372
    ret[3*N] = new float[] { 0.0f, -SQ2/4, -0.5f };
373

    
374
    return ret;
375
    }
376

    
377
///////////////////////////////////////////////////////////////////////////////////////////////////
378

    
379
  private float[][] produceLeaf()
380
    {
381
    float[][] ret = new float[2*N+1][];
382

    
383
    float[] rot = new float[] { V[0][0]-M[0][0], V[0][1]-M[0][1], V[0][2]-M[0][2] };
384
    normalize(rot);
385

    
386
    float[] center1 = { 0.0f, -0.75f*SQ2, 0.75f };
387
    float[] center2 = { 0.0f,  0.25f*SQ2,-0.25f };
388

    
389
    float[] vect1 = {  0.75f, 0.75f*SQ2, -0.75f, 0.0f };
390
    float[] vect2 = new float[4];
391
    for(int i=0; i<3; i++) vect2[i] = -M[0][i] + (V[1][i]+V[3][i])/2;
392

    
393
    final float G = 0.95f;
394

    
395
    for(int i=0; i<N; i++)
396
      {
397
      float angle1 = (float)(  Math.PI/3)*i/N;
398
      float angle2 = (float)(2*Math.PI/3)*i/N;
399

    
400
      ret[  N-1-i] = rotateVertices(angle1, vect1, center1, rot);
401
      ret[2*N-1-i] = rotateVertices(angle2, vect2, center2, rot);
402

    
403
      float[] tmp = ret[N-1-i];
404
      tmp[0]*=G;
405
      tmp[1]*=G;
406
      tmp[2]*=G;
407
      tmp = ret[2*N-1-i];
408
      tmp[0]*=G;
409
      tmp[1]*=G;
410
      tmp[2]*=G;
411
      }
412

    
413
    ret[2*N] = new float[] { 0.0f, -0.75f*SQ2/10, -1.5f/10 };
414

    
415
    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[][] ret = new int[9+3*N+3][];
432

    
433
    ret[0] = new int[N+4];
434
    ret[0][0] = 3;
435
    ret[0][1] = 0;
436
    ret[0][2] = 2;
437
    for(int i=0; i<N+1; i++) ret[0][3+i] = 5+N-i;
438

    
439
    ret[1] = new int[N+4];
440
    ret[1][0] = 2;
441
    ret[1][1] = 0;
442
    ret[1][2] = 1;
443
    for(int i=0; i<N+1; i++) ret[1][3+i] = 6+2*N-i;
444

    
445
    ret[2] = new int[N+4];
446
    ret[2][0] = 1;
447
    ret[2][1] = 0;
448
    ret[2][2] = 3;
449
    for(int i=0; i<N+1; i++) ret[2][3+i] = 7+3*N-i;
450

    
451
    ret[3] = new int[] {5+  N,2    , 4 };
452
    ret[4] = new int[] {2    ,6+  N, 4 };
453
    ret[5] = new int[] {6+2*N,1    , 4 };
454
    ret[6] = new int[] {1    ,7+2*N, 4 };
455
    ret[7] = new int[] {7+3*N,3    , 4 };
456
    ret[8] = new int[] {3    ,5    , 4 };
457

    
458
    for(int i=0; i<N; i++)
459
      {
460
      ret[9+    i] = new int[] {5    +i, 6    +i, 4};
461
      ret[9+  N+i] = new int[] {6+  N+i, 7+  N+i, 4};
462
      ret[9+2*N+i] = new int[] {7+2*N+i, 8+2*N+i, 4};
463
      }
464

    
465
    ret[3*N+ 9] = new int[] { 3*N+8, 3*N+ 9, 3 };
466
    ret[3*N+10] = new int[] { 3*N+9, 3*N+10, 1 };
467
    ret[3*N+11] = new int[] { 3*N+8, 3*N+10, 2 };
468

    
469
    return ret;
470
    }
471

    
472
///////////////////////////////////////////////////////////////////////////////////////////////////
473

    
474
  private int[][] produceCenterShape()
475
    {
476
    int[][] ret = new int[3+3*(N-1)+1][];
477

    
478
    ret[0] = new int[3*N];
479
    for(int i=0; i<3*N; i++) ret[0][i] = i;
480

    
481
    for(int i=1; i<=N-1; i++)
482
      {
483
      ret[i] = new int[3];
484
      ret[i][0] = i-1;
485
      ret[i][1] = i;
486
      ret[i][2] = 3*N;
487

    
488
      ret[N-1+i] = new int[3];
489
      ret[N-1+i][0] = N+i-1;
490
      ret[N-1+i][1] = N+i;
491
      ret[N-1+i][2] = 3*N;
492

    
493
      ret[2*N-2+i] = new int[3];
494
      ret[2*N-2+i][0] = 2*N+i-1;
495
      ret[2*N-2+i][1] = 2*N+i;
496
      ret[2*N-2+i][2] = 3*N;
497
      }
498

    
499
    ret[3*N-2] = new int[] {   N-1,   N, 3*N };
500
    ret[3*N-1] = new int[] { 2*N-1, 2*N, 3*N };
501
    ret[3*N  ] = new int[] { 3*N-1,   0, 3*N };
502

    
503
    return ret;
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507

    
508
  private int[][] produceLeafShape()
509
    {
510
    int[][] ret = new int[2+2*(N-1)+1][];
511

    
512
    ret[0] = new int[2*N];
513
    for(int i=0; i<2*N; i++) ret[0][i] = 2*N-1-i;
514

    
515
    for(int i=1; i<=N-1; i++)
516
      {
517
      ret[i] = new int[3];
518
      ret[i][0] = i;
519
      ret[i][1] = i-1;
520
      ret[i][2] = 2*N;
521

    
522
      ret[N-1+i] = new int[3];
523
      ret[N-1+i][0] = N+i;
524
      ret[N-1+i][1] = N+i-1;
525
      ret[N-1+i][2] = 2*N;
526
      }
527

    
528
    ret[2*N-1] = new int[] { N,  N-1, 2*N };
529
    ret[2*N  ] = new int[] { 0,2*N-1, 2*N };
530

    
531
    return ret;
532
    }
533

    
534
///////////////////////////////////////////////////////////////////////////////////////////////////
535

    
536
  public ObjectShape getObjectShape(int variant)
537
    {
538
    if( variant==0 )
539
      {
540
      int[][] indices = produceCornerShape();
541
      return new ObjectShape(getVertices(variant), indices);
542
      }
543
    else if( variant==1 )
544
      {
545
      int[][] indices = produceCenterShape();
546
      return new ObjectShape(getVertices(variant), indices);
547
      }
548
    else
549
      {
550
      int[][] indices = produceLeafShape();
551
      return new ObjectShape(getVertices(variant), indices);
552
      }
553
    }
554

    
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556

    
557
  public ObjectFaceShape getObjectFaceShape(int variant)
558
    {
559
    if( variant==0 )
560
      {
561
      float h1 = isInIconMode() ? 0.0001f : 0.03f;
562
      float h2 = isInIconMode() ? 0.0001f : 0.01f;
563
      float[][] bands = { {h1,35,0.2f,0.4f,5,2,1}, {h2,35,0.2f,0.4f,2,0,0} };
564
      int num = 9+3*N+3;
565
      int[] indices   = new int[num];
566
      for(int i=3; i<num; i++) indices[i] = 1;
567
      float A = 0.5f;
568
      float[] convexCenter = { 0.0f*A, 0.75f*SQ2*A, -1.50f*A};
569
      return new ObjectFaceShape(bands,indices,convexCenter);
570
      }
571
    else if( variant==1 )
572
      {
573
      float h = isInIconMode() ? 0.0001f : 0.015f;
574
      float[][] bands = { {h,15,0.05f,0.1f,5,0,0}, {h,15,0.05f,0.1f,2,0,0} };
575
      int num = 3+3*(N-1)+1;
576
      int[] indices   = new int[num];
577
      for(int i=1; i<num; i++) indices[i] = 1;
578
      return new ObjectFaceShape(bands,indices,null);
579
      }
580
    else
581
      {
582
      float h1 = isInIconMode() ? 0.0001f : 0.001f;
583
      float h2 = isInIconMode() ? 0.0001f : 0.001f;
584
      float[][] bands = { {h1,35,0.30f,0.5f,5,0,0}, {h2,25,0.125f,0.2f,2,0,0} };
585
      int num = 2+2*(N-1)+1;
586
      int[] indices   = new int[num];
587
      for(int i=1; i<num; i++) indices[i] = 1;
588
      return new ObjectFaceShape(bands,indices,null);
589
      }
590
    }
591

    
592
///////////////////////////////////////////////////////////////////////////////////////////////////
593

    
594
  public ObjectVertexEffects getVertexEffects(int variant)
595
    {
596
    if( variant==0 )
597
      {
598
      float[][] corners = { {0.05f,0.20f} };
599
      int num = 5 + 3*(N+1) + 3;
600
      int[] indices     = new int[num];
601
      for(int i=1; i<num; i++) indices[i] = -1;
602
      float[][] centers = { { 0.00f, 0.75f*SQ2,-1.50f} };
603
      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
604
      }
605
    else if( variant==1 )
606
      {
607
      return null;
608
      }
609
    else
610
      {
611
      float[][] corners = { {0.017f,0.10f} };
612
      int[] indices     = new int[2*N+1];
613
      for(int i=0; i<2*N+1; i++) indices[i] = -1;
614
      indices[  N-1] = 0;
615
      indices[2*N-1] = 0;
616

    
617
      float A = 10;
618
      float[][] centers = { { 0.0f, A*-0.75f*SQ2/10, A*-1.5f/10 } };
619
      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
620
      }
621
    }
622

    
623
///////////////////////////////////////////////////////////////////////////////////////////////////
624

    
625
  public int getNumCubitVariants(int[] numLayers)
626
    {
627
    return 3;
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631

    
632
  public int getCubitVariant(int cubit, int[] numLayers)
633
    {
634
    return cubit<4 ? 0 : (cubit<8 ? 1:2);
635
    }
636

    
637
///////////////////////////////////////////////////////////////////////////////////////////////////
638

    
639
  public float getStickerRadius()
640
    {
641
    return 0.12f;
642
    }
643

    
644
///////////////////////////////////////////////////////////////////////////////////////////////////
645

    
646
  public float getStickerStroke()
647
    {
648
    return isInIconMode() ? 0.15f : 0.19f;
649
    }
650

    
651
///////////////////////////////////////////////////////////////////////////////////////////////////
652

    
653
  @Override
654
  public void adjustStickerCoords()
655
    {
656
    float Y = 0.02f;
657
    float Z = 0.06422593f - 0.25f*Y;
658
    float X = 0.5f - Y;
659

    
660
    float K = 1.45f;
661
    float A = K*0.50f;
662
    float B = K*0.25f;
663
    float C = K*0.43301257f;
664

    
665
    float D = 0.3580885f;
666
    float E = 0.12022744f;
667
    float F = 0.32227963f - 0.015f;
668
    float G = 0.14090173f + 0.01f;
669

    
670
    float H = 0.5f;
671
    float I = 0.0f;
672

    
673
    mStickerCoords = new float[][][][]
674
          {
675
                  { { {-D, E}, { I,-H}, {D, E}, {F, G}, {-F, G} } },
676
                  { { {-C, B}, { C, B}, {I,-A} } },
677
                  { { {-X, Z}, { X, Z} } }
678
          };
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682

    
683
  public float[][][] getStickerAngles()
684
    {
685
    float D1 = (float)(Math.PI/3);
686
    float D2 = (float)(Math.PI/5);
687
    float D3 = (float)(Math.PI/6);
688
    return new float[][][] { {{ 0,0,0,-D1,0 }} , {{D2,D2,D2}} , {{D1,D3}} };
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692
// PUBLIC API
693

    
694
  public Static3D[] getRotationAxis()
695
    {
696
    return ROT_AXIS;
697
    }
698

    
699
///////////////////////////////////////////////////////////////////////////////////////////////////
700

    
701
  public int[][] getBasicAngles()
702
    {
703
    if( mBasicAngle ==null )
704
      {
705
      int[] tmp = {3,3,3};
706
      mBasicAngle = new int[][] { tmp,tmp,tmp,tmp };
707
      }
708

    
709
    return mBasicAngle;
710
    }
711

    
712
///////////////////////////////////////////////////////////////////////////////////////////////////
713

    
714
  public String getShortName()
715
    {
716
    return ObjectType.COIN_3.name();
717
    }
718

    
719
///////////////////////////////////////////////////////////////////////////////////////////////////
720

    
721
  public ObjectSignature getSignature()
722
    {
723
    return new ObjectSignature(ObjectConstants.COIN_3);
724
    }
725

    
726
///////////////////////////////////////////////////////////////////////////////////////////////////
727

    
728
  public String getObjectName()
729
    {
730
    return "Coin Tetrahedron";
731
    }
732

    
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734

    
735
  public String getInventor()
736
    {
737
    return "Kevin Uhrik";
738
    }
739

    
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741

    
742
  public int getYearOfInvention()
743
    {
744
    return 2019;
745
    }
746

    
747
///////////////////////////////////////////////////////////////////////////////////////////////////
748

    
749
  public int getComplexity()
750
    {
751
    return 0;
752
    }
753

    
754
///////////////////////////////////////////////////////////////////////////////////////////////////
755

    
756
  public String[][] getTutorials()
757
    {
758
    return new String[][] {
759
                          {"gb","2WrDNfcfpAg","Coin Pyraminx Tutorial","Brent Richter"},
760
                          {"es","5pTfSCsHPWs","Tutorial Coin Pyraminx","Kubekings"},
761
                          {"ru","qUMQsn8kg1A","Как собрать Коин Пираминкс","Алексей Ярыгин"},
762
                          {"vn","TOaiOcEE0lk","Hướng Dẫn Giải Pyraminx Coin","Rubik Cube"},
763
                          {"tw","ofVag-kYgQ4","圓盤金字塔 ","1hrBLD"},
764
                         };
765
    }
766
}
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