Revision eeabbae3
Added by Leszek Koltunski about 1 year ago
src/main/java/org/distorted/objectlib/objects/TwistyIcosamate.java | ||
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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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public class TwistyIcosamate extends ShapeIcosahedron |
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{ |
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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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// to the right: (0,B,C) , (D,B,E) , (F,B,H) |
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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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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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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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|
... | ... | |
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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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{ |
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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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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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{ |
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float[] tmp = new float[3]; |
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tmp[0] = off[0]; |
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tmp[1] = off[1]; |
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tmp[2] = off[2]; |
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rotateFacePosition(vx,vy,vz,tmp); |
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if( inverted ) |
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{ |
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tmp[0] = -tmp[0]; |
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tmp[1] = -tmp[1]; |
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tmp[2] = -tmp[2]; |
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} |
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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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return ret; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float[] createEdgePosition(int edge, int index, int N) |
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{ |
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int[] edgeIndices = EDGE_INDICES[edge]; |
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int i0 = edgeIndices[0]; |
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int i1 = edgeIndices[1]; |
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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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float z = (VEC[i0][2]+VEC[i1][2])/2; |
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return new float[] { x,y,z }; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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162 | 245 |
public float[][] getCubitPositions(int[] numLayers) |
163 | 246 |
{ |
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if( mPosition==null ) |
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{ |
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float N = numLayers[0]; |
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float AN = N*A; |
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float BN = N*B; |
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float CN = N*C; |
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float DN = N*D; |
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float EN = N*E; |
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float FN = N*F; |
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float HN = N*H; |
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mPosition = new float[][] |
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{ |
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{ 0, AN, 0}, |
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{ 0, BN, CN}, |
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{ DN, BN, EN}, |
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{ FN, BN, HN}, |
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{-FN, BN, HN}, |
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{-DN, BN, EN}, |
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{ DN,-BN,-EN}, |
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{ FN,-BN,-HN}, |
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{-FN,-BN,-HN}, |
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{-DN,-BN,-EN}, |
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{ 0,-BN,-CN}, |
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{ 0,-AN, 0}, |
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{ X1*N, Y1*N, Z1*N }, |
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{ X2*N, Y1*N, Z2*N }, |
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{ 0, Y1*N, Z3*N }, |
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{ -X2*N, Y1*N, Z2*N }, |
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{ -X1*N, Y1*N, Z1*N }, |
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{ 0,-Y2*N, Z4*N }, |
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{ X3*N,-Y2*N, Z5*N }, |
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{ X4*N,-Y2*N, Z6*N }, |
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{ -X4*N,-Y2*N, Z6*N }, |
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{ -X3*N,-Y2*N, Z5*N }, |
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{ 0, Y2*N,-Z4*N }, |
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{ -X3*N, Y2*N,-Z5*N }, |
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{ -X4*N, Y2*N,-Z6*N }, |
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{ X4*N, Y2*N,-Z6*N }, |
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{ X3*N, Y2*N,-Z5*N }, |
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{ -X1*N,-Y1*N,-Z1*N }, |
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{ -X2*N,-Y1*N,-Z2*N }, |
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{ 0,-Y1*N,-Z3*N }, |
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{ X2*N,-Y1*N,-Z2*N }, |
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{ X1*N,-Y1*N,-Z1*N }, |
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}; |
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int N = numLayers[0]; |
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int numV = 12; |
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int perF = N*(N-1)/2; |
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int numF = 20*perF; |
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int perE = N-2; |
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int numE = 30*perE; |
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mPosition = new float[numV+numF+numE][]; |
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258 |
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for(int v=0; v<12; v++) |
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mPosition[v] = new float[] { VEC[v][0]*N, VEC[v][1]*N, VEC[v][2]*N }; |
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261 |
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float[][] off = new float[perF][]; |
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for(int i=0; i<perF; i++) off[i] = computeOff(i,N); |
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264 |
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for(int f=0; f<20; f++) |
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{ |
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Static3D vect = TouchControlIcosahedron.FACE_AXIS[f]; |
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float x = vect.get0(); |
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float y = vect.get1(); |
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float z = vect.get2(); |
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boolean inverted = f>=10; |
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for(int i=0; i<perF; i++) |
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mPosition[12+f*perF+i] = createFacePosition(x,y,z,DIST3D*N,inverted,off[i]); |
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} |
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for(int e=0; e<30; e++) |
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278 |
for(int i=0; i<perE; i++) |
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279 |
mPosition[12+20*perF+e*perE+i] = createEdgePosition(e,i,N); |
|
217 | 280 |
} |
218 | 281 |
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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] )
|
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229 | 292 |
{ |
230 |
0,12,5,9,13,8,10,6,7,18,14,55, |
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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[] |
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294 |
{ |
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295 |
0,12,5,9,13,8,14,18,7,6,10,55, |
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296 |
|
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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, |
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300 |
35,18,45,33,15 |
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301 |
}; |
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302 |
break; |
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303 |
case 3: mQuatIndex = new int[] |
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304 |
{ |
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305 |
0,12,5,9,13,8,14,18,7,6,10,55, |
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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, |
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311 |
|
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312 |
0,4,3,2,1, |
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313 |
5,20,31,13,8, |
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314 |
6,16,49,10,39,41,23,27,17,7, |
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315 |
14,22,30,11,19, |
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316 |
35,18,45,33,15 |
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317 |
}; |
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318 |
break; |
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319 |
} |
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233 | 320 |
} |
234 | 321 |
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235 | 322 |
return mObjectQuats[mQuatIndex[cubit]]; |
... | ... | |
239 | 326 |
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240 | 327 |
private float[][] getVertices(int variant) |
241 | 328 |
{ |
329 |
float N = getNumLayers()[0]; |
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330 |
|
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242 | 331 |
if( variant==0 ) |
243 | 332 |
{ |
244 |
float N = getNumLayers()[0]; |
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245 |
float X = B-A; |
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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} }; |
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333 |
float[] pos = mPosition[0]; |
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334 |
float[][] ret = new float[7][]; |
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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] }; |
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336 |
ret[6] = new float[] { -pos[0], -pos[1], -pos[2] }; |
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337 |
return ret; |
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338 |
} |
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339 |
else if( variant==1 ) |
|
340 |
{ |
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341 |
float CX = mPosition[12][0]; |
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342 |
float CY = mPosition[12][1]; |
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343 |
float CZ = mPosition[12][2]; |
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344 |
|
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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]; |
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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]; |
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348 |
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349 |
return new float[][] { { v1x-CX, v1y-CY, v1z-CZ }, |
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350 |
{ v2x-CX, v2y-CY, v2z-CZ }, |
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351 |
{ v3x-CX, v3y-CY, v3z-CZ }, |
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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; |
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254 |
|
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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 }, |
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257 |
{ -CX, A*(N-1)+ B-CY, C -CZ }, |
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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 |
|
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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 |
} |
Also available in: Unified diff
Progress with Master Icosamate.