Revision 8655f3fe
Added by Leszek Koltunski about 4 years ago
| src/main/java/org/distorted/objects/TwistySkewb.java | ||
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import android.content.res.Resources; |
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import org.distorted.helpers.FactoryCubit; |
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import org.distorted.helpers.ObjectShape; |
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import org.distorted.helpers.ObjectSticker; |
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import org.distorted.library.effect.MatrixEffectQuaternion; |
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import org.distorted.library.main.DistortedEffects; |
| ... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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MeshBase createCubitMesh(int cubit, int numLayers)
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ObjectShape getObjectShape(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[3]; |
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} |
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MeshBase mesh; |
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int variant = getCubitVariant(cubit,numLayers); |
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int numCorners = getNumCorners(); |
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int numEdges = getNumEdges(numLayers); |
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if( cubit<numCorners ) |
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if( variant==0 ) |
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{
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if( mMeshes[0]==null ) |
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{
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float[][] bands= new float[][] |
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int N = numLayers==2 ? 7:5; |
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int E1= numLayers==2 ? 3:2; |
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int E2= numLayers==2 ? 5:3; |
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float[][] bands= new float[][] |
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{
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{0.028f,35,0.16f,0.7f,7,3,3},
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{0.000f, 0,1.00f,0.0f,3,1,5}
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{0.028f,35,0.16f,0.7f,N,E1,E1},
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{0.000f, 0,1.00f,0.0f,3, 1,E2}
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}; |
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int[] bandIndexes = new int[] { 0,0,0,1,1,1 };
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float[][] corners = new float[][] { {0.08f,0.15f}, {0.08f,0.20f} };
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int[] cornerIndexes = new int[] { 1,1,1,0,0 };
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float[][] centers = new float[][] { {-0.25f, -0.25f, -0.25f} };
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int[] centerIndexes = new int[] { 0,0,0,-1,0 };
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FactoryCubit factory = FactoryCubit.getInstance(); |
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factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER); |
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mMeshes[0] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER, |
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bands, bandIndexes, |
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corners, cornerIndexes, |
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centers, centerIndexes, |
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getNumCubitFaces(), null ); |
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} |
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mesh = mMeshes[0].copy(true); |
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int[] bandIndices = new int[] { 0,0,0,1,1,1 };
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float[][] corners = new float[][] { {0.08f,0.15f}, {0.08f,0.20f} };
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int[] cornerIndices = new int[] { 1,1,1,0,0 };
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float[][] centers = new float[][] { {-0.25f, -0.25f, -0.25f} };
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int[] centerIndices = new int[] { 0,0,0,-1,0 };
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return new ObjectShape(VERTICES_CORNER,VERT_INDEXES_CORNER,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null); |
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} |
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else if( cubit<numCorners+numEdges )
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else if( variant==1 )
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{
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if( mMeshes[1]==null )
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{
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float[][] bands= new float[][]
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int N = numLayers==2 ? 7:5;
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int E = numLayers==2 ? 5:2;
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float[][] bands= new float[][] |
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{
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{0.035f,30,0.16f,0.8f,7,2,5},
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{0.035f,30,0.16f,0.8f,N,2,E},
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{0.020f,45,0.16f,0.2f,3,1,2}
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}; |
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int[] bandIndexes = new int[] { 0,0,1,1 };
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float[][] corners = new float[][] { {0.07f,0.20f}, {0.02f,0.30f} };
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int[] cornerIndexes = new int[] { 0,0,1,1 };
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float[][] centers = new float[][] { {0.0f, -0.25f, -0.25f} };
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int[] centerIndexes = new int[] { 0,0,0,0 };
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FactoryCubit factory = FactoryCubit.getInstance(); |
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factory.createNewFaceTransform(VERTICES_EDGE,VERT_INDEXES_EDGE); |
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mMeshes[1] = factory.createRoundedSolid(VERTICES_EDGE, VERT_INDEXES_EDGE, |
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bands, bandIndexes, |
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corners, cornerIndexes, |
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centers, centerIndexes, |
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getNumCubitFaces(), null ); |
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} |
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mesh = mMeshes[1].copy(true); |
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int[] bandIndices = new int[] { 0,0,1,1 };
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float[][] corners = new float[][] { {0.07f,0.20f}, {0.02f,0.30f} };
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int[] cornerIndices = new int[] { 0,0,1,1 };
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float[][] centers = new float[][] { {0.0f, -0.25f, -0.25f} };
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int[] centerIndices = new int[] { 0,0,0,0 };
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return new ObjectShape(VERTICES_EDGE,VERT_INDEXES_EDGE,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null); |
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} |
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else |
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{
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if( mMeshes[2]==null )
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{
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float[][] bands= new float[][]
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int N = numLayers==2 ? 7:6;
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int E = numLayers==2 ? 3:1;
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float[][] bands= new float[][] |
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{
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{0.051f,35,SQ2/8,0.9f, 7,3,3},
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{0.051f,35,SQ2/8,0.9f, N,E,E},
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{0.000f, 0, 1,0.0f, 3,0,0}
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}; |
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int[] bandIndexes = new int[] { 0,1,1,1,1 };
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float[][] corners = new float[][] { {0.06f,0.10f} };
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int[] cornerIndexes = new int[] { 0,0,0,0,0 };
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float[][] centers = new float[][] { {0,0,-0.2f} };
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int[] centerIndexes = new int[] { 0,0,0,0,-1 };
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FactoryCubit factory = FactoryCubit.getInstance(); |
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factory.createNewFaceTransform(VERTICES_FACE,VERT_INDEXES_FACE); |
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mMeshes[2] = factory.createRoundedSolid(VERTICES_FACE, VERT_INDEXES_FACE, |
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bands, bandIndexes, |
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corners, cornerIndexes, |
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centers, centerIndexes, |
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getNumCubitFaces(), null ); |
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} |
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mesh = mMeshes[2].copy(true); |
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int[] bandIndices = new int[] { 0,1,1,1,1 };
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float[][] corners = new float[][] { {0.06f,0.10f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0 };
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float[][] centers = new float[][] { {0,0,-0.2f} };
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int[] centerIndices = new int[] { 0,0,0,0,-1 };
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return new ObjectShape(VERTICES_FACE,VERT_INDEXES_FACE,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int getNumCubitVariants(int numLayers) |
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{
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return 3; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getCubitVariant(int cubit, int numLayers) |
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{
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int numCorners = getNumCorners(); |
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if( cubit<numCorners ) return 0; |
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int numEdges = getNumEdges(numLayers); |
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return cubit<numCorners+numEdges ? 1:2; |
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} |
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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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int variant = getCubitVariant(cubit,numLayers); |
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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[getNumCubitVariants(numLayers)]; |
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} |
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if( mMeshes[variant]==null ) |
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{
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ObjectShape shape = getObjectShape(cubit,numLayers); |
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FactoryCubit factory = FactoryCubit.getInstance(); |
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factory.createNewFaceTransform(shape); |
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mMeshes[variant] = factory.createRoundedSolid(shape); |
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} |
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MeshBase mesh = mMeshes[variant].copy(true); |
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) ); |
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mesh.apply(quat,0xffffffff,0); |
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Also available in: Unified diff
Convert Skewb to the new scheme. New smaller mesh for the Master Skewb.