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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.helpers;
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import org.distorted.library.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.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class ObjectShape
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{
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private static final float[] mTmp1 = new float[4];
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private static final float[] mTmp2 = new float[4];
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private final float[][] mVertices;
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private final int[][] mVertIndices;
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private final boolean mFacesMultigon;
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private final int mNumFaces;
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private final int[][][] mMultigonIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape(float[][] vertices, int[][] vertIndices)
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{
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mVertices = vertices;
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mVertIndices = vertIndices;
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mMultigonIndices = null;
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mFacesMultigon = false;
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mNumFaces = vertIndices.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape(float[][] vertices, int[][][] vertIndices)
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{
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mVertices = vertices;
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mVertIndices = null;
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mMultigonIndices= vertIndices;
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mFacesMultigon = true;
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mNumFaces = vertIndices.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void debug()
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{
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StringBuilder str = new StringBuilder();
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str.append("isMultigon: ");
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str.append(mFacesMultigon);
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str.append("\n");
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str.append("numVertices: ");
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int numV =mVertices.length;
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str.append(numV);
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str.append("\n");
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for(float[] v : mVertices)
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{
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str.append(" {");
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str.append(v[0]);
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str.append("f, ");
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str.append(v[1]);
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str.append("f, ");
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str.append(v[2]);
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str.append("f },\n");
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}
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if( mFacesMultigon )
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{
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int numFaces =mMultigonIndices.length;
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str.append("numFaces: ");
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str.append(numFaces);
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str.append("\n");
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for(int[][] mMultigonIndex : mMultigonIndices)
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{
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for(int[] multigonIndex : mMultigonIndex)
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{
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int len = multigonIndex.length;
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str.append(" {");
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for(int i=0; i<len; i++)
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{
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str.append( i==0 ? " " : ", ");
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str.append(multigonIndex[i]);
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}
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str.append("},");
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}
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str.append("\n");
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}
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}
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else
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{
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int numFaces =mVertIndices.length;
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str.append("\nnumFaces: ");
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str.append(numFaces);
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str.append("\n ");
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for(int[] vertIndex : mVertIndices)
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{
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for(int index : vertIndex)
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{
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str.append(" ");
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str.append(index);
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}
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str.append("\n ");
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}
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}
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android.util.Log.e("D", "ObjectShape: \n"+str);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumFaces()
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{
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return mNumFaces;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isMultigon()
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{
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return mFacesMultigon;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getVertices()
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{
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return mVertices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getVertIndices()
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{
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return mVertIndices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getMultigonIndices()
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{
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return mMultigonIndices;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getFirstVertexInFace(int face)
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{
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if( mFacesMultigon )
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{
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int[][][] indices=getMultigonIndices();
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int vertIndex=indices[face][0][0];
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return getVertices()[vertIndex];
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}
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else
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{
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int[][] indices=getVertIndices();
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int vertIndex=indices[face][0];
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return getVertices()[vertIndex];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeNormalVector(float[] v0, float[] v1, float[] v2, float[] output)
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{
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float x1 = v0[0];
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float y1 = v0[1];
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float z1 = v0[2];
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float x2 = v1[0];
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float y2 = v1[1];
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float z2 = v1[2];
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float x3 = v2[0];
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float y3 = v2[1];
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float z3 = v2[2];
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float v1x = x2-x1;
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float v1y = y2-y1;
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float v1z = z2-z1;
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float v2x = x3-x1;
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float v2y = y3-y1;
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float v2z = z3-z1;
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output[0] = v1y*v2z - v2y*v1z;
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output[1] = v1z*v2x - v2z*v1x;
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output[2] = v1x*v2y - v2x*v1y;
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double len = output[0]*output[0] + output[1]*output[1] + output[2]*output[2];
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len = Math.sqrt(len);
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output[0] /= len;
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output[1] /= len;
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output[2] /= len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return surface defined by the face, i.e. a 4-tuple [ (nx,ny,nz), d ]
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public void getFaceNormal(int face, float[] output)
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{
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int[] loopI = mFacesMultigon ? getMultigonIndices()[face][0] : getVertIndices()[face];
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float[] v0 = mVertices[loopI[0]];
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float[] v1 = mVertices[loopI[1]];
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float[] v2 = mVertices[loopI[2]];
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computeNormalVector(v0,v1,v2,output);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return any point laying inside the face
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public void getFacePoint(int face, float[] output)
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{
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int[] loopI = mFacesMultigon ? getMultigonIndices()[face][0] : getVertIndices()[face];
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float[] v0 = mVertices[loopI[0]];
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float[] v1 = mVertices[loopI[1]];
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float[] v2 = mVertices[loopI[2]];
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output[0] = (v0[0] + v1[0] + v2[0]) / 3;
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output[1] = (v0[1] + v1[1] + v2[1]) / 3;
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output[2] = (v0[2] + v1[2] + v2[2]) / 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static int computeNumComponents(ObjectShape[] shapes)
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{
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int ret = 0;
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for( ObjectShape shape : shapes )
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{
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int numShape = shape.mNumFaces;
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if( numShape>ret ) ret = numShape;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// take vertex, apply quat, apply move, write to output
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private static void computeVertex(float[] output, float[] vertex, float[] move, Static4D quat)
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{
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QuatHelper.rotateVectorByQuat(mTmp2,vertex[0],vertex[1],vertex[2],1.0f,quat);
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int numMoves = move.length/3;
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float moveX=0.0f, moveY=0.0f, moveZ=0.0f;
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for(int m=0; m<numMoves; m++)
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{
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moveX += move[3*m ];
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moveY += move[3*m+1];
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moveZ += move[3*m+2];
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}
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output[0] = mTmp2[0] + moveX/numMoves;
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output[1] = mTmp2[1] + moveY/numMoves;
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output[2] = mTmp2[2] + moveZ/numMoves;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static boolean vertInFace(float[] vertex, Static3D faceAxis, float dist)
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{
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final float MAX_ERROR = 0.04f; // Rex Cube requires this
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float x= faceAxis.get0();
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float y= faceAxis.get1();
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float z= faceAxis.get2();
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float a = vertex[0]*x + vertex[1]*y + vertex[2]*z;
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float diff = a - dist;
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return diff>-MAX_ERROR && diff<MAX_ERROR;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static boolean indicesContain(int[][] indices, int index)
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{
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for( int[] ind : indices )
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for( int i : ind )
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if( i==index ) return true;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static boolean indicesContain(int[] indices, int index)
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{
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for( int j : indices )
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if( j==index ) return true;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int[] computeCubitFaceColors(ObjectShape shape, float[] move, Static4D quat, Static3D[] faceAxis, float[] dist3D, float size)
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{
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float[][] vertices = shape.getVertices();
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int numVert = vertices.length;
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int numPuzzleFaces = faceAxis.length;
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int numCubitFaces = shape.mNumFaces;
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int[] cubitFaceColor = new int[numCubitFaces];
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for(int face=0; face<numCubitFaces; face++) cubitFaceColor[face] = 0xffffffff;
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for(int vert=0; vert<numVert; vert++)
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{
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computeVertex(mTmp1,vertices[vert],move,quat);
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int vertBelongsBitmap = 0x00000000;
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for(int face=0; face<numPuzzleFaces; face++)
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if( vertInFace(mTmp1,faceAxis[face],dist3D[face]*size) ) vertBelongsBitmap |= (1<<face);
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if( shape.mFacesMultigon )
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{
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for(int index=0; index<numCubitFaces; index++)
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if( cubitFaceColor[index]!=0 && indicesContain(shape.mMultigonIndices[index],vert) ) cubitFaceColor[index] &= vertBelongsBitmap;
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}
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else
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{
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for(int index=0; index<numCubitFaces; index++)
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if( cubitFaceColor[index]!=0 && indicesContain(shape.mVertIndices[index],vert) ) cubitFaceColor[index] &= vertBelongsBitmap;
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}
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}
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return cubitFaceColor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void translateFromBitmap(int cubit, int[] colorsBitmap)
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{
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int len = colorsBitmap.length;
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for(int face=0; face<len; face++)
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{
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if( colorsBitmap[face]==0 ) colorsBitmap[face] = -1;
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else
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{
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int shift=0;
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while( (colorsBitmap[face]&0x1) != 1 )
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{
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colorsBitmap[face]>>=1;
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shift++;
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}
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if( colorsBitmap[face]!=1 )
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{
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android.util.Log.e("ObjectShape", "ERROR, cubit= "+cubit+" face "+face+" seems to belong to "+shift+" and still "+colorsBitmap[face]);
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}
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colorsBitmap[face] = shift;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static int[][] computeColors(ObjectShape[] shapes, float[][] moves, Static4D[] quats, TwistyObject object)
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{
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int numCubits = moves.length;
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int[][] colors = new int[numCubits][];
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int[] numLayers = object.getNumLayers();
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Static3D[] faceAxis = object.getFaceAxis();
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float[] dist3D = object.getDist3D(numLayers);
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float size = object.getSize();
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for(int cubit=0; cubit<numCubits; cubit++)
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{
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int variant = object.getCubitVariant(cubit,numLayers);
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colors[cubit] = computeCubitFaceColors(shapes[variant],moves[cubit],quats[cubit],faceAxis,dist3D,size);
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translateFromBitmap(cubit,colors[cubit]);
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}
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return colors;
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}
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}
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