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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 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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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 TwistyRex extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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public static final float REX_D = 0.2f;
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// the four rotation axis of a RubikRex. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a RubikRex
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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( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
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};
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private static final int[][] mFaceMap =
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{
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 6, 18,18,18,18,18 },
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{ 7, 18,18,18,18,18 },
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{ 8, 18,18,18,18,18 },
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{ 9, 18,18,18,18,18 },
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{ 10, 18,18,18,18,18 },
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{ 11, 18,18,18,18,18 },
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{ 16,14, 18,18,18,18 },
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{ 16,12, 18,18,18,18 },
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{ 16,15, 18,18,18,18 },
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{ 16,13, 18,18,18,18 },
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{ 12,14, 18,18,18,18 },
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{ 15,12, 18,18,18,18 },
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{ 15,13, 18,18,18,18 },
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{ 13,14, 18,18,18,18 },
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{ 14,17, 18,18,18,18 },
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{ 12,17, 18,18,18,18 },
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{ 17,15, 18,18,18,18 },
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{ 13,17, 18,18,18,18 },
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};
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private static final ObjectSticker[] mStickers;
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.5f, 0.1428f, -0.1428f, 0.5f, 0.35f, -0.35f },
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{ -0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f },
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{ -0.525f, 0.105f, 0.525f, 0.105f, 0.000f, -0.210f }
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};
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private static final int NUM_STICKERS = STICKERS.length;
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static
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{
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mStickers = new ObjectSticker[NUM_STICKERS];
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final float F = (float)(Math.PI/20);
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final float R1= 0.02f;
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final float R2= 0.09f;
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final float R3= 0.06f;
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final float[][] angles = { { -F/2,F,F },null,{ F/10,-F,-F } };
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final float[][] radii = { {R1,R1,R1},{R2,R2,R2,R2},{0,0,R3} };
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final float[] strokes = { 0.06f, 0.07f, 0.05f };
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for(int s=0; s<NUM_STICKERS; s++)
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{
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mStickers[s] = new ObjectSticker(STICKERS[s],angles[s],radii[s],strokes[s]);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRex(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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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.REX, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.5f;
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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 NUM_STICKERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int numLayers)
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{
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float C = SQ3*0.15f; // bit less than 1/6 of the length of the main diagonal
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float[] cut = new float[] {-C,+C};
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return new float[][] { cut,cut,cut,cut };
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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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float[][] getCubitPositions(int numLayers)
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{
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final float DIST1= 0.50f;
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final float DIST2= (1+2*REX_D)/6;
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final float DIST3= 0.51f;
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final float[][] CENTERS = new float[24+6+12][];
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CENTERS[ 0] = new float[] { +DIST3, +DIST2, +DIST2};
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CENTERS[ 1] = new float[] { +DIST3, +DIST2, -DIST2};
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CENTERS[ 2] = new float[] { +DIST3, -DIST2, -DIST2};
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CENTERS[ 3] = new float[] { +DIST3, -DIST2, +DIST2};
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CENTERS[ 4] = new float[] { -DIST3, +DIST2, +DIST2};
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CENTERS[ 5] = new float[] { -DIST3, +DIST2, -DIST2};
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CENTERS[ 6] = new float[] { -DIST3, -DIST2, -DIST2};
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CENTERS[ 7] = new float[] { -DIST3, -DIST2, +DIST2};
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CENTERS[ 8] = new float[] { +DIST2, +DIST3, +DIST2};
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CENTERS[ 9] = new float[] { +DIST2, +DIST3, -DIST2};
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CENTERS[10] = new float[] { -DIST2, +DIST3, -DIST2};
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CENTERS[11] = new float[] { -DIST2, +DIST3, +DIST2};
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CENTERS[12] = new float[] { +DIST2, -DIST3, +DIST2};
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CENTERS[13] = new float[] { +DIST2, -DIST3, -DIST2};
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CENTERS[14] = new float[] { -DIST2, -DIST3, -DIST2};
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CENTERS[15] = new float[] { -DIST2, -DIST3, +DIST2};
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CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST3};
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CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST3};
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CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST3};
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CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST3};
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CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST3};
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CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST3};
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CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST3};
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CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST3};
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CENTERS[24] = new float[] { +DIST3, +0.00f, +0.00f};
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CENTERS[25] = new float[] { -DIST3, +0.00f, +0.00f};
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CENTERS[26] = new float[] { +0.00f, +DIST3, +0.00f};
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CENTERS[27] = new float[] { +0.00f, -DIST3, +0.00f};
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CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST3};
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CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST3};
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CENTERS[30] = new float[] { +0.00f, +DIST1, +DIST1};
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CENTERS[31] = new float[] { +DIST1, +0.00f, +DIST1};
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CENTERS[32] = new float[] { +0.00f, -DIST1, +DIST1};
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CENTERS[33] = new float[] { -DIST1, +0.00f, +DIST1};
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CENTERS[34] = new float[] { +DIST1, +DIST1, +0.00f};
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CENTERS[35] = new float[] { +DIST1, -DIST1, +0.00f};
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CENTERS[36] = new float[] { -DIST1, -DIST1, +0.00f};
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CENTERS[37] = new float[] { -DIST1, +DIST1, +0.00f};
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CENTERS[38] = new float[] { +0.00f, +DIST1, -DIST1};
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CENTERS[39] = new float[] { +DIST1, +0.00f, -DIST1};
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CENTERS[40] = new float[] { +0.00f, -DIST1, -DIST1};
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CENTERS[41] = new float[] { -DIST1, +0.00f, -DIST1};
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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if( variant==0 )
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{
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float G = (1-REX_D)*SQ2/2;
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double[][] vertices =
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{
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{ -0.033333f, 0.23333f, 0.0f },
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{ -0.233333f, 0.03333f, 0.0f },
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{ +0.216666f,-0.23666f, 0.0f },
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{ +0.236666f,-0.21666f, 0.0f }
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};
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int[][] vertIndexes = { {0,1,2,3},{3,2,1,0} };
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float[][] centers= new float[][] { {0.0f,0.0f,-G/3} };
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float[][] corners= new float[][] { {0.03f,0.10f} };
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int[] indices= {-1,-1,0,0};
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int[] bandIndices= new int[] { 0,1 };
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float[][] bands =
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{
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{+0.016f,10,G/3,0.5f,5,1,1},
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{+0.230f,45,G/3,0.0f,2,0,0}
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};
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return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,indices,centers,indices,getNumCubitFaces(), null);
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}
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else if( variant==1 )
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{
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double[][] vertices =
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{
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{ -REX_D, 0.0f, 0.0f },
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{ 0.0f, -REX_D, 0.0f },
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{ +REX_D, 0.0f, 0.0f },
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{ 0.0f, +REX_D, 0.0f }
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};
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int[][] vertIndexes= { {0,1,2,3},{3,2,1,0} };
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int[] indices= {-1,-1,-1,-1};
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int[] bandIndices= new int[] { 0,1 };
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float[][] bands =
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{
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{0.025f,10,REX_D/2,0.5f,5,0,0},
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{0.000f,45,REX_D/2,0.0f,2,0,0}
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};
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return new ObjectShape(vertices,vertIndexes,bands,bandIndices,null,indices,null,indices,getNumCubitFaces(), null);
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}
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else
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{
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float E = 0.5f - REX_D;
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float F = 0.5f;
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float G = (float)Math.sqrt(E*E+F*F);
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double[][] vertices =
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{
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{ -F, 0, 0 },
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{ 0,-E, 0 },
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{ +F, 0, 0 },
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{ 0, 0,-E },
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};
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int[][] vertIndexes = { {0,1,2}, {0,2,3}, {0,3,1}, {1,3,2} };
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float[][] centers= new float[][] { {0.0f,-0.5f,-0.5f} };
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float[][] corners= new float[][] { {0.06f,0.10f} };
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int[] indices= {0,-1,0,-1};
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int[] bandIndices= new int[] { 0,0,1,1 };
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float[][] bands =
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{
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{0.03f,27,F/3,0.8f,5,2,3},
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{0.01f,45,G/3,0.2f,3,1,2}
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};
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return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,indices,centers,indices,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit, int numLayers)
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{
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switch(cubit)
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{
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case 0: return new Static4D(+SQ2/2, 0,+SQ2/2, 0);
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case 1: return QUATS[5];
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case 2: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 3: return QUATS[8];
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case 4: return QUATS[6];
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case 5: return new Static4D(-SQ2/2, 0,+SQ2/2, 0);
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case 6: return QUATS[11];
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case 7: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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372
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case 8: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
|
373
|
case 9: return QUATS[10];
|
374
|
case 10: return new Static4D( 0,+SQ2/2,+SQ2/2, 0);
|
375
|
case 11: return QUATS[4];
|
376
|
case 12: return QUATS[9];
|
377
|
case 13: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
|
378
|
case 14: return QUATS[7];
|
379
|
case 15: return new Static4D( 0,-SQ2/2,+SQ2/2, 0);
|
380
|
case 16: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
|
381
|
case 17: return QUATS[0];
|
382
|
case 18: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
|
383
|
case 19: return QUATS[3];
|
384
|
case 20: return QUATS[1];
|
385
|
case 21: return new Static4D(+SQ2/2,-SQ2/2, 0, 0);
|
386
|
case 22: return QUATS[2];
|
387
|
case 23: return new Static4D(+SQ2/2,+SQ2/2, 0, 0);
|
388
|
|
389
|
case 24: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
|
390
|
case 25: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
|
391
|
case 26: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
|
392
|
case 27: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
|
393
|
case 28: return QUATS[0];
|
394
|
case 29: return QUATS[1];
|
395
|
|
396
|
case 30: return QUATS[0];
|
397
|
case 31: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
|
398
|
case 32: return QUATS[3];
|
399
|
case 33: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
|
400
|
case 34: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
|
401
|
case 35: return QUATS[7];
|
402
|
case 36: return QUATS[9];
|
403
|
case 37: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
|
404
|
case 38: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
|
405
|
case 39: return QUATS[8];
|
406
|
case 40: return QUATS[1];
|
407
|
case 41: return QUATS[6];
|
408
|
}
|
409
|
|
410
|
return QUATS[0];
|
411
|
}
|
412
|
|
413
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
414
|
|
415
|
private int getNumCubitVariants(int numLayers)
|
416
|
{
|
417
|
return 3;
|
418
|
}
|
419
|
|
420
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
421
|
|
422
|
int getCubitVariant(int cubit, int numLayers)
|
423
|
{
|
424
|
return cubit<24 ? 0 : (cubit<30?1:2);
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
|
429
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
430
|
{
|
431
|
int variant = getCubitVariant(cubit,numLayers);
|
432
|
|
433
|
if( mMeshes==null )
|
434
|
{
|
435
|
FactoryCubit factory = FactoryCubit.getInstance();
|
436
|
factory.clear();
|
437
|
mMeshes = new MeshBase[getNumCubitVariants(numLayers)];
|
438
|
}
|
439
|
|
440
|
if( mMeshes[variant]==null )
|
441
|
{
|
442
|
ObjectShape shape = getObjectShape(cubit,numLayers);
|
443
|
FactoryCubit factory = FactoryCubit.getInstance();
|
444
|
factory.createNewFaceTransform(shape);
|
445
|
mMeshes[variant] = factory.createRoundedSolid(shape);
|
446
|
}
|
447
|
|
448
|
MeshBase mesh = mMeshes[variant].copy(true);
|
449
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) );
|
450
|
mesh.apply(quat,0xffffffff,0);
|
451
|
|
452
|
return mesh;
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
|
457
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
458
|
{
|
459
|
return mFaceMap[cubit][cubitface];
|
460
|
}
|
461
|
|
462
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
463
|
|
464
|
int getColor(int face)
|
465
|
{
|
466
|
return FACE_COLORS[face];
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
|
471
|
ObjectSticker retSticker(int face)
|
472
|
{
|
473
|
return mStickers[face/NUM_FACES];
|
474
|
}
|
475
|
|
476
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
477
|
|
478
|
float returnMultiplier()
|
479
|
{
|
480
|
return 2.0f;
|
481
|
}
|
482
|
|
483
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
484
|
// PUBLIC API
|
485
|
|
486
|
public Static3D[] getRotationAxis()
|
487
|
{
|
488
|
return ROT_AXIS;
|
489
|
}
|
490
|
|
491
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
492
|
|
493
|
public int[] getBasicAngle()
|
494
|
{
|
495
|
return BASIC_ANGLE;
|
496
|
}
|
497
|
|
498
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
499
|
|
500
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
|
501
|
{
|
502
|
if( curr==0 )
|
503
|
{
|
504
|
scramble[curr][0] = rnd.nextInt(NUM_AXIS);
|
505
|
}
|
506
|
else
|
507
|
{
|
508
|
int newVector = rnd.nextInt(NUM_AXIS -1);
|
509
|
scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector);
|
510
|
}
|
511
|
|
512
|
scramble[curr][1] = rnd.nextFloat()<=0.5f ? 0 : 2;
|
513
|
|
514
|
switch( rnd.nextInt(2) )
|
515
|
{
|
516
|
case 0: scramble[curr][2] = -1; break;
|
517
|
case 1: scramble[curr][2] = 1; break;
|
518
|
}
|
519
|
}
|
520
|
|
521
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522
|
// The Rex is solved if and only if:
|
523
|
//
|
524
|
// 1) all 12 of its edge cubits are rotated with the same quat
|
525
|
// 2) all its face & corner cubits are rotated with the same quat like the edge ones,
|
526
|
// and optionally they also might be upside down.
|
527
|
//
|
528
|
// i.e.
|
529
|
// corners ( 0, 1, 2, 3, 4, 5, 6, 7) and faces (24,25) - might be extra QUAT[1]
|
530
|
// corners ( 8, 9,10,11,12,13,14,15) and faces (26,27) - might be extra QUAT[2]
|
531
|
// corners (16,17,18,19,20,21,22,23) and faces (28,29) - might be extra QUAT[3]
|
532
|
|
533
|
public boolean isSolved()
|
534
|
{
|
535
|
int q1,q = CUBITS[30].mQuatIndex;
|
536
|
|
537
|
for(int i=31; i<42; i++)
|
538
|
{
|
539
|
if( CUBITS[i].mQuatIndex != q) return false;
|
540
|
}
|
541
|
|
542
|
q1 = mulQuat(q,1);
|
543
|
|
544
|
for(int i=0; i<8; i++)
|
545
|
{
|
546
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
547
|
}
|
548
|
|
549
|
if( CUBITS[24].mQuatIndex != q && CUBITS[24].mQuatIndex != q1 ) return false;
|
550
|
if( CUBITS[25].mQuatIndex != q && CUBITS[25].mQuatIndex != q1 ) return false;
|
551
|
|
552
|
q1 = mulQuat(q,2);
|
553
|
|
554
|
for(int i=8; i<16; i++)
|
555
|
{
|
556
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
557
|
}
|
558
|
|
559
|
if( CUBITS[26].mQuatIndex != q && CUBITS[26].mQuatIndex != q1 ) return false;
|
560
|
if( CUBITS[27].mQuatIndex != q && CUBITS[27].mQuatIndex != q1 ) return false;
|
561
|
|
562
|
q1 = mulQuat(q,3);
|
563
|
|
564
|
for(int i=16; i<24; i++)
|
565
|
{
|
566
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
567
|
}
|
568
|
|
569
|
if( CUBITS[28].mQuatIndex != q && CUBITS[28].mQuatIndex != q1 ) return false;
|
570
|
if( CUBITS[29].mQuatIndex != q && CUBITS[29].mQuatIndex != q1 ) return false;
|
571
|
|
572
|
return true;
|
573
|
}
|
574
|
|
575
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
576
|
|
577
|
public int getObjectName(int numLayers)
|
578
|
{
|
579
|
return R.string.rex3;
|
580
|
}
|
581
|
|
582
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
583
|
|
584
|
public int getInventor(int numLayers)
|
585
|
{
|
586
|
return R.string.rex3_inventor;
|
587
|
}
|
588
|
|
589
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
590
|
|
591
|
public int getComplexity(int numLayers)
|
592
|
{
|
593
|
return 3;
|
594
|
}
|
595
|
}
|