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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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.bandaged;
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import org.distorted.library.main.DistortedNode;
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import org.distorted.library.main.DistortedScreen;
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import org.distorted.library.mesh.MeshBase;
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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.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class BandagedObject
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{
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private final DistortedScreen mScreen;
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private final float[][] mFaceAxis;
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private BandagedCubit[] mCubits;
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final int[] mSize;
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final float mDist2D;
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int mMax;
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int mNumCubits;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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BandagedObject(DistortedScreen screen)
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{
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mScreen = screen;
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mSize = new int[3];
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mDist2D = getDist2D();
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Static3D[] axis = getFaceAxis();
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int numAxis = axis.length;
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mFaceAxis = new float[numAxis][];
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for(int i=0; i<numAxis; i++) mFaceAxis[i] = new float[] { axis[i].get0(), axis[i].get1(), axis[1].get2() };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract float getDist2D();
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abstract float[] getDist3D();
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abstract int[] getColors();
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abstract Static3D[] getFaceAxis();
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abstract float[][][] getPositions();
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abstract boolean isAdjacent(float dx, float dy, float dz);
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abstract int computeProjectionAngle();
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abstract boolean tryChangeObject(int x, int y, int z);
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abstract boolean isInsideFace(int face, float[] p);
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abstract TwistyObject createObject(int mode, float scale );
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abstract MeshBase createMesh(int variant, float[] pos, boolean round);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createCubits(Static4D quatT, Static4D quatA, Static3D scale)
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{
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mCubits = new BandagedCubit[mNumCubits];
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float[][][] pos = getPositions();
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int c=0,numVariants = pos.length;
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for(int v=0; v<numVariants; v++)
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{
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int numCubits = pos[v].length;
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for(int vi=0; vi<numCubits; vi++)
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mCubits[c++] = new BandagedCubit(this,pos[v][vi],v,quatT,quatA,scale,false);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeMapsIndex(float[] faceAx)
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{
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int min=-1, numAxis = mFaceAxis.length;
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float error = Float.MAX_VALUE;
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float x = faceAx[0];
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float y = faceAx[1];
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float z = faceAx[2];
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for(int i=0; i<numAxis; i++)
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{
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float[] ax = mFaceAxis[i];
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float dx = x-ax[0];
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float dy = y-ax[1];
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float dz = z-ax[2];
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float diff = dx*dx + dy*dy + dz*dz;
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if( error>diff )
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{
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error = diff;
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min = i;
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}
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}
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return min;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void resetObject(float scale)
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{
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for(int c=0; c<mNumCubits; c++)
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{
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if( !mCubits[c].isAttached() )
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{
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mCubits[c].attach();
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mScreen.attach(mCubits[c].getNode());
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}
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if( mCubits[c].getPosition().length>3 )
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{
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mCubits[c].reset(scale);
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}
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mCubits[c].setUnmarked();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getMaxSize()
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{
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return mMax;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions()
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{
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int numAttached = 0;
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for(int i=0; i<mNumCubits; i++)
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if( mCubits[i].isAttached() ) numAttached++;
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float[][] pos = new float[numAttached][];
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int attached=0;
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for(int i=0; i<mNumCubits; i++)
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if( mCubits[i].isAttached() )
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{
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pos[attached++] = mCubits[i].getPosition();
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}
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return pos;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void tryConnectingCubits(int index1, int index2, float scale)
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{
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if( index1!=index2 )
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{
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float[] pos1 = mCubits[index1].getPosition();
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float[] pos2 = mCubits[index2].getPosition();
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if( isAdjacent(pos1,pos2) )
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{
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mCubits[index2].join(pos1,scale);
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mCubits[index1].detach();
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mScreen.detach(mCubits[index1].getNode());
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void attachCubits(float scale)
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{
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for(int i=0; i<mNumCubits; i++)
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{
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mCubits[i].scaleMove(scale);
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DistortedNode node = mCubits[i].getNode();
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mScreen.attach(node);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void attachAndMarkCubits(float scale, int touched)
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{
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for(int i=0; i<mNumCubits; i++)
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{
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if( mCubits[i].isAttached() )
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{
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mCubits[i].scaleMove(scale);
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if( touched==i ) mCubits[i].setMarked();
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else mCubits[i].setUnmarked();
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DistortedNode node = mCubits[i].getNode();
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mScreen.attach(node);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void scaleCubits(float scale)
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{
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for(int i=0; i<mNumCubits; i++) mCubits[i].scaleMove(scale);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void recreateCubits(Static4D quatT, Static4D quatA, Static3D scale)
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{
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if( mCubits==null )
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{
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createCubits(quatT,quatA,scale);
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}
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else
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{
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for(int i=0; i<mNumCubits; i++) mCubits[i].recreateBitmap();
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void touchCubit(int index)
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{
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if( index>=0 && index<mNumCubits && mCubits[index]!=null ) mCubits[index].setMarked();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void untouchCubit(int index)
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{
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if( index>=0 && index<mNumCubits && mCubits[index]!=null ) mCubits[index].setUnmarked();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int whichCubitTouched(float[] point3D)
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{
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float x = point3D[0]*mMax;
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float y = point3D[1]*mMax;
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float z = point3D[2]*mMax;
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int minIndex = -1;
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float minDist = Float.MAX_VALUE;
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for(int c=0; c<mNumCubits; c++)
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if( mCubits[c].isAttached() )
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{
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float[] pos = mCubits[c].getPosition();
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int len = pos.length/3;
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for(int p=0; p<len; p++)
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{
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float dx = pos[3*p ]-x;
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float dy = pos[3*p+1]-y;
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float dz = pos[3*p+2]-z;
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float dist = dx*dx + dy*dy + dz*dz;
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if( dist<minDist )
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{
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minDist = dist;
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minIndex = c;
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}
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}
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}
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return minIndex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isAdjacent(float[] pos1, float[] pos2)
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{
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int len1 = pos1.length/3;
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int len2 = pos2.length/3;
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for(int i=0; i<len1; i++)
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for(int j=0; j<len2; j++)
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{
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float dx = pos1[3*i ] - pos2[3*j ];
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float dy = pos1[3*i+1] - pos2[3*j+1];
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float dz = pos1[3*i+2] - pos2[3*j+2];
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if( isAdjacent(dx,dy,dz) ) return true;
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}
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return false;
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}
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}
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