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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.MatrixEffect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.effect.VertexEffectSink;
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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.MeshJoined;
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import org.distorted.library.mesh.MeshRectangles;
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import org.distorted.library.mesh.MeshTriangles;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikPyraminx extends RubikObject
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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private static final float SQ3 = (float)Math.sqrt(3);
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static final Static3D[] AXIS = new Static3D[]
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{
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new Static3D( 0, 1, 0 ),
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new Static3D( 0, -1.0f/3, 2*SQ2/3 ),
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new Static3D(-SQ2*SQ3/3, -1.0f/3, -SQ2/3 ),
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new Static3D( SQ2*SQ3/3, -1.0f/3, -SQ2/3 )
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};
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private static final int[] FACE_COLORS = new int[]
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{
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0xff00ff00, 0xffffff00, // AXIS[0]right (GREEN ) AXIS[1]right (YELLOW )
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0xff0000ff, 0xffff0000 // AXIS[2]right (BLUE ) AXIS[3]right (RED )
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};
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// computed with res/raw/compute_quats.c
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private static final float[] LEGALQUATS = new float[]
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{
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0.0f, 1.0f, -1.0f, 0.5f, -0.5f, SQ2/2, -SQ2/2, SQ3/2, -SQ3/2,
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SQ3/3, -SQ3/3, SQ3/6, -SQ3/6, SQ2*SQ3/3, -SQ2*SQ3/3, SQ2*SQ3/6, -SQ2*SQ3/6
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};
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private int[] mRotArray;
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private static MatrixEffectRotate[][] ROTATION;
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static
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{
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Static3D center = new Static3D(0,0,0);
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Static1D angle = new Static1D(180.0f);
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ROTATION = new MatrixEffectRotate[AXIS.length][1];
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for(int i=0; i<AXIS.length; i++)
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{
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ROTATION[i][0] = new MatrixEffectRotate( angle, AXIS[i], center);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikPyraminx(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects, int[][] moves)
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{
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super(size, 30, quatCur,quatAcc,texture,mesh,effects,moves, RubikObjectList.PYRA);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void emitRow(float x, float y, float z, float dx, float dy, float dz, int n, int rot, Static3D[] array, int index)
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{
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for(int i=0; i<n; i++)
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{
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mRotArray[i+index] = rot;
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array[i+index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
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x += dx;
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y += dy;
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z += dz;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int emitLowermost(float x, float y, float z, int n, Static3D[] array)
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{
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int added = 0;
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emitRow( x +0.5f, y+SQ3*SQ2/9, z+ SQ3/18, 1.0f, 0, 0, n-1, 1, array, added);
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added += (n-1);
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emitRow( x +1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, 0.5f, 0, SQ3/2, n-1, 3, array, added);
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added += (n-1);
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emitRow( x+n-1-1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, -0.5f, 0, SQ3/2, n-1, 2, array, added);
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added += (n-1);
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for(int i=n; i>=1; i--)
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{
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emitRow(x , y, z , 1,0,0, i , -1, array, added);
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added += i;
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emitRow(x+0.5f, y, z+SQ3/6, 1,0,0, i-1, 0, array, added);
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added += (i-1);
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x += 0.5f;
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y += 0.0f;
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z += SQ3/2;
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}
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return added;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int emitUpper(float x, float y, float z, int n, Static3D[] array, int index)
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{
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if( n>1 )
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{
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emitRow( x , y , z , 1.0f, 0, 0, n-1, -1, array, index);
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index += (n-1);
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emitRow( x+0.5f , y+SQ3*SQ2/9, z+SQ3/18 , 1.0f, 0, 0, n-1, 1, array, index);
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index += (n-1);
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emitRow( x+0.5f , y , z+SQ3/2 , 0.5f, 0, SQ3/2, n-1, -1, array, index);
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index += (n-1);
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emitRow( x +1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, 0.5f, 0, SQ3/2, n-1, 3, array, index);
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index += (n-1);
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emitRow( x+n-1 , y , z , -0.5f, 0, SQ3/2, n-1, -1, array, index);
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index += (n-1);
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emitRow( x+n-1-1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, -0.5f, 0, SQ3/2, n-1, 2, array, index);
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index += (n-1);
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}
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else
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{
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mRotArray[index] = -1;
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array[index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
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index++;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// size^2 + 3*(size-1) in the lowermost layer, then 6*(size-2) in the next, 6*(size-3) in the next,
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// ... 6 in the forelast, 1 in the last = 4size^2 - 6size +4 (if size>1)
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Static3D[] getCubitPositions(int size)
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{
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int numCubits = size>1 ? 4*size*size - 6*size +4 : 1;
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Static3D[] tmp = new Static3D[numCubits];
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mRotArray = new int[numCubits];
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int currentIndex = emitLowermost( -0.5f*size, -(SQ2*SQ3/12)*size, -(SQ3/6)*size, size, tmp);
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for(int i=size-1; i>=1; i--)
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{
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currentIndex = emitUpper( -0.5f*i, ((SQ2*SQ3)/12)*(3*size-4*i), -(SQ3/6)*i, i, tmp, currentIndex);
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}
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return tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getLegalQuats()
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{
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return LEGALQUATS;
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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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float getScreenRatio()
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{
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return 0.82f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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VertexEffectSink getSink(int size)
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{
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Static3D center = new Static3D(0,0,0);
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Static4D region = new Static4D(0,0,0,0.6f);
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return new VertexEffectSink( new Static1D(1.3f), center, region );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int vertices)
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{
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final float angleFaces = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron
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final int MESHES=4;
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MeshBase[] meshes = new MeshTriangles[MESHES];
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for(int i=0; i<MESHES; i++) meshes[i] = new MeshTriangles(5);
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MatrixEffect[] effects0 = new MatrixEffect[3];
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effects0[0] = new MatrixEffectScale( new Static3D(1,SQ3/2,1) );
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effects0[1] = new MatrixEffectRotate( new Static1D(90), new Static3D(1,0,0), new Static3D(0,0,0) );
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effects0[2] = new MatrixEffectMove( new Static3D(0,-SQ3*SQ2/12,SQ3/12) );
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meshes[0].apply(effects0);
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Static1D angle = new Static1D(angleFaces);
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Static3D axis = new Static3D(-1,0,0);
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Static3D center= new Static3D(0,-SQ3*SQ2/12,-SQ3/6);
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MatrixEffect[] effects1 = new MatrixEffect[5];
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effects1[0] = effects0[0];
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effects1[1] = effects0[1];
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effects1[2] = effects0[2];
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effects1[3] = new MatrixEffectRotate( new Static1D(180), new Static3D(0,0,1), center );
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effects1[4] = new MatrixEffectRotate( angle, axis, center );
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meshes[1].apply(effects1);
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axis.set(0.5f,0,-SQ3/2);
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center.set2(SQ3/3);
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meshes[2].apply(effects1);
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axis.set2(SQ3/2);
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meshes[3].apply(effects1);
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MeshJoined result = new MeshJoined(meshes);
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if( mRotArray[cubit]>=0 )
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{
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result.apply( ROTATION[mRotArray[cubit]] );
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}
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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float STROKE = 0.06f*side;
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float OFF = STROKE/2 -1;
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float OFF2 = 0.5f*side + OFF;
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float HEIGHT = side - OFF;
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float RADIUS = side/12.0f;
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float ARC1_H = 0.2f*side;
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float ARC1_W = side*0.5f;
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float ARC2_W = 0.153f*side;
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float ARC2_H = 0.905f*side;
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float ARC3_W = side-ARC2_W;
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paint.setAntiAlias(true);
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paint.setStrokeWidth(STROKE);
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paint.setColor(FACE_COLORS[face]);
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paint.setStyle(Paint.Style.FILL);
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canvas.drawRect(left,top,left+side,top+side,paint);
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paint.setColor(0xff000000);
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paint.setStyle(Paint.Style.STROKE);
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canvas.drawLine( left, HEIGHT, side +left, HEIGHT, paint);
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canvas.drawLine( OFF +left, side , OFF2 +left, 0, paint);
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canvas.drawLine((side-OFF)+left, side , (side-OFF2) +left, 0, paint);
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canvas.drawArc( ARC1_W-RADIUS+left, ARC1_H-RADIUS, ARC1_W+RADIUS+left, ARC1_H+RADIUS, 225, 90, false, paint);
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canvas.drawArc( ARC2_W-RADIUS+left, ARC2_H-RADIUS, ARC2_W+RADIUS+left, ARC2_H+RADIUS, 105, 90, false, paint);
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canvas.drawArc( ARC3_W-RADIUS+left, ARC2_H-RADIUS, ARC3_W+RADIUS+left, ARC2_H+RADIUS, 345, 90, false, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnMultiplier()
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{
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return getSize()/(SQ3/2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getRowChances()
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{
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int size = getSize();
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int total = size*(size+1)/2;
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float running=0.0f;
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float[] chances = new float[size];
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for(int i=0; i<size; i++)
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{
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running += (size-i);
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chances[i] = running / total;
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}
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(float offset)
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{
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int size = getSize();
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int row = (int)(size*offset/(SQ3/2));
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return ((float)size)/(size-row);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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public String retObjectString()
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{
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return "";
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}
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}
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