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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.objects;
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import android.content.res.Resources;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshSquare;
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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.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyDiamond extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =8;
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// the four rotation axis of a Diamond. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0),
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_ORANGE, COLOR_VIOLET,
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COLOR_WHITE , COLOR_BLUE ,
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COLOR_YELLOW, COLOR_RED ,
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COLOR_GREEN , COLOR_GREY
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};
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// All legal rotation quats of a Diamond: unit + three 180 deg turns + 8 generators
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D(+SQ2/2, 0.0f, -SQ2/2, 0.0f ),
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new Static4D(-SQ2/2, 0.0f, -SQ2/2, 0.0f ),
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new Static4D(+SQ2/2, 0.5f, 0.0f, 0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, 0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, 0.5f ),
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new Static4D(+SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, -0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, -0.5f )
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};
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private static final float DIST = 0.50f;
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private static final int[][] mFaceNeutralQuatIndex = new int[][]
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{
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{6,10},
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{4, 8},
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{7,11},
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{5, 9},
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{7,11},
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{5, 9},
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{6,10},
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{4, 8}
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};
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private static final int[] mTetraToFaceMap = new int[] {1,2,3,0,5,6,7,4};
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private static final double[][] VERTICES_TETRA = new double[][]
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{
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{-0.5, SQ2/4, 0.0},
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{ 0.5, SQ2/4, 0.0},
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{ 0.0,-SQ2/4, 0.5},
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{ 0.0,-SQ2/4,-0.5}
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};
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private static final int[][] VERT_INDEXES_TETRA = new int[][]
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{
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{2,1,0}, // counterclockwise!
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{2,3,1},
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{3,2,0},
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{3,0,1}
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};
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private static final double[][] VERTICES_OCTA = new double[][]
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{
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{ 0.5, 0.0, 0.5},
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{ 0.5, 0.0,-0.5},
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{-0.5, 0.0,-0.5},
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{-0.5, 0.0, 0.5},
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{ 0.0, SQ2/2, 0.0},
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{ 0.0,-SQ2/2, 0.0}
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};
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private static final int[][] VERT_INDEXES_OCTA = new int[][]
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{
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{3,0,4}, // counterclockwise!
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{0,1,4},
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{1,2,4},
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{2,3,4},
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{5,0,3},
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{5,1,0},
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{5,2,1},
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{5,3,2}
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.4330127f, -0.25f, 0.4330127f, -0.25f, 0.0f, 0.5f }
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};
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private static MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDiamond(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.DIAM, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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double[][] getVertices(int cubitType)
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{
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if( cubitType==0 ) return VERTICES_OCTA;
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if( cubitType==1 ) return VERTICES_TETRA;
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[][] getVertIndexes(int cubitType)
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{
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if( cubitType==0 ) return VERT_INDEXES_OCTA;
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if( cubitType==1 ) return VERT_INDEXES_TETRA;
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitTypes(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.65f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int numLayers)
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{
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if( numLayers<2 )
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{
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return null;
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}
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else
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{
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float[] cuts = new float[numLayers-1];
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float dist = SQ6*0.666f*DIST;
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float cut = 0.5f*dist*(2-numLayers);
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for(int i=0; i<numLayers-1; i++)
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{
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cuts[i] = cut;
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cut += dist;
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}
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return cuts;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumOctahedrons(int layers)
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{
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return layers==1 ? 1 : 4*(layers-1)*(layers-1) + 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumTetrahedrons(int layers)
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{
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return 4*layers*(layers-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createOctaPositions(float[][] centers, int index, int layers, float height)
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{
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float x = DIST*(layers-1);
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float z = DIST*(layers+1);
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for(int i=0; i<layers; i++, index++)
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{
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z -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-2; i++, index++)
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{
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x += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createTetraPositions(float[][] centers, int index, int layers, float height)
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{
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float x = DIST*(layers-1);
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float z = DIST*layers;
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for(int i=0; i<layers-1; i++, index++)
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{
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z -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x += DIST;
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z -= DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= DIST;
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z -= DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= DIST;
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z += DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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x += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int layers)
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{
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int numO = getNumOctahedrons(layers);
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int numT = getNumTetrahedrons(layers);
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int index = 0;
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float height = 0.0f;
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float[][] CENTERS = new float[numO+numT][3];
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index = createOctaPositions(CENTERS,index,layers,height);
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for(int i=layers-1; i>0; i--)
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{
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height += SQ2*DIST;
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index = createOctaPositions(CENTERS,index,i,+height);
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index = createOctaPositions(CENTERS,index,i,-height);
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}
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height = DIST*SQ2/2;
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for(int i=layers; i>1; i--)
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{
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index = createTetraPositions(CENTERS,index,i,+height);
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index = createTetraPositions(CENTERS,index,i,-height);
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height += SQ2*DIST;
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}
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceTetraBelongsTo(int tetra, int numLayers)
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{
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for(int i=numLayers-1; i>0; i--)
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{
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if( tetra < 8*i ) return mTetraToFaceMap[tetra/i];
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tetra -= 8*i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit, int numLayers, int numO)
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{
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if( cubit<numO ) return QUATS[0];
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switch( retFaceTetraBelongsTo(cubit-numO, numLayers) )
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{
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case 0: return QUATS[0]; // unit quat
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case 1: return new Static4D(0,-SQ2/2,0,SQ2/2); // 90 along Y
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case 2: return QUATS[1]; // 180 along Y
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case 3: return new Static4D(0,+SQ2/2,0,SQ2/2); // 90 along
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case 4: return new Static4D(0, 0,1, 0); // 180 along Z
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case 5: return new Static4D(SQ2/2, 0,SQ2/2,0); //
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case 6: return new Static4D( 1,0,0, 0); // 180 along X
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case 7: return new Static4D(-SQ2/2,0,SQ2/2,0); //
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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if( mMeshes==null )
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{
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[2];
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}
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MeshBase mesh;
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int numO = getNumOctahedrons(numLayers);
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if( cubit<numO )
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{
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if( mMeshes[0]==null )
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{
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,6,2,2} };
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int[] bandIndexes = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] corners = new float[][] { {0.04f,0.20f} };
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int[] cornerIndexes = new int[] { 0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndexes = new int[] { 0,0,0,0,0,0 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_OCTA,VERT_INDEXES_OCTA);
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mMeshes[0] = factory.createRoundedSolid(VERTICES_OCTA, VERT_INDEXES_OCTA,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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mesh = mMeshes[0].copy(true);
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448
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}
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else
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{
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if( mMeshes[1]==null )
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{
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,6,2,2} };
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454
|
int[] bandIndexes = new int[] { 0,0,0,0 };
|
455
|
float[][] corners = new float[][] { {0.08f,0.15f} };
|
456
|
int[] cornerIndexes = new int[] { 0,0,0,0 };
|
457
|
float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
|
458
|
int[] centerIndexes = new int[] { 0,0,0,0 };
|
459
|
|
460
|
FactoryCubit factory = FactoryCubit.getInstance();
|
461
|
|
462
|
factory.createNewFaceTransform(VERTICES_TETRA,VERT_INDEXES_TETRA);
|
463
|
mMeshes[1] = factory.createRoundedSolid(VERTICES_TETRA, VERT_INDEXES_TETRA,
|
464
|
bands, bandIndexes,
|
465
|
corners, cornerIndexes,
|
466
|
centers, centerIndexes,
|
467
|
getNumCubitFaces() );
|
468
|
}
|
469
|
mesh = mMeshes[1].copy(true);
|
470
|
}
|
471
|
|
472
|
Static4D sQ = getQuat(cubit,numLayers,numO);
|
473
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( sQ, new Static3D(0,0,0) );
|
474
|
mesh.apply(quat,0xffffffff,0);
|
475
|
|
476
|
return mesh;
|
477
|
}
|
478
|
|
479
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
480
|
|
481
|
int getFaceColor(int cubit, int cubitface, int size)
|
482
|
{
|
483
|
int numO = getNumOctahedrons(size);
|
484
|
|
485
|
if( cubit<numO )
|
486
|
{
|
487
|
int axis = 0;
|
488
|
int layer= 1;
|
489
|
|
490
|
switch(cubitface)
|
491
|
{
|
492
|
case 0: axis = 2; layer = 1; break;
|
493
|
case 1: axis = 0; layer = (1<<(size-1)); break;
|
494
|
case 2: axis = 3; layer = 1; break;
|
495
|
case 3: axis = 1; layer = (1<<(size-1)); break;
|
496
|
case 4: axis = 3; layer = (1<<(size-1)); break;
|
497
|
case 5: axis = 1; layer = 1; break;
|
498
|
case 6: axis = 2; layer = (1<<(size-1)); break;
|
499
|
case 7: axis = 0; layer = 1; break;
|
500
|
}
|
501
|
|
502
|
return CUBITS[cubit].mRotationRow[axis] == layer ? cubitface : NUM_TEXTURES;
|
503
|
}
|
504
|
else
|
505
|
{
|
506
|
return cubitface>0 ? NUM_TEXTURES : retFaceTetraBelongsTo(cubit-numO, size);
|
507
|
}
|
508
|
}
|
509
|
|
510
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511
|
|
512
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
513
|
{
|
514
|
float R = 0.06f;
|
515
|
float S = 0.07f;
|
516
|
|
517
|
FactorySticker factory = FactorySticker.getInstance();
|
518
|
factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], S, FACE_COLORS[face], R);
|
519
|
}
|
520
|
|
521
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522
|
|
523
|
float returnMultiplier()
|
524
|
{
|
525
|
return 1.5f;
|
526
|
}
|
527
|
|
528
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
529
|
|
530
|
float[] getRowChances(int numLayers)
|
531
|
{
|
532
|
float[] chances = new float[numLayers];
|
533
|
|
534
|
for(int i=0; i<numLayers; i++) chances[i] = ((float)(i+1))/numLayers;
|
535
|
|
536
|
return chances;
|
537
|
}
|
538
|
|
539
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
540
|
// PUBLIC API
|
541
|
|
542
|
public Static3D[] getRotationAxis()
|
543
|
{
|
544
|
return ROT_AXIS;
|
545
|
}
|
546
|
|
547
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
548
|
|
549
|
public int getBasicAngle()
|
550
|
{
|
551
|
return 3;
|
552
|
}
|
553
|
|
554
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
555
|
|
556
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
557
|
{
|
558
|
if( num==0 )
|
559
|
{
|
560
|
scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
|
561
|
}
|
562
|
else
|
563
|
{
|
564
|
int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
|
565
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
566
|
}
|
567
|
|
568
|
float rowFloat = rnd.nextFloat();
|
569
|
|
570
|
for(int row=0; row<mRowChances.length; row++)
|
571
|
{
|
572
|
if( rowFloat<=mRowChances[row] )
|
573
|
{
|
574
|
scramble[num][1] = row;
|
575
|
break;
|
576
|
}
|
577
|
}
|
578
|
|
579
|
switch( rnd.nextInt(2) )
|
580
|
{
|
581
|
case 0: scramble[num][2] = -1; break;
|
582
|
case 1: scramble[num][2] = 1; break;
|
583
|
}
|
584
|
}
|
585
|
|
586
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
587
|
// The Diamond is solved if and only if:
|
588
|
//
|
589
|
// 1) all octahedrons are rotated with the same quat
|
590
|
// 2) all tetrahedrons might be also optionally rotated by a 'face neutral' pair of quats
|
591
|
// (indexes of those are kept in the 'mFaceNeutralQuattIndex' table)
|
592
|
//
|
593
|
// Note: this works for any size, because even if layers>3 - and then there are 'face-internal'
|
594
|
// octahedrons which, it would seem, can be rotated by those 'face neutral' pairs of quats - but
|
595
|
// in reality no, because if they were, the octahedrons would then not fit in the lattice...
|
596
|
|
597
|
public boolean isSolved()
|
598
|
{
|
599
|
int q = CUBITS[0].mQuatIndex;
|
600
|
int layers = getNumLayers();
|
601
|
int numO = getNumOctahedrons(layers);
|
602
|
|
603
|
for(int i=1; i<numO; i++)
|
604
|
{
|
605
|
if( CUBITS[i].mQuatIndex != q ) return false;
|
606
|
}
|
607
|
|
608
|
int qI, q1Index, q2Index, face;
|
609
|
|
610
|
for(int i=numO; i<NUM_CUBITS; i++)
|
611
|
{
|
612
|
face = retFaceTetraBelongsTo(i-numO,layers);
|
613
|
q1Index = mFaceNeutralQuatIndex[face][0];
|
614
|
q2Index = mFaceNeutralQuatIndex[face][1];
|
615
|
qI = CUBITS[i].mQuatIndex;
|
616
|
|
617
|
if( qI != q && qI != mulQuat(q,q1Index) && qI != mulQuat(q,q2Index) ) return false;
|
618
|
}
|
619
|
|
620
|
return true;
|
621
|
}
|
622
|
|
623
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
624
|
// only needed for solvers - there are no Diamond solvers ATM
|
625
|
|
626
|
public String retObjectString()
|
627
|
{
|
628
|
return "";
|
629
|
}
|
630
|
|
631
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
632
|
|
633
|
public int getObjectName(int numLayers)
|
634
|
{
|
635
|
switch(numLayers)
|
636
|
{
|
637
|
case 2: return R.string.diam2;
|
638
|
case 3: return R.string.diam3;
|
639
|
}
|
640
|
|
641
|
return 0;
|
642
|
}
|
643
|
|
644
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
645
|
|
646
|
public int getInventor(int numLayers)
|
647
|
{
|
648
|
switch(numLayers)
|
649
|
{
|
650
|
case 2: return R.string.diam2_inventor;
|
651
|
case 3: return R.string.diam3_inventor;
|
652
|
}
|
653
|
|
654
|
return 0;
|
655
|
}
|
656
|
|
657
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
658
|
|
659
|
public int getComplexity(int numLayers)
|
660
|
{
|
661
|
switch(numLayers)
|
662
|
{
|
663
|
case 2: return 5;
|
664
|
case 3: return 7;
|
665
|
}
|
666
|
|
667
|
return 0;
|
668
|
}
|
669
|
}
|