52 |
52 |
COLOR_GREEN , COLOR_GREY
|
53 |
53 |
};
|
54 |
54 |
|
55 |
|
private static final float DIST = 0.50f;
|
56 |
55 |
private static final int FACES_PER_CUBIT =8;
|
57 |
56 |
|
58 |
57 |
private ScrambleState[] mStates;
|
... | ... | |
181 |
180 |
else
|
182 |
181 |
{
|
183 |
182 |
float[][] cuts = new float[4][numLayers-1];
|
184 |
|
float dist = SQ6*0.666f*DIST;
|
|
183 |
float dist = SQ6/3;
|
185 |
184 |
float cut = 0.5f*dist*(2-numLayers);
|
186 |
185 |
|
187 |
186 |
for(int i=0; i<numLayers-1; i++)
|
... | ... | |
222 |
221 |
|
223 |
222 |
private int createOctaPositions(float[][] centers, int index, int layers, float height)
|
224 |
223 |
{
|
225 |
|
float x = DIST*(layers-1);
|
226 |
|
float z = DIST*(layers+1);
|
|
224 |
float x = (layers-1)*0.5f;
|
|
225 |
float z = (layers+1)*0.5f;
|
227 |
226 |
|
228 |
227 |
for(int i=0; i<layers; i++, index++)
|
229 |
228 |
{
|
230 |
|
z -= 2*DIST;
|
|
229 |
z -= 1;
|
231 |
230 |
centers[index][0] = x;
|
232 |
231 |
centers[index][1] = height;
|
233 |
232 |
centers[index][2] = z;
|
... | ... | |
235 |
234 |
|
236 |
235 |
for(int i=0; i<layers-1; i++, index++)
|
237 |
236 |
{
|
238 |
|
x -= 2*DIST;
|
|
237 |
x -= 1;
|
239 |
238 |
centers[index][0] = x;
|
240 |
239 |
centers[index][1] = height;
|
241 |
240 |
centers[index][2] = z;
|
... | ... | |
243 |
242 |
|
244 |
243 |
for(int i=0; i<layers-1; i++, index++)
|
245 |
244 |
{
|
246 |
|
z += 2*DIST;
|
|
245 |
z += 1;
|
247 |
246 |
centers[index][0] = x;
|
248 |
247 |
centers[index][1] = height;
|
249 |
248 |
centers[index][2] = z;
|
... | ... | |
251 |
250 |
|
252 |
251 |
for(int i=0; i<layers-2; i++, index++)
|
253 |
252 |
{
|
254 |
|
x += 2*DIST;
|
|
253 |
x += 1;
|
255 |
254 |
centers[index][0] = x;
|
256 |
255 |
centers[index][1] = height;
|
257 |
256 |
centers[index][2] = z;
|
... | ... | |
264 |
263 |
|
265 |
264 |
private int createTetraPositions(float[][] centers, int index, int layers, float height)
|
266 |
265 |
{
|
267 |
|
float x = DIST*(layers-1);
|
268 |
|
float z = DIST*layers;
|
|
266 |
float x = (layers-1)*0.5f;
|
|
267 |
float z = layers*0.5f;
|
269 |
268 |
|
270 |
269 |
for(int i=0; i<layers-1; i++, index++)
|
271 |
270 |
{
|
272 |
|
z -= 2*DIST;
|
|
271 |
z -= 1;
|
273 |
272 |
centers[index][0] = x;
|
274 |
273 |
centers[index][1] = height;
|
275 |
274 |
centers[index][2] = z;
|
276 |
275 |
}
|
277 |
276 |
|
278 |
|
x += DIST;
|
279 |
|
z -= DIST;
|
|
277 |
x += 0.5f;
|
|
278 |
z -= 0.5f;
|
280 |
279 |
|
281 |
280 |
for(int i=0; i<layers-1; i++, index++)
|
282 |
281 |
{
|
283 |
|
x -= 2*DIST;
|
|
282 |
x -= 1;
|
284 |
283 |
centers[index][0] = x;
|
285 |
284 |
centers[index][1] = height;
|
286 |
285 |
centers[index][2] = z;
|
287 |
286 |
}
|
288 |
287 |
|
289 |
|
x -= DIST;
|
290 |
|
z -= DIST;
|
|
288 |
x -= 0.5f;
|
|
289 |
z -= 0.5f;
|
291 |
290 |
|
292 |
291 |
for(int i=0; i<layers-1; i++, index++)
|
293 |
292 |
{
|
294 |
|
z += 2*DIST;
|
|
293 |
z += 1;
|
295 |
294 |
centers[index][0] = x;
|
296 |
295 |
centers[index][1] = height;
|
297 |
296 |
centers[index][2] = z;
|
298 |
297 |
}
|
299 |
298 |
|
300 |
|
x -= DIST;
|
301 |
|
z += DIST;
|
|
299 |
x -= 0.5f;
|
|
300 |
z += 0.5f;
|
302 |
301 |
|
303 |
302 |
for(int i=0; i<layers-1; i++, index++)
|
304 |
303 |
{
|
305 |
|
x += 2*DIST;
|
|
304 |
x += 1;
|
306 |
305 |
centers[index][0] = x;
|
307 |
306 |
centers[index][1] = height;
|
308 |
307 |
centers[index][2] = z;
|
... | ... | |
326 |
325 |
|
327 |
326 |
for(int i=layers-1; i>0; i--)
|
328 |
327 |
{
|
329 |
|
height += SQ2*DIST;
|
|
328 |
height += SQ2/2;
|
330 |
329 |
index = createOctaPositions(CENTERS,index,i,+height);
|
331 |
330 |
index = createOctaPositions(CENTERS,index,i,-height);
|
332 |
331 |
}
|
333 |
332 |
|
334 |
|
height = DIST*SQ2/2;
|
|
333 |
height = SQ2/4;
|
335 |
334 |
|
336 |
335 |
for(int i=layers; i>1; i--)
|
337 |
336 |
{
|
338 |
337 |
index = createTetraPositions(CENTERS,index,i,+height);
|
339 |
338 |
index = createTetraPositions(CENTERS,index,i,-height);
|
340 |
|
height += SQ2*DIST;
|
|
339 |
height += SQ2/2;
|
341 |
340 |
}
|
342 |
341 |
|
343 |
342 |
return CENTERS;
|
Minor