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magiccube / src / main / java / org / distorted / objects / TwistyMegaminx.java @ ecf3f149

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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.ObjectSticker;
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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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  private static final ObjectSticker[] mStickers;
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  static
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    {
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    mStickers = new ObjectSticker[STICKERS.length];
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    final float R0 = 0.08f;
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    final float R1 = 0.12f;
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    final float R2 = 0.12f;
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    final float R3 = 0.08f;
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    final float R4 = 0.10f;
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    final float[][] radii = { {R0,R0,R0,R0},{R1,R1,R1,R1},{R2,R2,R2,R2},{R3,R3,R3,R3},{R4,R4,R4,R4,R4} };
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    final float[] strokes = { 0.10f,0.12f,0.12f,0.08f,0.07f };
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    for(int s=0; s<STICKERS.length; s++)
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      {
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      mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
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      }
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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 };
242
      }
243
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
248
    {
249
    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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      {
258
      computeBasicCornerVectors(corner);
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260
      for(int part=0; part<numCubitsPerCorner; part++, index++)
261
        {
262
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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        }
264
      }
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266
    for(int edge=0; edge<NUM_EDGES; edge++)
267
      {
268
      for(int part=0; part<numCubitsPerEdge; part++, index++)
269
        {
270
        CENTERS[index] = computeEdge(numLayers, edge, part );
271
        }
272
      }
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274
    for(int center=0; center<NUM_CENTERS; center++, index++)
275
      {
276
      CENTERS[index] = computeCenter(center, numLayers);
277
      }
278

    
279
    return CENTERS;
280
    }
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282
///////////////////////////////////////////////////////////////////////////////////////////////////
283

    
284
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
285
    {
286
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
287
      {
288
      int corner = cubit/numCubitsPerCorner;
289
      return QUAT_CORNER_INDICES[corner];
290
      }
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292
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
293
      {
294
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
295
      return QUAT_EDGE_INDICES[edge];
296
      }
297

    
298
    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
299
    return QUAT_CENTER_INDICES[center];
300
    }
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302
///////////////////////////////////////////////////////////////////////////////////////////////////
303

    
304
  MeshBase createEdgeMesh(int numLayers, float width, float height)
305
    {
306
    double W = width/2;
307
    double X = height*SIN_HALFD;
308
    double Y = height*SIN18/COS18;
309
    double Z = height*COS_HALFD;
310

    
311
    double[][] vertices = new double[][]
312
        {
313
            { 0.0,   W   , 0.0 },
314
            {   X, W+Y   ,  -Z },
315
            { 0.0, W+2*Y ,-2*Z },
316
            {  -X, W+Y   ,  -Z },
317
            { 0.0,  -W   , 0.0 },
318
            {   X,-W-Y   ,  -Z },
319
            { 0.0,-W-2*Y ,-2*Z },
320
            {  -X,-W-Y   ,  -Z },
321
        };
322

    
323
    int[][] vertIndexes = new int[][]
324
        {
325
            {4,5,1,0},
326
            {7,4,0,3},
327
            {7,6,2,3},
328
            {6,5,1,2},
329
            {0,1,2,3},
330
            {4,5,6,7}
331
        };
332

    
333
    int N = numLayers<=5 ? 5 : 3;
334

    
335
    float[][] bands     = new float[][]
336
      {
337
         {0.04f,34,0.2f,0.2f,N,0,0},
338
         {0.00f, 0,0.3f,0.2f,2,0,0}
339
      };
340
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
341
    float[][] corners   = new float[][] { {0.04f,0.10f} };
342
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
343
    float[][] centers   = new float[][] { {0.0f, 0.0f, (float)(-2*Z)} };
344
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
345

    
346
    FactoryCubit factory = FactoryCubit.getInstance();
347
    factory.createNewFaceTransform(vertices,vertIndexes);
348

    
349
    return factory.createRoundedSolid(vertices, vertIndexes,
350
                                      bands, bandIndexes,
351
                                      corners, cornerIndexes,
352
                                      centers, centerIndexes,
353
                                      getNumCubitFaces() );
354
    }
355

    
356
///////////////////////////////////////////////////////////////////////////////////////////////////
357

    
358
  MeshBase createCenterMesh(int numLayers, float width)
359
    {
360
    final double V = 0.83;   // ??
361
    final double ANGLE = V*Math.PI;
362
    final double cosA  = Math.cos(ANGLE);
363
    final double sinA  = Math.sin(ANGLE);
364

    
365
    float R  = 0.5f*width/COS54;
366
    float X1 = R*COS54;
367
    float Y1 = R*SIN54;
368
    float X2 = R*COS18;
369
    float Y2 = R*SIN18;
370

    
371
    double[][] vertices = new double[][]
372
      {
373
          {-X1,+Y1*sinA, Y1*cosA},
374
          {-X2,-Y2*sinA,-Y2*cosA},
375
          {0.0f,-R*sinA, -R*cosA},
376
          {+X2,-Y2*sinA,-Y2*cosA},
377
          {+X1,+Y1*sinA, Y1*cosA}
378
      };
379

    
380
    int[][] vertIndexes = new int[][]
381
      {
382
          {0,1,2,3,4},
383
          {0,1,2,3,4}
384
      };
385

    
386
    int N = numLayers==3 ? 4 : 3;
387

    
388
    float[][] bands = new float[][]
389
      {
390
         {0.04f,45, R/3,0.2f,N,0,0},
391
         {0.00f, 0, R/3,0.2f,2,0,0}
392
      };
393
    int[] bandIndexes   = new int[] { 0,1 };
394
    float[][] corners   = new float[][] { {0.04f,0.10f} };
395
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1 };
396
    float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
397
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1 };
398

    
399
    FactoryCubit factory = FactoryCubit.getInstance();
400
    factory.createNewFaceTransform(vertices,vertIndexes);
401

    
402
    return factory.createRoundedSolid(vertices, vertIndexes,
403
                                      bands, bandIndexes,
404
                                      corners, cornerIndexes,
405
                                      centers, centerIndexes,
406
                                      getNumCubitFaces() );
407
    }
408

    
409
///////////////////////////////////////////////////////////////////////////////////////////////////
410

    
411
  MeshBase createCubitMesh(int cubit, int numLayers)
412
    {
413
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
414
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
415
    int index = (numLayers-3)/2;
416
    int[] sizes = ObjectList.MEGA.getSizes();
417
    int variants = sizes.length;
418
    MeshBase mesh;
419

    
420
    if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[variants];
421
    if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[variants][(sizes[variants-1]-1)/2];
422
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
423

    
424
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
425
      {
426
      if( mCornerMeshes[index]==null )
427
        {
428
        float width = (numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
429
        mCornerMeshes[index] = createCornerMesh(numLayers, width);
430
        }
431
      mesh = mCornerMeshes[index].copy(true);
432
      }
433
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
434
      {
435
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
436

    
437
      if( mEdgeMeshes[index][type]==null )
438
        {
439
        float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
440
        float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
441

    
442
        mEdgeMeshes[index][type] = createEdgeMesh(numLayers,width,height);
443
        }
444

    
445
      mesh = mEdgeMeshes[index][type].copy(true);
446
      }
447
    else
448
      {
449
      if( mCenterMeshes[index]==null )
450
        {
451
        float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
452
        mCenterMeshes[index] = createCenterMesh(numLayers,width);
453
        }
454

    
455
      mesh = mCenterMeshes[index].copy(true);
456
      }
457

    
458
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
459
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
460
    mesh.apply(quat,0xffffffff,0);
461

    
462
    return mesh;
463
    }
464

    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466

    
467
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
468
    {
469
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
470

    
471
    int part  = cubit % numCubitsPerCorner;
472
    int corner= cubit / numCubitsPerCorner;
473

    
474
    if( part==0 )
475
      {
476
      return mCornerFaceMap[corner][cubitface];
477
      }
478
    else
479
      {
480
      int N = (numCubitsPerCorner-1)/3;
481
      int block = (part-1) % N;
482
      int index = (part-1) / N;
483

    
484
      if( block< (numLayers-3)/2 )
485
        {
486
        switch(index)
487
          {
488
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
489
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
490
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
491
          }
492
        }
493
      else
494
        {
495
        switch(index)
496
          {
497
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
498
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
499
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
500
          }
501
        }
502
      }
503

    
504
    return NUM_TEXTURES;
505
    }
506

    
507
///////////////////////////////////////////////////////////////////////////////////////////////////
508

    
509
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
510
    {
511
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
512

    
513
    int part    = edge % numCubitsPerEdge;
514
    int variant = edge / numCubitsPerEdge;
515

    
516
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
517
    }
518

    
519
///////////////////////////////////////////////////////////////////////////////////////////////////
520

    
521
  int getCenterColor(int center, int cubitface, int numLayers)
522
    {
523
    return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
524
    }
525

    
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527

    
528
  int getFaceColor(int cubit, int cubitface, int numLayers)
529
    {
530
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
531
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
532

    
533
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
534
      {
535
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
536
      }
537
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
538
      {
539
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
540
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
541
      }
542
    else
543
      {
544
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
545
      return getCenterColor( center, cubitface, numLayers);
546
      }
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550

    
551
  int getColor(int face)
552
    {
553
    return FACE_COLORS[face];
554
    }
555

    
556
///////////////////////////////////////////////////////////////////////////////////////////////////
557

    
558
  ObjectSticker retSticker(int face)
559
    {
560
    return mStickers[getStickerIndex(face)];
561
    }
562

    
563
///////////////////////////////////////////////////////////////////////////////////////////////////
564

    
565
  private int getStickerIndex(int face)
566
    {
567
    int variant = face/NUM_FACES;
568

    
569
    if( variant==0 ) return 0;
570

    
571
    int numLayers = getNumLayers();
572

    
573
    if( variant < (numLayers+1)/2 )
574
      {
575
      if( numLayers==3 ) return 1;
576
      else
577
        {
578
        if( variant==1 ) return 2;
579
        else             return 3;
580
        }
581
      }
582

    
583
    return 4;
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587
// PUBLIC API
588

    
589
  public boolean isSolved()
590
    {
591
    int index = CUBITS[0].mQuatIndex;
592

    
593
    for(int i=1; i<NUM_CUBITS; i++)
594
      {
595
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
596
      }
597

    
598
    return true;
599
    }
600

    
601
///////////////////////////////////////////////////////////////////////////////////////////////////
602

    
603
  public int getObjectName(int numLayers)
604
    {
605
    if( numLayers==3 ) return R.string.minx3;
606
    if( numLayers==5 ) return R.string.minx5;
607

    
608
    return 0;
609
    }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612

    
613
  public int getInventor(int numLayers)
614
    {
615
    if( numLayers==3 ) return R.string.minx3_inventor;
616
    if( numLayers==5 ) return R.string.minx5_inventor;
617

    
618
    return 0;
619
    }
620

    
621
///////////////////////////////////////////////////////////////////////////////////////////////////
622

    
623
  public int getComplexity(int numLayers)
624
    {
625
    if( numLayers==3 ) return 4;
626

    
627
    return 5;
628
    }
629
}
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