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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ a4962b9c

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.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 org.distorted.main.RubikSurfaceView;
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import static org.distorted.objects.FactoryCubit.COS18;
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import static org.distorted.objects.FactoryCubit.COS54;
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import static org.distorted.objects.FactoryCubit.SIN18;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyKilominx extends TwistyMinx
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{
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  private static MeshBase[] mCenterMeshes, mCornerMeshes;
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  private static MeshBase[][] mEdgeMeshes;
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  private static final int mNumCornerEdgeVariants;
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  static
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    {
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    int[] sizes = ObjectList.KILO.getSizes();
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    int variants = sizes.length;
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    mNumCornerEdgeVariants = sizes[0]==3 ? variants-1 : variants;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  TwistyKilominx(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.KILO, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerCorner(int numLayers)
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    {
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    return 3*((numLayers-3)/2)*((numLayers-5)/2) + (numLayers<5 ? 0:1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerEdge(int numLayers)
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    {
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    return numLayers<5 ? 0 : 2*(numLayers-4);
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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 numLayers<5 ? 1 : numLayers/2 + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 1.00f;
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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[] cuts = new float[numLayers-1];
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    float D = numLayers*MovementMinx.DIST3D;
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    float E = 2*C1;           // 2*cos(36 deg)
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    float X = 2*D*E/(1+2*E);  // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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                              // its height is then D*2*DIST3D, it has one 'lower' part of height X, one
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                              // 'middle' part of height Y and one upper part of height X again.
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                              // It's edge length = numLayers/3.0f.
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    int num = (numLayers-1)/2;
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    float G = X*0.5f/num;     // height of one Layer
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    for(int i=0; i<num; i++)
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      {
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      cuts[        i] = -D + (i+0.5f)*G;
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      cuts[2*num-1-i] = -cuts[i];
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      }
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    return cuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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  private void computeBasicCornerVectors(int corner)
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    {
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    Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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    mCurrCornerV[0] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[2],quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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    {
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    float D = numLayers/3.0f;
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    float[] corn = CORNERS[corner];
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    if( part==0 )
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      {
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      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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      }
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    else
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      {
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      float E = D/(0.5f*(numLayers-1));   // ?? maybe 0.5*
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      int N = (numCubitsPerCorner-1)/3;
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      int block = (part-1) % N;
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      int index = (part-1) / N;
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      Static4D pri = mCurrCornerV[index];
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      Static4D sec = mCurrCornerV[(index+2)%3];
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      int layers= (numLayers-5)/2;
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      int multP = (block % layers) + 1;
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      int multS = (block / layers);
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      return new float[] {
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                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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                         };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int numLayers, int center, int part)
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    {
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    int corner = mCenterMap[center][part];
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    float[] cent = mCenterCoords[center];
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    float[] corn = CORNERS[corner];
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    float D = numLayers/3.0f;
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    float F = 1.0f - (2.0f*numLayers-6.0f)/(numLayers-1)*COS54*COS54;
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    return new float[]
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      {
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        D * ( cent[0] + (corn[0]-cent[0])*F),
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        D * ( cent[1] + (corn[1]-cent[1])*F),
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        D * ( cent[2] + (corn[2]-cent[2])*F)
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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    return part - 2*(part/4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
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    {
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    float D = numLayers/3.0f;
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    float[] c1 = CORNERS[ mEdgeMap[edge][0] ];
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    float[] c2 = CORNERS[ mEdgeMap[edge][1] ];
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    int leftRight = 2*(part%2) -1;
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    part /= 2;
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    if( part==0 )
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      {
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      float T = 0.5f + leftRight/(numLayers-1.0f);
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      float x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      float y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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      float z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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      return new float[] { x, y, z };
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      }
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    else
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      {
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      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
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      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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      float x = 0.5f * D * (c1[0]+c2[0]);
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      float y = 0.5f * D * (c1[1]+c2[1]);
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      float z = 0.5f * D * (c1[2]+c2[2]);
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      float vX = D*center[0] - x;
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      float vY = D*center[1] - y;
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      float vZ = D*center[2] - z;
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      float T = 0.5f + leftRight*(mult*SIN18 + 1.0f)/(numLayers-1);
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      x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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      z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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      float H = mult*D*COS18/(numLayers-1);
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      H /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x + H*vX, y + H*vY, z + H*vZ };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
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    {
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    if( numLayers<5 ) return CORNERS;
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    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubitsPerCenter = 5;
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
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    int index=0;
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    final float[][] CENTERS = new float[numCubits][];
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    for(int corner=0; corner<NUM_CORNERS; corner++)
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      {
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      computeBasicCornerVectors(corner);
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      for(int part=0; part<numCubitsPerCorner; part++, index++)
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        {
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        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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        }
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      }
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    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
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      for(int part=0; part<numCubitsPerEdge; part++, index++)
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        {
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        CENTERS[index] = computeEdge(numLayers, edge, part );
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        }
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      }
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    for(int center=0; center<NUM_CENTERS; center++)
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      {
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      for(int part=0; part<numCubitsPerCenter; part++, index++)
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        {
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        CENTERS[index] = computeCenter(numLayers,center, part);
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        }
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      }
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    return CENTERS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
278
    {
279
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
280
      {
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      int corner = cubit/numCubitsPerCorner;
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      return QUAT_CORNER_INDICES[corner];
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      }
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    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
286
      {
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      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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      return QUAT_EDGE_INDICES[edge];
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      }
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    if( numCubitsPerCorner==0 )
292
      {
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      return QUAT_CORNER_INDICES[cubit];
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      }
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    else
296
      {
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      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
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      int numCubitsPerCenter = 5;
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      int face = cubit/numCubitsPerCenter;
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      int index= cubit%numCubitsPerCenter;
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      int corner=mCenterMap[face][index];
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      return QUAT_CORNER_INDICES[corner];
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  MeshBase createCubitMesh(int cubit, int numLayers)
310
    {
311
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
313
    int[] sizes = ObjectList.KILO.getSizes();
314
    int variants = sizes.length;
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    int highestSize = sizes[variants-1];
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    int lowestSize = sizes[0];
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    int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
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    MeshBase mesh;
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320
    if( mNumCornerEdgeVariants>0 )
321
      {
322
      if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
323
      if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
324
      }
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326
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
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328
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
329
      {
330
      if( mCornerMeshes[indexCornerEdge]==null )
331
        {
332
        float width = (numLayers/3.0f)/(numLayers-1);
333
        mCornerMeshes[indexCornerEdge] = FactoryCubit.getInstance().createMinxCornerMesh(numLayers,width);
334
        }
335
      mesh = mCornerMeshes[indexCornerEdge].copy(true);
336
      }
337
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
338
      {
339
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);  // left-top, right-top, left-second, right-second, left-third...
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341
      if( mEdgeMeshes[indexCornerEdge][type]==null )
342
        {
343
        float tmp   = (numLayers/3.0f)/(numLayers-1);
344
        float height= tmp*COS18;
345
        float width = tmp + (type/2)*tmp*SIN18;
346

    
347
        mEdgeMeshes[indexCornerEdge][type] = FactoryCubit.getInstance().createKilominxEdgeMesh(numLayers,width,height, (type%2)==0 );
348
        }
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350
      mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
351
      }
352
    else
353
      {
354
      int indexCenter = (numLayers-3)/2;
355

    
356
      if( mCenterMeshes[indexCenter]==null )
357
        {
358
        float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
359
        mCenterMeshes[indexCenter] = FactoryCubit.getInstance().createKilominxCenterMesh(width);
360
        }
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362
      mesh = mCenterMeshes[indexCenter].copy(true);
363
      }
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365
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
366
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
367
    mesh.apply(quat,0xffffffff,0);
368

    
369
    return mesh;
370
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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374
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
375
    {
376
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
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378
    int part  = cubit % numCubitsPerCorner;
379
    int corner= cubit / numCubitsPerCorner;
380

    
381
    if( part==0 )
382
      {
383
      return mCornerFaceMap[corner][cubitface];
384
      }
385
    else
386
      {
387
      int N = (numCubitsPerCorner-1)/3;
388
      int block = (part-1) % N;
389
      int index = (part-1) / N;
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391
      if( block< (numLayers-3)/2 )
392
        {
393
        switch(index)
394
          {
395
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
396
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
397
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
398
          }
399
        }
400
      else
401
        {
402
        switch(index)
403
          {
404
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
405
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
406
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
407
          }
408
        }
409
      }
410

    
411
    return NUM_TEXTURES;
412
    }
413

    
414
///////////////////////////////////////////////////////////////////////////////////////////////////
415

    
416
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
417
    {
418
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
419

    
420
    int part    = edge % numCubitsPerEdge;
421
    int variant = edge / numCubitsPerEdge;
422

    
423
    part /=2;
424

    
425
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
426
    }
427

    
428
///////////////////////////////////////////////////////////////////////////////////////////////////
429

    
430
  int getCenterColor(int center, int cubitface, int numLayers)
431
    {
432
     if( numLayers==3 )
433
      {
434
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
435
      }
436

    
437
    return center/5 + NUM_FACES*(numLayers-1)/2; // TODO
438
    }
439

    
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441

    
442
  int getFaceColor(int cubit, int cubitface, int numLayers)
443
    {
444
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
445
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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447
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
448
      {
449
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
450
      }
451
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
452
      {
453
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
454
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
455
      }
456
    else
457
      {
458
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
459
      return getCenterColor( center, cubitface, numLayers);
460
      }
461
    }
462

    
463
///////////////////////////////////////////////////////////////////////////////////////////////////
464
// TODO
465

    
466
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
467
    {
468
    float S = 0.07f;
469
    float R = 0.09f;
470

    
471
    float A = 0.86f;
472
    float X1= (SQ5+1)/8;
473
    float Y1= (float)(Math.sqrt(2+0.4f*SQ5)/4);
474
    float Y2= Y1 - (float)(Math.sqrt(10-2*SQ5)/8);
475

    
476
    float[] vertices = { -X1, Y2, 0, -A*Y1, X1, Y2, 0, Y1 };
477

    
478
    FactorySticker factory = FactorySticker.getInstance();
479
    factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%NUM_FACES], R);
480

    
481
    float MID = TEXTURE_HEIGHT*0.5f;
482
    float WID = TEXTURE_HEIGHT*0.1f;
483
    float HEI = TEXTURE_HEIGHT*(0.47f+Y1);
484
    canvas.drawLine(left+MID-WID,top+HEI,left+MID+WID,top+HEI,paint);
485
    }
486

    
487
///////////////////////////////////////////////////////////////////////////////////////////////////
488
// PUBLIC API
489

    
490
  public boolean isSolved()
491
    {
492
    int index = CUBITS[0].mQuatIndex;
493

    
494
    for(int i=1; i<NUM_CUBITS; i++)
495
      {
496
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
497
      }
498

    
499
    return true;
500
    }
501

    
502
///////////////////////////////////////////////////////////////////////////////////////////////////
503

    
504
  public int getObjectName(int numLayers)
505
    {
506
    if( numLayers==3 ) return R.string.minx2;
507
    if( numLayers==5 ) return R.string.minx4;
508

    
509
    return 0;
510
    }
511

    
512
///////////////////////////////////////////////////////////////////////////////////////////////////
513

    
514
  public int getInventor(int numLayers)
515
    {
516
    if( numLayers==3 ) return R.string.minx2_inventor;
517
    if( numLayers==5 ) return R.string.minx4_inventor;
518

    
519
    return 0;
520
    }
521

    
522
///////////////////////////////////////////////////////////////////////////////////////////////////
523

    
524
  public int getComplexity(int numLayers)
525
    {
526
    return 3;
527
    }
528
}
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