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Leszek Koltunski
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// Copyright 2023 Leszek Koltunski //
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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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package org.distorted.objectlib.helpers;
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import static org.distorted.objectlib.main.TwistyObject.SQ3;
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import static org.distorted.objectlib.main.TwistyObject.SQ6;
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import org.distorted.library.type.Static3D;
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import org.distorted.objectlib.touchcontrol.TouchControlTetrahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FactoryBandagedPyraminx extends FactoryBandaged
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{
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private static FactoryBandagedPyraminx mThis;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactoryBandagedPyraminx()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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public float[] elementVertices(int ax, boolean left, int element)
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{
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return null;
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}
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// (vertices,indices) define a cubit face. Return its 'diameter', i.e. max distance between vertices.
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float faceDiameter(float[][] vertices, int[][] indices)
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{
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/*
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float maxX = -dX;
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float minX = dX;
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float maxY = -dY;
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float minY = dY;
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float maxZ = -dZ;
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float minZ = dZ;
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for (int[] ind : indices)
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for(int index : ind)
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{
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float[] v = vertices[index];
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if (v[0] > maxX) maxX = v[0];
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if (v[0] < minX) minX = v[0];
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if (v[1] > maxY) maxY = v[1];
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if (v[1] < minY) minY = v[1];
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if (v[2] > maxZ) maxZ = v[2];
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if (v[2] < minZ) minZ = v[2];
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}
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float diffX = maxX-minX;
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float diffY = maxY-minY;
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float diffZ = maxZ-minZ;
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return diffX>diffY ? Math.max(diffX,diffZ) : Math.max(diffY,diffZ);
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*/
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public static FactoryBandagedPyraminx getInstance()
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{
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if( mThis==null ) mThis = new FactoryBandagedPyraminx();
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return mThis;
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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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int numL = numLayers[0];
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float[][] ret = new float[4][numL-1];
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for(int i=0; i<numL-1; i++)
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{
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float cut = (1.0f+i-numL/4.0f)*(SQ6/3);
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ret[0][i] = cut;
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ret[1][i] = cut;
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ret[2][i] = cut;
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ret[3][i] = cut;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getNormals()
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{
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return TouchControlTetrahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getRotAxis()
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{
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return new float[][]
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{
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{ 0, SQ3/3, SQ6/3 },
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{ 0, SQ3/3,-SQ6/3 },
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{-SQ6/3,-SQ3/3, 0 },
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{ SQ6/3,-SQ3/3, 0 },
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D()
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{
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return TouchControlTetrahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getBands(boolean iconMode)
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{
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float height= iconMode ? 0.001f : 0.048f;
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int[] angle = {60,50,40,32,28,23};
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float R = 0.2f;
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float S = 0.5f;
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int extraI = 0;
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int extraV = 0;
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int numVertA= mNumLayers[0]>=5 ? 3 : (mNumLayers[0]==4 ? 4:5);
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int numVertI= mNumLayers[0]>=5 ? 2 : 3;
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return new float[][] { { 0.001f,angle[0],R,S,numVertI,extraV,extraI},
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{height ,angle[1],R,S,numVertA,extraV,extraI},
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{height/2,angle[2],R,S,numVertA,extraV,extraI},
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{height/3,angle[3],R,S,numVertA,extraV,extraI},
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{height/4,angle[4],R,S,numVertA,extraV,extraI},
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{height/5,angle[5],R,S,numVertA,extraV,extraI} };
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}
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}
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