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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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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.ObjectShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import java.io.InputStream;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TwistyBandagedAbstract extends ShapeHexahedron
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{
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// the three rotation axis of a 3x3 Cube. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private int[][] mSolvedQuatsAbstract;
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protected ObjectShape[] mTmpShapes;
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protected int mNumVariants;
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protected float[][] mPosition;
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protected ObjectSignature mSignature;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyBandagedAbstract(InitData data, int meshState, int iconMode, float size, Static4D quat, Static3D move, float scale, InputStream stream)
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{
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super(data, meshState, iconMode, size, quat, move, scale, stream);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return 0 if cubit is 'external' (it has at least two walls which belong to two different faces
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// of the cuboid, faces which do not both rotate along the same axis! So: it is an edge, a corner,
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// or a bandaged cubit which 'comes out' in two different, non-opposite, faces.
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// Otherwise, if the cubit only comes out in one face or in two faces which are opposite to each other,
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// return the index of the first of the three quats which rotate stuff in this face (so right or left
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// return 1 because quats 1,2,3 are the ones rotating along the X axis)
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private int cubitIsExternal(float[] pos, float dx, float dy, float dz)
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{
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int len = pos.length/3;
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int x=0, y=0, z=0;
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for(int i=0; i<len; i++)
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{
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float cx = pos[3*i ];
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float cy = pos[3*i+1];
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float cz = pos[3*i+2];
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if( cx>dx || cx<-dx ) x=1;
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if( cy>dy || cy<-dy ) y=1;
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if( cz>dz || cz<-dz ) z=1;
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}
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if( x+y+z>=2 ) return 0;
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if( x==1 ) return 1;
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if( y==1 ) return 4;
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if( z==1 ) return 7;
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android.util.Log.e("D", "ERROR: unsupported: internal cubit! ");
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getPositions()
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{
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if( mPosition==null ) mPosition = getInitData().getPos();
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return mPosition;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// If we have a flat cuboid than retCubitSolvedStatus() wrongly reports that the internal cubits
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// are edges (they do have two non-black faces after all!) which leads to wrong solvedQuats and
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// mis-detection of a solved status. Correct this manually here.
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//
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// Note that this is still not completely good in case of bandaged cuboids - there can be a 4x4x2
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// bandaged cuboid whose 4 'internal' cubits from the 4x4 face are fused with the other 4 internal
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// cubits from the other 4x4 face - and those would again get mis-detected as edges...
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@Override
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public int[][] getSolvedQuats()
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{
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if( mSolvedQuatsAbstract==null )
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{
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int[] numLayers = getNumLayers();
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float dx = 0.5f*(numLayers[0]-1) - 0.1f;
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float dy = 0.5f*(numLayers[1]-1) - 0.1f;
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float dz = 0.5f*(numLayers[2]-1) - 0.1f;
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float[][] pos = getPositions();
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int numTotal = pos.length;
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boolean[] isExternal = new boolean[numTotal];
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int[] internalQuat = new int[numTotal];
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int numExternal = 0;
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int pointer = 0;
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for(int cubit=0; cubit<numTotal; cubit++)
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{
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int q = cubitIsExternal(pos[cubit],dx,dy,dz);
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if( q<=0 )
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{
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isExternal[cubit] = true;
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numExternal++;
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}
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else
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{
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isExternal[cubit] = false;
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internalQuat[pointer] = q;
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pointer++;
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}
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}
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int numInternal = numTotal - numExternal;
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mSolvedQuatsAbstract = new int[numInternal+1][];
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mSolvedQuatsAbstract[0] = new int[numExternal+1];
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mSolvedQuatsAbstract[0][0] = numExternal;
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for(int i=0; i<numInternal; i++)
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{
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int q = internalQuat[i];
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mSolvedQuatsAbstract[i+1] = new int[5];
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mSolvedQuatsAbstract[i+1][0] = 1;
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mSolvedQuatsAbstract[i+1][2] = q;
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mSolvedQuatsAbstract[i+1][3] = q+1;
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mSolvedQuatsAbstract[i+1][4] = q+2;
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}
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int pointerExternal = 1;
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int pointerInternal = 1;
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for(int cubit=0; cubit<numTotal; cubit++)
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{
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if( isExternal[cubit] ) mSolvedQuatsAbstract[0][pointerExternal++] = cubit;
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else mSolvedQuatsAbstract[pointerInternal++][1] = cubit;
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}
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}
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return mSolvedQuatsAbstract;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Computing scramble states of many a bandaged cubes takes way too long time and too much space.
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// Return null here and turn to construction of scramble tables just-in-time.
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@Override
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public ScrambleState[] getScrambleStates()
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getScrambleType()
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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mCuts = new float[3][];
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for(int axis=0; axis<3; axis++)
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{
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int len = numLayers[axis];
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float start = (2-len)*0.5f;
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if( len>=2 )
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{
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mCuts[axis] = new float[len-1];
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for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
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}
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}
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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int numAxis = ROT_AXIS.length;
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boolean[][] layerRotatable = new boolean[numAxis][];
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for(int i=0; i<numAxis; i++)
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{
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layerRotatable[i] = new boolean[numLayers[i]];
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for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
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}
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return layerRotatable;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int 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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float x = numLayers[0];
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float y = numLayers[1];
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float z = numLayers[2];
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float a = (x+y+z)/1.5f;
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return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getStickerAngles()
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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return getPositions();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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[] num = getNumLayers();
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int numX = num[0];
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int numY = num[1];
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int numZ = num[2];
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int x = numY==numZ ? 4 : 2;
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int y = numX==numZ ? 4 : 2;
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int z = numX==numY ? 4 : 2;
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int[] tmpX = new int[numX];
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for(int i=0; i<numX; i++) tmpX[i] = x;
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int[] tmpY = new int[numY];
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for(int i=0; i<numY; i++) tmpY[i] = y;
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int[] tmpZ = new int[numZ];
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for(int i=0; i<numZ; i++) tmpZ[i] = z;
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mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
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}
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return mBasicAngle;
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}
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}
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