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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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 free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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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.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.main.ShapeHexahedron;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import java.io.InputStream;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMixup 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 ScrambleState[] mStates;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyMixup(int[] numL, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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{
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super(numL, meshState, iconMode, numL[0], quat, move, scale, stream);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ScrambleState[] getScrambleStates()
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{
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if( mStates==null )
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{
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int[][] m = new int[16][];
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for(int i=0; i<16; i++) m[i] = new int[] { 0,-2,i,0, 2,i,0, 4,i,
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1,-3,i,1,-2,i,1,-1,i,1,1,i,1,2,i,1,3,i,1,4,i,
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2,-2,i,2, 2,i,2, 4,i };
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] { m[ 1], m[ 2], m[ 3] } ), // 0 0
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new ScrambleState( new int[][] { null, m[ 4], m[ 5] } ), // 1 x
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new ScrambleState( new int[][] { m[ 6], null, m[ 7] } ), // 2 y
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new ScrambleState( new int[][] { m[ 8], m[ 9], null } ), // 3 z
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new ScrambleState( new int[][] { m[10], null, m[ 7] } ), // 4 xy
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new ScrambleState( new int[][] { m[11], m[ 9], null } ), // 5 xz
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new ScrambleState( new int[][] { null, m[12], m[ 5] } ), // 6 yx
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new ScrambleState( new int[][] { m[ 8], m[13], null } ), // 7 yz
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new ScrambleState( new int[][] { null, m[ 4], m[14] } ), // 8 zx
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new ScrambleState( new int[][] { m[ 6], null, m[15] } ), // 9 zy
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new ScrambleState( new int[][] { null, null, m[ 5] } ), // 10 xyx
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new ScrambleState( new int[][] { null, m[ 4], null } ), // 11 xzx
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new ScrambleState( new int[][] { null, null, m[ 7] } ), // 12 yxy
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new ScrambleState( new int[][] { m[ 6], null, null } ), // 13 yzy
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new ScrambleState( new int[][] { null, m[ 9], null } ), // 14 zxz
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new ScrambleState( new int[][] { m[ 8], null, null } ), // 15 zyz
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};
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}
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return mStates;
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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 C = 1.5f*(SQ2-1);
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float[] cut = new float[] {-C,+C};
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mCuts = new float[][] { 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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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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boolean[] tmp = new boolean[] {true,true,true};
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return new boolean[][] { tmp,tmp,tmp };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_HEXAHEDRON;
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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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// TODO
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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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final float DIST_CORNER = 1.0f;
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final float DIST_EDGE = 1.5f;
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mPosition = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{ 0.0f, DIST_EDGE, DIST_EDGE },
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{ DIST_EDGE, 0.0f, DIST_EDGE },
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{ 0.0f,-DIST_EDGE, DIST_EDGE },
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{-DIST_EDGE, 0.0f, DIST_EDGE },
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{ DIST_EDGE, DIST_EDGE, 0.0f },
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{ DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE, DIST_EDGE, 0.0f },
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{ 0.0f, DIST_EDGE,-DIST_EDGE },
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{ DIST_EDGE, 0.0f,-DIST_EDGE },
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{ 0.0f,-DIST_EDGE,-DIST_EDGE },
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{-DIST_EDGE, 0.0f,-DIST_EDGE }
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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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// TODO
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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switch(cubit)
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{
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case 0: return mObjectQuats[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return mObjectQuats[9]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return mObjectQuats[11]; // 180 along Y
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case 6: return mObjectQuats[10]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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case 8: return mObjectQuats[0];
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case 9: return mObjectQuats[2];
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case 10: return mObjectQuats[10];
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case 11: return mObjectQuats[8];
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case 12: return mObjectQuats[1];
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case 13: return mObjectQuats[4];
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case 14: return mObjectQuats[6];
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case 15: return mObjectQuats[7];
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case 16: return mObjectQuats[11];
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case 17: return mObjectQuats[5];
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case 18: return mObjectQuats[9];
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case 19: return mObjectQuats[3];
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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float[][] vertices =
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{
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{ 0.0f, 0.0f, 0.0f },
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{-0.5f, 0.5f, 0.5f },
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{-0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f,-0.5f },
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{ 0.5f,-0.5f,-0.5f },
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{-0.5f, 0.5f,-0.5f },
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};
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int[][] indices =
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{
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{ 2,4,3,1 },
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{ 1,3,5,7 },
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{ 4,6,5,3 },
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{ 0,4,2 },
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{ 0,7,5 },
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{ 0,6,4 },
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{ 0,1,7 },
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{ 0,2,1 },
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{ 0,5,6 }
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};
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return new ObjectShape(vertices, indices);
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}
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else
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{
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float[][] vertices =
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{
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{-0.5f, 0.0f, 0.0f},
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{ 0.5f, 0.0f, 0.0f},
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{-0.5f,-1.0f, 0.0f},
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{ 0.5f,-1.0f, 0.0f},
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{ 0.0f,-1.5f, 0.0f},
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{-0.5f, 0.0f,-1.0f},
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{ 0.5f, 0.0f,-1.0f},
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{ 0.0f, 0.0f,-1.5f},
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};
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int[][] indices =
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{
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{ 0,2,4,3,1 },
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{ 0,1,6,7,5 },
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{ 1,3,6 },
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{ 5,2,0 },
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{ 4,7,6,3 },
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{ 2,5,7,4 }
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};
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return new ObjectShape(vertices, indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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if( variant==0 )
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{
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float h1 = isInIconMode() ? 0.001f : 0.06f;
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float h2 = isInIconMode() ? 0.001f : 0.01f;
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float[][] bands = { {h1,35,0.5f,0.7f,5,2,2}, {h2,35,0.2f,0.4f,5,2,2} };
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int[] bandIndices = { 0,0,0,1,1,1,1,1,1 };
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float[][] corners = { {0.06f,0.12f} };
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int[] cornerIndices = { -1,0,-1,0,0,0,-1,-1 };
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float[][] centers = { { 0.0f, 0.0f, 0.0f} };
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int[] centerIndices = { -1,0,-1,0,0,0,-1,-1 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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}
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else
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{
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float h1 = isInIconMode() ? 0.001f : 0.038f;
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float h2 = isInIconMode() ? 0.001f : 0.020f;
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float[][] bands = { {h1,35,0.250f,0.7f,7,2,2}, {h2,35,0.125f,0.2f,3,1,2}, {h2,35,0.125f,0.2f,3,1,1} };
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int[] bandIndices = { 0,0,1,1,2,2 };
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float[][] corners = { {0.06f,0.20f} };
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int[] cornerIndices = { 0,0,-1,-1,-1,-1,-1,-1 };
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float[][] centers = { { 0.0f,-0.75f,-0.75f} };
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int[] centerIndices = { 0,0,-1,-1,-1,-1,-1,-1 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumCubitVariants(int[] numLayers)
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit<8 ? 0 : (cubit<20?1:2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.09f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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return isInIconMode() ? 0.20f : 0.09f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getStickerAngles()
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getBasicAngles()
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{
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if( mBasicAngle ==null )
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{
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int[] tmp = new int[] {4,8,4};
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mBasicAngle = new int[][] { tmp,tmp,tmp };
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}
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return mBasicAngle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getShortName()
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{
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return ObjectType.MIXU_3.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectSignature getSignature()
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{
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return new ObjectSignature(ObjectType.MIXU_3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getObjectName()
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{
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return "Mixup Cube";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getInventor()
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{
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return "Sergey Makarov";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getYearOfInvention()
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{
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return 1985;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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413 |
|
|
414 |
public int getComplexity()
|
|
415 |
{
|
|
416 |
return 2;
|
|
417 |
}
|
|
418 |
|
|
419 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
420 |
|
|
421 |
public String[][] getTutorials()
|
|
422 |
{
|
|
423 |
return new String[][] {
|
|
424 |
{"gb","Qn7TJED6O-4","How to Solve the MoYu Redi Cube","Z3"},
|
|
425 |
{"es","g0M38Aotgac","Resolver Redi Cube","Cuby"},
|
|
426 |
{"ru","dlNRbE-hyzU","Как собрать Реди Куб","Алексей Ярыгин"},
|
|
427 |
{"fr","zw7UZcqqsgA","Comment résoudre le Redi Cube","ValentinoCube"},
|
|
428 |
{"de","YU8riouyC2w","Redi Cube Solve","CubaroCubing"},
|
|
429 |
{"pl","vxo3lXMsWQI","Jak ułożyć Redi Cube?","DJ rubiks"},
|
|
430 |
{"br","muQ8U_G4LmM","Como resolver o Redi Cube","Rafael Cinoto"},
|
|
431 |
{"kr","a5CzDMbRzbY","레디큐브를 배우기","vincentcube"},
|
|
432 |
{"vn","2JZxtmrKUn4","Tutorial N.6 - Redi","Duy Thích Rubik"},
|
|
433 |
};
|
|
434 |
}
|
|
435 |
}
|
one more crash fix and a bump to 1.10.3