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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 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_CUBOID;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import org.distorted.library.effect.EffectName;
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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.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyPenrose 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 int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private int[] mQuatIndex;
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private int[][] mFaceMap;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyPenrose(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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// here we cannot automatically detect the outer monochromatic walls -> use the old way.
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@Override
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public int getSolvedFunctionIndex()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// { -0.5f, -0.49999997f, 0.5f, -0.49999997f, 0.5f, 0.49999997f, -0.5f, 0.49999997f}
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// { -0.24999999f, 0.5f, -0.24999999f, -0.24999999f, 0.5f, -0.24999999f}
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// { -0.5f, -0.08578644f, -0.08578644f, -0.49999997f, 0.5f, 0.08578644f, 0.085786454f, 0.5f}
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@Override
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public void adjustStickerCoords()
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{
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final float A = 0.50f;
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final float B = 0.25f;
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final float C = 0.08578644f;
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final float D = 0.23f;
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final float E = (A+D)/5;
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final float F = 0.003f;
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final float G = (A+D)/2;
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final float H = 0.000f;
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mStickerCoords = new float[][][][]
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{
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{{{-A, -A}, {A, -A}, {A, A}, {-A, A}}},
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{{{-B, A}, {-B, -B}, {A, -B}, {A, -D}, {A-E+F, -D+E+F}, {A-2*E, -D+2*E}, {A-G+H, -D+G+H}, {-D+2*E, A-2*E}, {-D+E+F, A-E+F}, {-D, A}}},
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{{{-A, -C}, {-C, -A}, {A, C}, {C, A}}}
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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protected float[][][] getStickerRadii()
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{
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float R = getStickerRadius();
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float R2 = 1.5f*R;
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return new float[][][]
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{
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{ { R, R, R, R } },
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{ { R2, R, R2, 0, 0,0,0,0,0, 0 } },
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{ { R, R, R, R } },
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int[][] getSolvedQuats()
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{
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int[] numL = getNumLayers();
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int nL = numL[0];
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if( nL==2 )
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{
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return new int[][]
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{
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{ 8, 0,1,2,3,4,5,6,7 }
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};
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}
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else if( nL==3 )
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{
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return new int[][]
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{
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{ 11, 0,1,2,3,4,5,6,7,8,9,10 },
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{ 1, 12, 7,13 }, // triplet of full edges 12<-->15<-->17
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{ 1, 15, 1, 9 },
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{ 1, 17, 3,21 },
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{ 1, 13, 4,20 }, // triplet of full edges 13<-->16<-->19
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{ 1, 16, 1,15 },
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{ 1, 19, 3, 6 },
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{ 1, 11, 4, 7 }, // triplet of full edges 11<-->14<-->18
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{ 1, 14, 9,10 },
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{ 1, 18, 6,22 },
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{ 1, 20, 1, 2, 3 }, // +X center; in-face rotations.
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{ 1, 21, 1, 2, 3 }, // -X center
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{ 1, 22, 4, 5, 6 }, // +Y center
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{ 1, 23, 4, 5, 6 }, // -Y center
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{ 1, 24, 7, 8, 9 }, // +Z center
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{ 1, 25, 7, 8, 9 } // -Z center
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};
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}
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else if( nL==4 )
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{
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return new int[][]
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{
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{ 8, 0,1,2,3,4,5,6,7 },
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{ 2, 8, 9,14 }, // duo of curved edges 8,9
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{ 2, 10,11,16 }, // duo of curved edges 10,11
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{ 2, 12,13,18 }, // duo of curved edges 12,13
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{ 1, 16, 7,13 }, // triplet of full edges 16<-->23<-->26
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{ 1, 23, 1, 9 },
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{ 1, 26, 3,21 },
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{ 1, 17, 7,13 }, // triplet of full edges 17<-->22<-->27
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{ 1, 22, 1, 9 },
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{ 1, 27, 3,21 },
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{ 1, 18, 4,20 }, // triplet of full edges 18<--25<-->30
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{ 1, 25, 1,15 },
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{ 1, 30, 3, 6 },
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{ 1, 19, 4,20 }, // triplet of full edges 19<--24<-->29
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{ 1, 24, 1,15 },
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{ 1, 29, 3, 6 },
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{ 1, 14, 4, 7 }, // triplet of full edges 14<-->21<-->28
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{ 1, 21, 9,10 },
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{ 1, 28, 6,22 },
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{ 1, 15, 4, 7 }, // triplet of full edges 15<-->20<-->29
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{ 1, 20, 9,10 },
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{ 1, 29, 6,22 },
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{ 1, 32, 1, 2, 3 }, // +X centers; in-face rotations.
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{ 1, 33, 1, 2, 3 },
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{ 1, 34, 1, 2, 3 },
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{ 1, 35, 1, 2, 3 },
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{ 1, 36, 1, 2, 3 }, // -X centers
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{ 1, 37, 1, 2, 3 },
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{ 1, 38, 1, 2, 3 },
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{ 1, 39, 1, 2, 3 },
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{ 1, 40, 4, 5, 6 }, // +Y centers
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{ 1, 41, 4, 5, 6 },
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{ 1, 42, 4, 5, 6 },
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{ 1, 43, 4, 5, 6 },
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{ 1, 44, 4, 5, 6 }, // -Y centers
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{ 1, 45, 4, 5, 6 },
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{ 1, 46, 4, 5, 6 },
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{ 1, 47, 4, 5, 6 },
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{ 1, 48, 7, 8, 9 }, // +Z centers
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{ 1, 49, 7, 8, 9 },
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{ 1, 50, 7, 8, 9 },
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{ 1, 51, 7, 8, 9 },
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{ 1, 52, 7, 8, 9 }, // -Z centers
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{ 1, 53, 7, 8, 9 },
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{ 1, 54, 7, 8, 9 },
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{ 1, 55, 7, 8, 9 },
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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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// we need to manually change the colors of the faces
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@Override
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public int getCubitFaceMap(int cubit, int face)
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{
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if( mFaceMap==null )
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{
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final int C1 = 0; // yellow
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final int C2 = 2; // blue
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final int C3 = 4; // red
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int[] numL = getNumLayers();
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int nL = numL[0];
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final int[] FC1 = {-1,C2,-1,C1,-1,C3};
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final int[] FC2 = {-1,C1,-1,C2,-1,C3};
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final int[] CC1 = {-1,C1,C2,-1,-1,-1};
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final int[] CC2 = {-1,C3,C2,-1,-1,-1};
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final int[] CC3 = {-1,C2,C3,-1,-1,-1};
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final int[] CC4 = {-1,C2,C1,-1,-1,-1};
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final int[] CC5 = {-1,C3,C1,-1,-1,-1};
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final int[] CC6 = {-1,C1,C3,-1,-1,-1};
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final int[] CE1 = {-1,-1,C3,-1,-1,-1};
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final int[] CE2 = {-1,-1,C1,-1,-1,-1};
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final int[] CE3 = {-1,-1,C2,-1,-1,-1};
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final int[] FE1 = {-1,-1,-1,C2,-1,C1};
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final int[] FE2 = {-1,-1,-1,C3,-1,C2};
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final int[] FE3 = {-1,-1,-1,C1,-1,C3};
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final int[] FE4 = {-1,-1,-1,C3,-1,C1};
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final int[] CT1 = {-1,-1,-1,-1,C1,-1};
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final int[] CT2 = {-1,-1,-1,-1,C2,-1};
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final int[] CT3 = {-1,-1,-1,-1,C3,-1};
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if( nL==2 )
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{
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mFaceMap = new int[][]
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{
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FC1,FC2,
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CC1,CC2,CC3,CC4,CC5,CC6
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};
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}
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else if( nL==3 )
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{
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mFaceMap = new int[][]
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{
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FC1,FC2,
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CC1,CC2,CC3,CC4,CC5,CC6,
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CE1,CE2,CE3,
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FE1,FE2,FE3,FE1,FE2,FE4,FE2,FE1,FE4,
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CT1,CT2,CT3,CT2,CT3,CT1
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};
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}
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else if( nL==4 )
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{
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mFaceMap = new int[][]
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{
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FC1,FC2,
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CC1,CC2,CC3,CC4,CC5,CC6,
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CE1,CE1,CE2,CE2,CE3,CE3,
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FE1,FE1,FE2,FE2,FE3,FE3,FE1,FE1,FE2,FE2,FE4,FE4,FE2,FE2,FE1,FE1,FE4,FE4,
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CT1,CT1,CT1,CT1,CT2,CT2,CT2,CT2,CT3,CT3,CT3,CT3,CT2,CT2,CT2,CT2,CT3,CT3,CT3,CT3,CT1,CT1,CT1,CT1
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};
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}
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}
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return mFaceMap[cubit][face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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int[] numL = getNumLayers();
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if( mEdges==null ) mEdges = ScrambleEdgeGenerator.getScrambleEdgesCuboid(numL[0],numL[1],numL[2]);
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return mEdges;
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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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mCuts = new float[3][];
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for(int axis=0; axis<3; axis++)
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{
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int len = numLayers[axis];
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float start = (2-len)*0.5f;
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if( len>=2 )
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{
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mCuts[axis] = new float[len-1];
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for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
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}
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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 numAxis = ROT_AXIS.length;
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boolean[][] layerRotatable = new boolean[numAxis][];
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for(int i=0; i<numAxis; i++)
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{
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layerRotatable[i] = new boolean[numLayers[i]];
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for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
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}
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return layerRotatable;
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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_CUBOID;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_NOT_SPLIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return TouchControlHexahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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final int X = numLayers[0];
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final int Y = numLayers[1];
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final int Z = numLayers[2];
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final float lenX = 0.5f*(X-1);
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final float lenY = 0.5f*(Y-1);
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final float lenZ = 0.5f*(Z-1);
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int curPos = 0;
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int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
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float[][] pos = new float[numCubits][];
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pos[curPos++] = new float[] {-lenX,+lenY,-lenZ}; // 2 full corners
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pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {-lenX,-lenY,-lenZ}; // 6 round corners
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pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
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pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, +lenY, +lenZ }; // round edges
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { +lenX, i-lenY, -lenZ };
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for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { -lenX, -lenY, i-lenZ };
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, -lenY, -lenZ }; // normal edges
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, -lenY, +lenZ };
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, +lenY, -lenZ };
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { -lenX, i-lenY, -lenZ };
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { -lenX, i-lenY, +lenZ };
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { +lenX, i-lenY, +lenZ };
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for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { -lenX, +lenY, i-lenZ };
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399
|
for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, -lenY, i-lenZ };
|
400
|
for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, +lenY, i-lenZ };
|
401
|
|
402
|
for(int y=1; y<Y-1; y++)
|
403
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ}; // centers
|
404
|
|
405
|
for(int y=1; y<Y-1; y++)
|
406
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
|
407
|
|
408
|
for(int x=1; x<X-1; x++)
|
409
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
|
410
|
|
411
|
for(int x=1; x<X-1; x++)
|
412
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
|
413
|
|
414
|
for(int x=1; x<X-1; x++)
|
415
|
for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
|
416
|
|
417
|
for(int x=1; x<X-1; x++)
|
418
|
for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
|
419
|
|
420
|
return pos;
|
421
|
}
|
422
|
|
423
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424
|
|
425
|
public Static4D getCubitQuats(int cubit, int[] numLayers)
|
426
|
{
|
427
|
if( mQuatIndex==null )
|
428
|
{
|
429
|
int[] numL = getNumLayers();
|
430
|
int nL = numL[0];
|
431
|
|
432
|
if( nL==2 )
|
433
|
{
|
434
|
mQuatIndex = new int[]
|
435
|
{
|
436
|
3,5,
|
437
|
2,9,20,11,13,6
|
438
|
};
|
439
|
}
|
440
|
else if( nL==3 )
|
441
|
{
|
442
|
mQuatIndex = new int[]
|
443
|
{
|
444
|
3,5,
|
445
|
2,9,20,11,13,6,
|
446
|
6,11,2,
|
447
|
0,1,3,7,12,10,17,4,16,
|
448
|
6,4,1,3,0,2
|
449
|
};
|
450
|
}
|
451
|
else if( nL==4 )
|
452
|
{
|
453
|
mQuatIndex = new int[]
|
454
|
{
|
455
|
3,5,
|
456
|
2,9,20,11,13,6,
|
457
|
6,6,11,11,2,2,
|
458
|
0,0,1,1,3,3,7,7,12,12,10,10,17,17,4,4,16,16,
|
459
|
6,6,6,6,4,4,4,4,1,1,1,1,3,3,3,3,0,0,0,0,2,2,2,2
|
460
|
};
|
461
|
}
|
462
|
}
|
463
|
return mObjectQuats[mQuatIndex[cubit]];
|
464
|
}
|
465
|
|
466
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
467
|
|
468
|
private float[][] getVertices(int variant)
|
469
|
{
|
470
|
final float A = 0.5f;
|
471
|
|
472
|
if( variant==1 || variant==2 )
|
473
|
{
|
474
|
return new float[][]
|
475
|
{
|
476
|
{-A,-A,-A },
|
477
|
{ A,-A,-A },
|
478
|
{ A, A,-A },
|
479
|
{-A,-A, A },
|
480
|
{ A,-A, A },
|
481
|
{ A, A, A },
|
482
|
};
|
483
|
}
|
484
|
else
|
485
|
{
|
486
|
return new float[][]
|
487
|
{
|
488
|
{ A, A, A },
|
489
|
{ A, A,-A },
|
490
|
{ A,-A, A },
|
491
|
{ A,-A,-A },
|
492
|
{-A, A, A },
|
493
|
{-A, A,-A },
|
494
|
{-A,-A, A },
|
495
|
{-A,-A,-A },
|
496
|
};
|
497
|
}
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
|
502
|
public ObjectShape getObjectShape(int variant)
|
503
|
{
|
504
|
if( variant==1 || variant==2 )
|
505
|
{
|
506
|
int[][] indices =
|
507
|
{
|
508
|
{2,1,0},
|
509
|
{3,4,5},
|
510
|
{0,3,5,2},
|
511
|
{0,1,4,3},
|
512
|
{5,4,1,2}
|
513
|
};
|
514
|
|
515
|
return new ObjectShape(getVertices(variant), indices);
|
516
|
}
|
517
|
else
|
518
|
{
|
519
|
int[][] indices =
|
520
|
{
|
521
|
{2,3,1,0},
|
522
|
{7,6,4,5},
|
523
|
{4,0,1,5},
|
524
|
{7,3,2,6},
|
525
|
{6,2,0,4},
|
526
|
{3,7,5,1}
|
527
|
};
|
528
|
|
529
|
return new ObjectShape(getVertices(variant), indices);
|
530
|
}
|
531
|
}
|
532
|
|
533
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
534
|
|
535
|
public ObjectFaceShape getObjectFaceShape(int variant)
|
536
|
{
|
537
|
int extraI, extraV, n1, n2, numL = getNumLayers()[0];
|
538
|
|
539
|
switch(numL)
|
540
|
{
|
541
|
case 2 : n1 = 7; n2 = 7; extraI = 2; extraV = 1; break;
|
542
|
case 3 : n1 = 6; n2 = 6; extraI = 1; extraV = 1; break;
|
543
|
case 4 : n1 = 5; n2 = 6; extraI = 1; extraV = 0; break;
|
544
|
default: n1 = 5; n2 = 6; extraI = 0; extraV = 0; break;
|
545
|
}
|
546
|
|
547
|
float h1 = isInIconMode() ? 0.001f : 0.06f;
|
548
|
float h2 = isInIconMode() ? 0.001f : 0.030f;
|
549
|
int angle = 40;
|
550
|
float R = 0.5f;
|
551
|
float S = 0.7f;
|
552
|
|
553
|
float[][] bands =
|
554
|
{
|
555
|
{ h1,angle,R,S,n1,extraI,extraV},
|
556
|
{0.001f, 1,R,S, 2, n1-2,extraV},
|
557
|
{0.001f, 1,R,S, 2, 0, 0},
|
558
|
{0.001f, 1,R,S,n1,extraI,extraV},
|
559
|
{ h2,angle,R,S,n2,extraI,extraV},
|
560
|
};
|
561
|
|
562
|
switch(variant)
|
563
|
{
|
564
|
case 0: return new ObjectFaceShape(bands,new int[] {3,0,3,0,3,0},null);
|
565
|
case 1: return new ObjectFaceShape(bands,new int[] { 3,4,4,3,3 },null);
|
566
|
case 2: return new ObjectFaceShape(bands,new int[] { 3,3,4,3,3 },null);
|
567
|
case 3: return new ObjectFaceShape(bands,new int[] {1,1,1,0,1,0},null);
|
568
|
case 4: return new ObjectFaceShape(bands,new int[] {2,2,2,2,0,2},null);
|
569
|
}
|
570
|
|
571
|
return null;
|
572
|
}
|
573
|
|
574
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
575
|
|
576
|
public ObjectVertexEffects getVertexEffects(int variant)
|
577
|
{
|
578
|
float[][] vertices= getVertices(variant);
|
579
|
|
580
|
if( variant==1 || variant==2 )
|
581
|
{
|
582
|
float[][] centers= { {0.25f, -0.25f, 0.0f} };
|
583
|
float[][] corners= { {0.050f,0.15f} };
|
584
|
int[] indices = { 0,0,0,0,0,0 };
|
585
|
ObjectVertexEffects effects = FactoryCubit.generateVertexEffect(vertices,corners,indices,centers,indices);
|
586
|
String n = EffectName.PIPE.name();
|
587
|
float[] v = {0.5f,0,0,1,0.92f};
|
588
|
float[] c = {-0.5f,0.5f,0.0f};
|
589
|
float[] r = {0,0,0,0};
|
590
|
effects.joinEffect(n,v,c,r,true);
|
591
|
return effects;
|
592
|
}
|
593
|
else
|
594
|
{
|
595
|
float[][] centers= { {0.0f, 0.0f, 0.0f} };
|
596
|
float[][] corners= { {0.040f,0.15f} };
|
597
|
int[] indices = { 0,0,0,0,0,0,0,0 };
|
598
|
return FactoryCubit.generateVertexEffect(vertices,corners,indices,centers,indices);
|
599
|
}
|
600
|
}
|
601
|
|
602
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
603
|
|
604
|
public int getNumCubitVariants(int[] numLayers)
|
605
|
{
|
606
|
return numLayers[0]==2 ? 2 : 5;
|
607
|
}
|
608
|
|
609
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
610
|
|
611
|
public int getCubitVariant(int cubit, int[] numLayers)
|
612
|
{
|
613
|
int nL = numLayers[0];
|
614
|
|
615
|
if( nL==2 )
|
616
|
{
|
617
|
return cubit<2 ? 0 : 1;
|
618
|
}
|
619
|
else if( nL==3 )
|
620
|
{
|
621
|
if( cubit < 2 ) return 0;
|
622
|
if( cubit < 8 ) return 1;
|
623
|
if( cubit < 11 ) return 2;
|
624
|
if( cubit < 20 ) return 3;
|
625
|
return 4;
|
626
|
}
|
627
|
else if( nL==4 )
|
628
|
{
|
629
|
if( cubit < 2 ) return 0;
|
630
|
if( cubit < 8 ) return 1;
|
631
|
if( cubit < 14 ) return 2;
|
632
|
if( cubit < 32 ) return 3;
|
633
|
return 4;
|
634
|
}
|
635
|
|
636
|
return -1;
|
637
|
}
|
638
|
|
639
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
640
|
|
641
|
public float getStickerRadius()
|
642
|
{
|
643
|
return 0.10f;
|
644
|
}
|
645
|
|
646
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
647
|
|
648
|
public float getStickerStroke()
|
649
|
{
|
650
|
return isInIconMode() ? 0.22f : 0.13f;
|
651
|
}
|
652
|
|
653
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
654
|
|
655
|
public float[][][] getStickerAngles()
|
656
|
{
|
657
|
return null;
|
658
|
}
|
659
|
|
660
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
661
|
// PUBLIC API
|
662
|
|
663
|
public Static3D[] getRotationAxis()
|
664
|
{
|
665
|
return ROT_AXIS;
|
666
|
}
|
667
|
|
668
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
669
|
|
670
|
public String getShortName()
|
671
|
{
|
672
|
int[] numL = getNumLayers();
|
673
|
|
674
|
switch(numL[0])
|
675
|
{
|
676
|
case 2: return ListObjects.PENR_2.name();
|
677
|
case 3: return ListObjects.PENR_3.name();
|
678
|
case 4: return ListObjects.PENR_4.name();
|
679
|
}
|
680
|
|
681
|
return null;
|
682
|
}
|
683
|
|
684
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
685
|
|
686
|
public int[][] getBasicAngles()
|
687
|
{
|
688
|
if( mBasicAngle ==null )
|
689
|
{
|
690
|
int num = getNumLayers()[0];
|
691
|
int[] tmp = new int[num];
|
692
|
for(int i=0; i<num; i++) tmp[i] = 4;
|
693
|
mBasicAngle = new int[][] { tmp,tmp,tmp };
|
694
|
}
|
695
|
|
696
|
return mBasicAngle;
|
697
|
}
|
698
|
|
699
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
700
|
|
701
|
public String[][] getTutorials()
|
702
|
{
|
703
|
int[] numL = getNumLayers();
|
704
|
|
705
|
if( numL[0]==3 )
|
706
|
{
|
707
|
return new String[][] {
|
708
|
{"gb","Qit_PhYq-AI","Penrose Cube Tutorial","Manqube Manish Rathod"},
|
709
|
{"es","e6q1GwDeqFc","Tutorial del Penrose Cube","Rubiking"},
|
710
|
{"ru","LeYvajdcizQ","Как собрать Penrose Cube","YG Cuber"},
|
711
|
{"fr","jrHq_nZuQGk","Résolution du Penrose Cube","asthalis"},
|
712
|
{"de","P5dck40kTU0","Penrose Cube Tutorial","rofrisch"},
|
713
|
{"pl","o_c_pIOC6RU","Jak ułożyć kostkę Penrose","Kostki logiczne TV"},
|
714
|
{"br","6Iz95dtq1dE","Como resolver o Cubo Penrose","Cubo vício"},
|
715
|
{"kr","uzeoQzkDWM0","펜로즈 큐브","큐브놀이터"},
|
716
|
{"vn","PjyCCsxJyBU","Hướng dẫn giải Penrose Cube","Rubik Ocean"},
|
717
|
{"tw","lkzFMKmlB_8","Penrose Cube","不正常魔術方塊研究中心"},
|
718
|
};
|
719
|
}
|
720
|
|
721
|
return null;
|
722
|
}
|
723
|
}
|