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magiccube / src / main / java / org / distorted / objects / TwistyMegaminx.java @ d5ca9927

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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.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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import org.distorted.helpers.QuatHelper;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyMinx
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{
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  static final float MEGA_D = 0.04f;
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  private static final int[] QUAT_CENTER_INDICES =
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      {
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        16, 18, 22,  1, 20, 13, 14, 15,  0, 12,  2,  3
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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 float[][] STICKERS = new float[][]
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      {
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        { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
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        { -0.5f, -0.0914315f, 0.5f, -0.4163512f, 0.5f, 0.4163512f, -0.5f, 0.0914315f },
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        { -0.49233657f, -0.18006028f, 0.49233657f, -0.5f, 0.49233657f, 0.5f, -0.49233657f, 0.18006028f },
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        { -0.3002273f, -0.30490047f, 0.3002273f, -0.5f, 0.3002273f, 0.5f, -0.3002273f, 0.30490047f },
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        { -0.29389262f, 0.4045085f, -0.47552824f, -0.1545085f, 0.0f, -0.5f, 0.47552824f, -0.1545085f, 0.29389262f, 0.4045085f }
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      };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  TwistyMegaminx(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.MEGA, 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-1)/2)*((numLayers-3)/2) + 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-2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 1.07f;
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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+3)/2;
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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[6][numLayers-1];
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    float D = numLayers*MovementMinx.DIST3D;
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    float E = 2*SIN54;
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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-MEGA_D)/num; // height of one Layer
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    for(int i=0; i<num; i++)
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      {
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      float cut = -D + (i+0.5f)*G;
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      int j = 2*num-1-i;
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      cuts[0][i] = +cut;
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      cuts[0][j] = -cut;
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      cuts[1][i] = +cut;
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      cuts[1][j] = -cut;
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      cuts[2][i] = +cut;
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      cuts[2][j] = -cut;
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      cuts[3][i] = +cut;
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      cuts[3][j] = -cut;
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      cuts[4][i] = +cut;
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      cuts[4][j] = -cut;
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      cuts[5][i] = +cut;
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      cuts[5][j] = -cut;
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      }
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    return cuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int center, int numLayers)
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    {
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    float[] coords = mCenterCoords[center];
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    float A = numLayers/3.0f;
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    return new float[] { A*coords[0], A*coords[1], A*coords[2] };
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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] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = QuatHelper.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 = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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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-3)/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 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+1)/2;
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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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    float x = D * (c1[0]+c2[0]) / 2;
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    float y = D * (c1[1]+c2[1]) / 2;
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    float z = D * (c1[2]+c2[2]) / 2;
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    if( part==0 )
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      {
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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 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 A = mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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      A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x+A*vX, y+A*vY, z+A*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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    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
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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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      {
241
      computeBasicCornerVectors(corner);
242

    
243
      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++, index++)
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      {
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      CENTERS[index] = computeCenter(center, numLayers);
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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)
268
    {
269
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
270
      {
271
      int corner = cubit/numCubitsPerCorner;
272
      return QUAT_CORNER_INDICES[corner];
273
      }
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275
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
276
      {
277
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
278
      return QUAT_EDGE_INDICES[edge];
279
      }
280

    
281
    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
282
    return QUAT_CENTER_INDICES[center];
283
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
286

    
287
  MeshBase createEdgeMesh(int numLayers, float width, float height)
288
    {
289
    double W = width/2;
290
    double X = height*SIN_HALFD;
291
    double Y = height*SIN18/COS18;
292
    double Z = height*COS_HALFD;
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294
    double[][] vertices = new double[][]
295
        {
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            { 0.0,   W   , 0.0 },
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            {   X, W+Y   ,  -Z },
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            { 0.0, W+2*Y ,-2*Z },
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            {  -X, W+Y   ,  -Z },
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            { 0.0,  -W   , 0.0 },
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            {   X,-W-Y   ,  -Z },
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            { 0.0,-W-2*Y ,-2*Z },
303
            {  -X,-W-Y   ,  -Z },
304
        };
305

    
306
    int[][] vertIndexes = new int[][]
307
        {
308
            {4,5,1,0},
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            {7,4,0,3},
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            {7,6,2,3},
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            {6,5,1,2},
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            {0,1,2,3},
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            {4,5,6,7}
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        };
315

    
316
    int N = numLayers<=5 ? 5 : 3;
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318
    float[][] bands     = new float[][]
319
      {
320
         {0.04f,34,0.2f,0.2f,N,0,0},
321
         {0.00f, 0,0.3f,0.2f,2,0,0}
322
      };
323
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
324
    float[][] corners   = new float[][] { {0.04f,0.10f} };
325
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
326
    float[][] centers   = new float[][] { {0.0f, 0.0f, (float)(-2*Z)} };
327
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
328

    
329
    FactoryCubit factory = FactoryCubit.getInstance();
330
    factory.createNewFaceTransform(vertices,vertIndexes);
331

    
332
    return factory.createRoundedSolid(vertices, vertIndexes,
333
                                      bands, bandIndexes,
334
                                      corners, cornerIndexes,
335
                                      centers, centerIndexes,
336
                                      getNumCubitFaces() );
337
    }
338

    
339
///////////////////////////////////////////////////////////////////////////////////////////////////
340

    
341
  MeshBase createCenterMesh(int numLayers, float width)
342
    {
343
    final double V = 0.83;   // ??
344
    final double ANGLE = V*Math.PI;
345
    final double cosA  = Math.cos(ANGLE);
346
    final double sinA  = Math.sin(ANGLE);
347

    
348
    float R  = 0.5f*width/COS54;
349
    float X1 = R*COS54;
350
    float Y1 = R*SIN54;
351
    float X2 = R*COS18;
352
    float Y2 = R*SIN18;
353

    
354
    double[][] vertices = new double[][]
355
      {
356
          {-X1,+Y1*sinA, Y1*cosA},
357
          {-X2,-Y2*sinA,-Y2*cosA},
358
          {0.0f,-R*sinA, -R*cosA},
359
          {+X2,-Y2*sinA,-Y2*cosA},
360
          {+X1,+Y1*sinA, Y1*cosA}
361
      };
362

    
363
    int[][] vertIndexes = new int[][]
364
      {
365
          {0,1,2,3,4},
366
          {0,1,2,3,4}
367
      };
368

    
369
    int N = numLayers==3 ? 4 : 3;
370

    
371
    float[][] bands = new float[][]
372
      {
373
         {0.04f,45, R/3,0.2f,N,0,0},
374
         {0.00f, 0, R/3,0.2f,2,0,0}
375
      };
376
    int[] bandIndexes   = new int[] { 0,1 };
377
    float[][] corners   = new float[][] { {0.04f,0.10f} };
378
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1 };
379
    float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
380
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1 };
381

    
382
    FactoryCubit factory = FactoryCubit.getInstance();
383
    factory.createNewFaceTransform(vertices,vertIndexes);
384

    
385
    return factory.createRoundedSolid(vertices, vertIndexes,
386
                                      bands, bandIndexes,
387
                                      corners, cornerIndexes,
388
                                      centers, centerIndexes,
389
                                      getNumCubitFaces() );
390
    }
391

    
392
///////////////////////////////////////////////////////////////////////////////////////////////////
393

    
394
  MeshBase createCubitMesh(int cubit, int numLayers)
395
    {
396
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
397
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
398
    int index = (numLayers-3)/2;
399
    int[] sizes = ObjectList.MEGA.getSizes();
400
    int variants = sizes.length;
401
    MeshBase mesh;
402

    
403
    if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[variants];
404
    if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[variants][(sizes[variants-1]-1)/2];
405
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
406

    
407
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
408
      {
409
      if( mCornerMeshes[index]==null )
410
        {
411
        float width = (numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
412
        mCornerMeshes[index] = createCornerMesh(numLayers, width);
413
        }
414
      mesh = mCornerMeshes[index].copy(true);
415
      }
416
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
417
      {
418
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
419

    
420
      if( mEdgeMeshes[index][type]==null )
421
        {
422
        float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
423
        float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
424

    
425
        mEdgeMeshes[index][type] = createEdgeMesh(numLayers,width,height);
426
        }
427

    
428
      mesh = mEdgeMeshes[index][type].copy(true);
429
      }
430
    else
431
      {
432
      if( mCenterMeshes[index]==null )
433
        {
434
        float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
435
        mCenterMeshes[index] = createCenterMesh(numLayers,width);
436
        }
437

    
438
      mesh = mCenterMeshes[index].copy(true);
439
      }
440

    
441
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
442
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
443
    mesh.apply(quat,0xffffffff,0);
444

    
445
    return mesh;
446
    }
447

    
448
///////////////////////////////////////////////////////////////////////////////////////////////////
449

    
450
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
451
    {
452
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
453

    
454
    int part  = cubit % numCubitsPerCorner;
455
    int corner= cubit / numCubitsPerCorner;
456

    
457
    if( part==0 )
458
      {
459
      return mCornerFaceMap[corner][cubitface];
460
      }
461
    else
462
      {
463
      int N = (numCubitsPerCorner-1)/3;
464
      int block = (part-1) % N;
465
      int index = (part-1) / N;
466

    
467
      if( block< (numLayers-3)/2 )
468
        {
469
        switch(index)
470
          {
471
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
472
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
473
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
474
          }
475
        }
476
      else
477
        {
478
        switch(index)
479
          {
480
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
481
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
482
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
483
          }
484
        }
485
      }
486

    
487
    return NUM_TEXTURES;
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491

    
492
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
493
    {
494
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
495

    
496
    int part    = edge % numCubitsPerEdge;
497
    int variant = edge / numCubitsPerEdge;
498

    
499
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
500
    }
501

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

    
504
  int getCenterColor(int center, int cubitface, int numLayers)
505
    {
506
    return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
507
    }
508

    
509
///////////////////////////////////////////////////////////////////////////////////////////////////
510

    
511
  int getFaceColor(int cubit, int cubitface, int numLayers)
512
    {
513
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
514
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
515

    
516
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
517
      {
518
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
519
      }
520
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
521
      {
522
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
523
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
524
      }
525
    else
526
      {
527
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
528
      return getCenterColor( center, cubitface, numLayers);
529
      }
530
    }
531

    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533

    
534
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
535
    {
536
    int COLORS = FACE_COLORS.length;
537
    float R,S;
538
    int index,variant = face/COLORS;
539

    
540
    if( variant==0 ) { R = 0.08f; S = 0.10f; index = 0; }
541
    else
542
      {
543
      int numLayers = getNumLayers();
544

    
545
      if( variant < (numLayers+1)/2 )
546
        {
547
        if( numLayers==3 ) { R = 0.12f; S = 0.12f; index = 1; }
548
        else
549
          {
550
          if( variant==1 ) { R = 0.12f; S = 0.12f; index = 2; }
551
          else             { R = 0.08f; S = 0.08f; index = 3; }
552
          }
553
        }
554
      else { R = 0.10f; S = 0.07f; index = 4; }
555
      }
556

    
557
    FactorySticker factory = FactorySticker.getInstance();
558
    factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[index], S, FACE_COLORS[face%COLORS], R);
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562
// PUBLIC API
563

    
564
  public boolean isSolved()
565
    {
566
    int index = CUBITS[0].mQuatIndex;
567

    
568
    for(int i=1; i<NUM_CUBITS; i++)
569
      {
570
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
571
      }
572

    
573
    return true;
574
    }
575

    
576
///////////////////////////////////////////////////////////////////////////////////////////////////
577

    
578
  public int getObjectName(int numLayers)
579
    {
580
    if( numLayers==3 ) return R.string.minx3;
581
    if( numLayers==5 ) return R.string.minx5;
582

    
583
    return 0;
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587

    
588
  public int getInventor(int numLayers)
589
    {
590
    if( numLayers==3 ) return R.string.minx3_inventor;
591
    if( numLayers==5 ) return R.string.minx5_inventor;
592

    
593
    return 0;
594
    }
595

    
596
///////////////////////////////////////////////////////////////////////////////////////////////////
597

    
598
  public int getComplexity(int numLayers)
599
    {
600
    if( numLayers==3 ) return 4;
601

    
602
    return 5;
603
    }
604
}
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