11 |
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_ICOSAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import static org.distorted.objectlib.touchcontrol.TouchControlIcosahedron.*;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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... | ... | |
31 |
32 |
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public class TwistyIcosamate extends ShapeIcosahedron
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{
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34 |
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// topmost vertex (0,A,0) and 3 vertices from the second-topmost-layer, front one and two ones
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35 |
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// to the right: (0,B,C) , (D,B,E) , (F,B,H)
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36 |
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private static final float Z = (float)Math.sqrt(5+SQ5);
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private static final float A = Z*(SQ2/4);
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private static final float B = Z*(SQ2*SQ5/20);
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private static final float C = Z*(SQ2*SQ5/10);
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private static final float D = (SQ5+1)/4;
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private static final float E = Z*(SQ5-1)/(4*SQ2*SQ5);
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private static final float F = 0.5f;
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private static final float H =-Z*(SQ5+1)/(4*SQ2*SQ5);
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private static final float X1 = D/3;
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private static final float X2 = (D+F)/3;
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private static final float X3 = (2*D+F)/3;
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private static final float X4 = (D+F)/3;
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private static final float Y1 = (A+2*B)/3;
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private static final float Y2 = B/3;
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private static final float Z1 = (C+E)/3;
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private static final float Z2 = (E+H)/3;
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private static final float Z3 = 2*H/3;
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private static final float Z4 = (C-2*H)/3;
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private static final float Z5 = -H/3;
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private static final float Z6 = (H-C-E)/3;
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0, 1, 0),
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new Static3D( 0,B/A,C/A),
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new Static3D( D/A,B/A,E/A),
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new Static3D( F/A,B/A,H/A),
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new Static3D(-F/A,B/A,H/A),
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new Static3D(-D/A,B/A,E/A)
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new Static3D( 0, 1, 0),
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new Static3D( 0, VEC[1][1]/VEC[0][1], VEC[1][2]/VEC[0][1]),
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new Static3D( VEC[2][0]/VEC[0][1], VEC[1][1]/VEC[0][1], VEC[2][2]/VEC[0][1]),
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new Static3D( VEC[3][0]/VEC[0][1], VEC[1][1]/VEC[0][1], VEC[3][2]/VEC[0][1]),
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new Static3D(-VEC[3][0]/VEC[0][1], VEC[1][1]/VEC[0][1], VEC[3][2]/VEC[0][1]),
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new Static3D(-VEC[2][0]/VEC[0][1], VEC[1][1]/VEC[0][1], VEC[2][2]/VEC[0][1])
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};
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private int[][] mEdges;
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... | ... | |
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super(meshState, iconMode, data.getNumLayers()[0], quat, move, scale, data, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getInternalColor()
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{
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return 0xff222222;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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... | ... | |
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{
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100 |
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if( mCuts==null )
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{
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float[] cut = new float[] {0}; // TODO
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int nL = numLayers[0];
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float[] cut = new float[nL-1];
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for(int i=0; i<nL-1; i++) cut[i] = VEC[1][1]*(2*i+2-nL);
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mCuts = new float[][] { cut,cut,cut,cut,cut,cut };
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}
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90 |
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... | ... | |
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return TouchControlIcosahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeOff(int index, int N)
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148 |
{
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if( N==2 )
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{
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return new float[] {0,0,0};
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}
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else
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{
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switch(index)
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{
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case 0 : return new float[] {0,SQ3/9,0};
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case 1 : return new float[] {-1.0f/6,-SQ3/18,0};
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default: return new float[] { 1.0f/6,-SQ3/18,0};
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Rodrigues
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private void rotateVect(float vx, float vy, float vz, float sin, float cos, float[] vec)
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{
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float cx = vy*vec[2] - vz*vec[1];
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float cy = vz*vec[0] - vx*vec[2];
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float cz = vx*vec[1] - vy*vec[0];
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float scalar = vx*vec[0] + vy*vec[1] + vz*vec[2];
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vec[0] = vec[0]*cos + cx*sin + vx*scalar*(1-cos);
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vec[1] = vec[1]*cos + cy*sin + vy*scalar*(1-cos);
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vec[2] = vec[2]*cos + cz*sin + vz*scalar*(1-cos);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void rotateFacePosition(float x, float y, float z, float[] off)
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{
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float cosB = (float)Math.sqrt(x*x+z*z);
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float sinB = y;
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float sinA = x/cosB;
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float cosA = z/cosB;
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float vec1X = 0;
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float vec1Y = 1;
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float vec1Z = 0;
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float vec2X = -z/cosB;
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float vec2Y = 0;
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float vec2Z = x/cosB;
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197 |
rotateVect(vec1X,vec1Y,vec1Z,sinA,cosA,off);
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rotateVect(vec2X,vec2Y,vec2Z,sinB,cosB,off);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] createFacePosition(float vx, float vy, float vz, float scale, boolean inverted, float[] off)
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204 |
{
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float[] tmp = new float[3];
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tmp[0] = off[0];
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207 |
tmp[1] = off[1];
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tmp[2] = off[2];
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209 |
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210 |
rotateFacePosition(vx,vy,vz,tmp);
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212 |
if( inverted )
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213 |
{
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214 |
tmp[0] = -tmp[0];
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215 |
tmp[1] = -tmp[1];
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216 |
tmp[2] = -tmp[2];
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217 |
}
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float[] ret = new float[3];
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ret[0] = scale*(vx+tmp[0]);
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ret[1] = scale*(vy+tmp[1]);
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ret[2] = scale*(vz+tmp[2]);
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224 |
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225 |
return ret;
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}
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227 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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229 |
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230 |
private float[] createEdgePosition(int edge, int index, int N)
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231 |
{
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232 |
int[] edgeIndices = EDGE_INDICES[edge];
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233 |
int i0 = edgeIndices[0];
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int i1 = edgeIndices[1];
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236 |
float x = (VEC[i0][0]+VEC[i1][0])/2;
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float y = (VEC[i0][1]+VEC[i1][1])/2;
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238 |
float z = (VEC[i0][2]+VEC[i1][2])/2;
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240 |
return new float[] { x,y,z };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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161 |
244 |
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162 |
245 |
public float[][] getCubitPositions(int[] numLayers)
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163 |
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{
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164 |
247 |
if( mPosition==null )
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165 |
248 |
{
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166 |
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float N = numLayers[0];
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167 |
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float AN = N*A;
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168 |
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float BN = N*B;
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169 |
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float CN = N*C;
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170 |
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float DN = N*D;
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171 |
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float EN = N*E;
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172 |
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float FN = N*F;
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173 |
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float HN = N*H;
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174 |
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mPosition = new float[][]
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176 |
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{
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177 |
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{ 0, AN, 0},
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178 |
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179 |
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{ 0, BN, CN},
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180 |
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{ DN, BN, EN},
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181 |
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{ FN, BN, HN},
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182 |
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{-FN, BN, HN},
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183 |
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{-DN, BN, EN},
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184 |
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185 |
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{ DN,-BN,-EN},
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186 |
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{ FN,-BN,-HN},
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187 |
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{-FN,-BN,-HN},
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188 |
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{-DN,-BN,-EN},
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189 |
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{ 0,-BN,-CN},
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190 |
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191 |
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{ 0,-AN, 0},
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192 |
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193 |
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{ X1*N, Y1*N, Z1*N },
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194 |
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{ X2*N, Y1*N, Z2*N },
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195 |
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{ 0, Y1*N, Z3*N },
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196 |
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{ -X2*N, Y1*N, Z2*N },
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197 |
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{ -X1*N, Y1*N, Z1*N },
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198 |
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199 |
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{ 0,-Y2*N, Z4*N },
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200 |
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{ X3*N,-Y2*N, Z5*N },
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201 |
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{ X4*N,-Y2*N, Z6*N },
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202 |
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{ -X4*N,-Y2*N, Z6*N },
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203 |
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{ -X3*N,-Y2*N, Z5*N },
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204 |
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205 |
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{ 0, Y2*N,-Z4*N },
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206 |
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{ -X3*N, Y2*N,-Z5*N },
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207 |
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{ -X4*N, Y2*N,-Z6*N },
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208 |
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{ X4*N, Y2*N,-Z6*N },
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209 |
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{ X3*N, Y2*N,-Z5*N },
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210 |
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211 |
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{ -X1*N,-Y1*N,-Z1*N },
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212 |
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{ -X2*N,-Y1*N,-Z2*N },
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213 |
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{ 0,-Y1*N,-Z3*N },
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214 |
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{ X2*N,-Y1*N,-Z2*N },
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215 |
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{ X1*N,-Y1*N,-Z1*N },
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216 |
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};
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|
249 |
int N = numLayers[0];
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250 |
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251 |
int numV = 12;
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252 |
int perF = N*(N-1)/2;
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|
253 |
int numF = 20*perF;
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254 |
int perE = N-2;
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|
255 |
int numE = 30*perE;
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|
256 |
|
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257 |
mPosition = new float[numV+numF+numE][];
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|
258 |
|
|
259 |
for(int v=0; v<12; v++)
|
|
260 |
mPosition[v] = new float[] { VEC[v][0]*N, VEC[v][1]*N, VEC[v][2]*N };
|
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261 |
|
|
262 |
float[][] off = new float[perF][];
|
|
263 |
for(int i=0; i<perF; i++) off[i] = computeOff(i,N);
|
|
264 |
|
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265 |
for(int f=0; f<20; f++)
|
|
266 |
{
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|
267 |
Static3D vect = TouchControlIcosahedron.FACE_AXIS[f];
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|
268 |
float x = vect.get0();
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|
269 |
float y = vect.get1();
|
|
270 |
float z = vect.get2();
|
|
271 |
boolean inverted = f>=10;
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|
272 |
|
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273 |
for(int i=0; i<perF; i++)
|
|
274 |
mPosition[12+f*perF+i] = createFacePosition(x,y,z,DIST3D*N,inverted,off[i]);
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|
275 |
}
|
|
276 |
|
|
277 |
for(int e=0; e<30; e++)
|
|
278 |
for(int i=0; i<perE; i++)
|
|
279 |
mPosition[12+20*perF+e*perE+i] = createEdgePosition(e,i,N);
|
217 |
280 |
}
|
218 |
281 |
|
219 |
282 |
return mPosition;
|
... | ... | |
225 |
288 |
{
|
226 |
289 |
if( mQuatIndex==null )
|
227 |
290 |
{
|
228 |
|
mQuatIndex = new int[]
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|
291 |
switch( numLayers[0] )
|
229 |
292 |
{
|
230 |
|
0,12,5,9,13,8,10,6,7,18,14,55,
|
231 |
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0,4,3,2,1, 6,11,32,14,26, 41,27,7,5,10, 35,18,45,33,15
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232 |
|
};
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|
293 |
case 2: mQuatIndex = new int[]
|
|
294 |
{
|
|
295 |
0,12,5,9,13,8,14,18,7,6,10,55,
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|
296 |
|
|
297 |
0,4,3,2,1,
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|
298 |
6,11,32,14,26,
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|
299 |
41,27,7,5,10,
|
|
300 |
35,18,45,33,15
|
|
301 |
};
|
|
302 |
break;
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|
303 |
case 3: mQuatIndex = new int[]
|
|
304 |
{
|
|
305 |
0,12,5,9,13,8,14,18,7,6,10,55,
|
|
306 |
|
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307 |
0,52,28,4,44,9,3,31,24,2,13,51,1,8,42,
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|
308 |
21,30,6,16,11,49,54,32,39,48,14,23,37,43,26,
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|
309 |
41,50,46,27,40,34,7,25,17,29,5,12,10,20,53,
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|
310 |
56,38,35,58,22,18,57,47,45,55,36,33,59,19,15,
|
|
311 |
|
|
312 |
0,4,3,2,1,
|
|
313 |
5,20,31,13,8,
|
|
314 |
6,16,49,10,39,41,23,27,17,7,
|
|
315 |
14,22,30,11,19,
|
|
316 |
35,18,45,33,15
|
|
317 |
};
|
|
318 |
break;
|
|
319 |
}
|
233 |
320 |
}
|
234 |
321 |
|
235 |
322 |
return mObjectQuats[mQuatIndex[cubit]];
|
... | ... | |
239 |
326 |
|
240 |
327 |
private float[][] getVertices(int variant)
|
241 |
328 |
{
|
|
329 |
float N = getNumLayers()[0];
|
|
330 |
|
242 |
331 |
if( variant==0 )
|
243 |
332 |
{
|
244 |
|
float N = getNumLayers()[0];
|
245 |
|
float X = B-A;
|
246 |
|
return new float[][] { {0,0,0},{0,X,C},{D,X,E},{F,X,H},{-F,X,H},{-D,X,E},{0,-A*N,0} };
|
|
333 |
float[] pos = mPosition[0];
|
|
334 |
float[][] ret = new float[7][];
|
|
335 |
for(int i=0; i<6; i++) ret[i] = new float[] { VEC[i][0]-pos[0], VEC[i][1]+(N-1)*VEC[0][1]-pos[1], VEC[i][2]-pos[2] };
|
|
336 |
ret[6] = new float[] { -pos[0], -pos[1], -pos[2] };
|
|
337 |
return ret;
|
|
338 |
}
|
|
339 |
else if( variant==1 )
|
|
340 |
{
|
|
341 |
float CX = mPosition[12][0];
|
|
342 |
float CY = mPosition[12][1];
|
|
343 |
float CZ = mPosition[12][2];
|
|
344 |
|
|
345 |
float v1x = VEC[0][0]*(N-1)+VEC[2][0]; float v1y = VEC[0][1]*(N-1)+ VEC[2][1]; float v1z = VEC[0][2]*(N-1)+VEC[2][2];
|
|
346 |
float v2x = VEC[2][0]; float v2y = VEC[0][1]*(N-2)+VEC[1][1]+VEC[2][1]; float v2z = VEC[1][2]+VEC[2][2];
|
|
347 |
float v3x = VEC[0][0]*(N-1)+VEC[1][0]; float v3y = VEC[0][1]*(N-1)+VEC[1][1] ; float v3z = VEC[0][2]*(N-1)+VEC[1][2];
|
|
348 |
|
|
349 |
return new float[][] { { v1x-CX, v1y-CY, v1z-CZ },
|
|
350 |
{ v2x-CX, v2y-CY, v2z-CZ },
|
|
351 |
{ v3x-CX, v3y-CY, v3z-CZ },
|
|
352 |
{ -CX, -CY, -CZ }
|
|
353 |
};
|
247 |
354 |
}
|
248 |
355 |
else
|
249 |
356 |
{
|
250 |
|
float N = getNumLayers()[0];
|
251 |
|
float CX = X1*N;
|
252 |
|
float CY = Y1*N;
|
253 |
|
float CZ = Z1*N;
|
254 |
|
|
255 |
|
return new float[][] { { D-CX, A*(N-1)+ B-CY, E-CZ },
|
256 |
|
{ D-CX, A*(N-2)+2*B-CY, C+E-CZ },
|
257 |
|
{ -CX, A*(N-1)+ B-CY, C -CZ },
|
258 |
|
{ -CX, -CY, -CZ }
|
|
357 |
float[] pos = mPosition[72];
|
|
358 |
|
|
359 |
float v1x = N*(VEC[0][0] + VEC[0][0] + VEC[1][0])/3; float v1y = N*(VEC[0][1] + VEC[0][1] + VEC[1][1])/3; float v1z = N*(VEC[0][2] + VEC[0][2] + VEC[1][2])/3;
|
|
360 |
float v2x = N*(VEC[0][0] + VEC[1][0] + VEC[1][0])/3; float v2y = N*(VEC[0][1] + VEC[1][1] + VEC[1][1])/3; float v2z = N*(VEC[0][2] + VEC[1][2] + VEC[1][2])/3;
|
|
361 |
float v3x = N*(VEC[0][0] + VEC[1][0] + VEC[2][0])/3; float v3y = N*(VEC[0][1] + VEC[1][1] + VEC[2][1])/3; float v3z = N*(VEC[0][2] + VEC[1][2] + VEC[2][2])/3;
|
|
362 |
float v4x =-N*(VEC[0][0] + VEC[1][0] + VEC[2][0])/3; float v4y = N*(VEC[0][1] + VEC[1][1] + VEC[2][1])/3; float v4z = N*(VEC[0][2] + VEC[1][2] + VEC[2][2])/3;
|
|
363 |
|
|
364 |
return new float[][] { { v1x-pos[0], v1y-pos[1], v1z-pos[2] },
|
|
365 |
{ v2x-pos[0], v2y-pos[1], v2z-pos[2] },
|
|
366 |
{ v3x-pos[0], v3y-pos[1], v3z-pos[2] },
|
|
367 |
{ v4x-pos[0], v4y-pos[1], v4z-pos[2] },
|
|
368 |
{ -pos[0], -pos[1], -pos[2] }
|
259 |
369 |
};
|
260 |
370 |
}
|
261 |
371 |
}
|
... | ... | |
273 |
383 |
|
274 |
384 |
return new ObjectShape(getVertices(variant), indices);
|
275 |
385 |
}
|
276 |
|
else
|
|
386 |
else if( variant==1 )
|
277 |
387 |
{
|
278 |
388 |
int[][] indices =
|
279 |
389 |
{
|
280 |
390 |
{0,2,1},{0,1,3},{2,0,3},{1,2,3}
|
281 |
391 |
};
|
282 |
392 |
|
|
393 |
return new ObjectShape(getVertices(variant), indices);
|
|
394 |
}
|
|
395 |
else
|
|
396 |
{
|
|
397 |
int[][] indices =
|
|
398 |
{
|
|
399 |
{0,1,2},{0,3,1},{4,2,1},{4,0,2},{4,3,0},{4,1,3}
|
|
400 |
};
|
|
401 |
|
283 |
402 |
return new ObjectShape(getVertices(variant), indices);
|
284 |
403 |
}
|
285 |
404 |
}
|
... | ... | |
296 |
415 |
int[] indices = { 0,0,0,0,0, 1,1,1,1,1,1 };
|
297 |
416 |
return new ObjectFaceShape(bands,indices,null);
|
298 |
417 |
}
|
299 |
|
else
|
|
418 |
else if( variant==1 )
|
300 |
419 |
{
|
301 |
420 |
float h1 = isInIconMode() ? 0.001f : 0.04f;
|
302 |
421 |
float h2 = 0.001f;
|
... | ... | |
304 |
423 |
int[] indices = { 0,1,1,1 };
|
305 |
424 |
return new ObjectFaceShape(bands,indices,null);
|
306 |
425 |
}
|
|
426 |
else
|
|
427 |
{
|
|
428 |
float h1 = isInIconMode() ? 0.001f : 0.04f;
|
|
429 |
float h2 = 0.001f;
|
|
430 |
float[][] bands = { {h1,25,0.2f,0.4f,5,0,0}, {h2,25,0.2f,0.4f,3,0,0} };
|
|
431 |
int[] indices = { 0,0,1,1,1,1 };
|
|
432 |
return new ObjectFaceShape(bands,indices,null);
|
|
433 |
}
|
307 |
434 |
}
|
308 |
435 |
|
309 |
436 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
... | ... | |
312 |
439 |
{
|
313 |
440 |
if( variant==0 )
|
314 |
441 |
{
|
|
442 |
float[] pos = mPosition[0];
|
315 |
443 |
float[][] corners = { {0.04f,0.12f},{0.04f,0.10f} };
|
316 |
444 |
int[] cornerIndices= { 0,1,1,1,1,1,-1 };
|
317 |
|
float[][] centers = { {0,-A/2,0} };
|
|
445 |
float[][] centers = { { -pos[0]/2, -pos[1]/2, -pos[2]/2} };
|
318 |
446 |
int[] centerIndices= { 0,0,0,0,0,0,-1 };
|
319 |
447 |
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
|
320 |
448 |
}
|
321 |
|
else
|
|
449 |
else if( variant==1 )
|
322 |
450 |
{
|
|
451 |
float[] pos = mPosition[12];
|
323 |
452 |
float[][] corners = { {0.04f,0.15f} };
|
324 |
453 |
int[] indices = { 0,0,0,-1 };
|
325 |
|
float[][] centers = { {0,Y2/2,-Z4/2} };
|
|
454 |
float[][] centers = { { -pos[0]/2, -pos[1]/2, -pos[2]/2} };
|
|
455 |
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
|
456 |
}
|
|
457 |
else
|
|
458 |
{
|
|
459 |
float[] pos = mPosition[72];
|
|
460 |
float[][] corners = { {0.04f,0.15f} };
|
|
461 |
int[] indices = { 0,0,0,0,-1 };
|
|
462 |
float[][] centers = { { -pos[0]/2, -pos[1]/2, -pos[2]/2} };
|
326 |
463 |
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
327 |
464 |
}
|
328 |
465 |
}
|
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