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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.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.ScrambleState;
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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.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 TwistyDiamond extends Twisty8
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{
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// the four rotation axis of a Diamond. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0),
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3)
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};
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private ScrambleState[] mStates;
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private int[] mBasicAngle;
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private int[] mFaceMap;
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private float[][] mCuts;
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private boolean[][] mLayerRotatable;
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private Static4D[] mQuats;
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private int[] mTetraToFaceMap;
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private ObjectSticker[] mStickers;
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private Movement mMovement;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDiamond(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, 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.DIAM, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ScrambleState[] getScrambleStates()
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{
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if( mStates==null )
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{
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int size = getNumLayers();
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int[] tmp = new int[3*2*size];
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for(int i=0; i<2*size; i++)
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{
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tmp[3*i ] = (i<size) ? i:i-size;
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tmp[3*i+1] = (i%2==0) ? -1:1;
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tmp[3*i+2] = 0;
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}
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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};
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}
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return mStates;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeQuats()
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{
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mQuats = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D(+SQ2/2, 0.0f, -SQ2/2, 0.0f ),
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new Static4D(-SQ2/2, 0.0f, -SQ2/2, 0.0f ),
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new Static4D(+SQ2/2, 0.5f, 0.0f, 0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, 0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, 0.5f ),
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new Static4D(+SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, -0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, -0.5f )
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getSolvedQuats(int cubit, int numLayers)
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{
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if( mQuats==null ) initializeQuats();
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if( mFaceMap==null ) mFaceMap = new int[] {4,0,6,2,7,3,5,1};
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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(MovementDiamond.FACE_AXIS[mFaceMap[status]],mQuats);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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if( mQuats==null ) initializeQuats();
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return mQuats;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getSolvedFunctionIndex()
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{
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return 0;
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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 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int numLayers)
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{
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if( numLayers<2 ) return null;
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if( mCuts==null )
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{
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mCuts = new float[4][numLayers-1];
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float cut = (SQ6/6)*(2-numLayers);
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for(int i=0; i<numLayers-1; i++)
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{
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mCuts[0][i] = cut;
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mCuts[1][i] = cut;
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mCuts[2][i] = cut;
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mCuts[3][i] = cut;
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cut += SQ6/3;
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}
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void getLayerRotatable(int numLayers)
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{
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if( mLayerRotatable==null )
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{
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int numAxis = ROT_AXIS.length;
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boolean[] tmp = new boolean[numLayers];
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for(int i=0; i<numLayers; i++) tmp[i] = true;
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mLayerRotatable = new boolean[numAxis][];
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for(int i=0; i<numAxis; i++) mLayerRotatable[i] = tmp;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumOctahedrons(int layers)
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{
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return layers==1 ? 1 : 4*(layers-1)*(layers-1) + 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumTetrahedrons(int layers)
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{
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return 4*layers*(layers-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createOctaPositions(float[][] centers, int index, int layers, float height)
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{
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float x = (layers-1)*0.5f;
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float z = (layers+1)*0.5f;
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for(int i=0; i<layers; i++, index++)
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{
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z -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-2; i++, index++)
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{
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x += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createTetraPositions(float[][] centers, int index, int layers, float height)
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{
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float x = (layers-1)*0.5f;
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float z = layers*0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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z -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x += 0.5f;
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z -= 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= 0.5f;
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z -= 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= 0.5f;
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z += 0.5f;
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for(int i=0; i<layers-1; i++, index++)
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{
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x += 1;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int layers)
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{
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int numO = getNumOctahedrons(layers);
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int numT = getNumTetrahedrons(layers);
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int index = 0;
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float height = 0.0f;
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float[][] CENTERS = new float[numO+numT][3];
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index = createOctaPositions(CENTERS,index,layers,height);
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for(int i=layers-1; i>0; i--)
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{
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height += SQ2/2;
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index = createOctaPositions(CENTERS,index,i,+height);
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index = createOctaPositions(CENTERS,index,i,-height);
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}
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height = SQ2/4;
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for(int i=layers; i>1; i--)
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{
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index = createTetraPositions(CENTERS,index,i,+height);
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index = createTetraPositions(CENTERS,index,i,-height);
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height += SQ2/2;
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}
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceTetraBelongsTo(int tetra, int numLayers)
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{
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if( mTetraToFaceMap==null ) mTetraToFaceMap = new int[] {1,2,3,0,5,6,7,4};
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for(int i=numLayers-1; i>0; i--)
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{
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if( tetra < 8*i ) return mTetraToFaceMap[tetra/i];
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tetra -= 8*i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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int N = numLayers>3 ? 5:6;
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int E = numLayers>2 ? (numLayers>3 ? 0:1):2;
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if( variant==0 )
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{
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double[][] vertices = new double[][]
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{
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{ 0.5, 0.0, 0.5},
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{ 0.5, 0.0,-0.5},
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{-0.5, 0.0,-0.5},
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{-0.5, 0.0, 0.5},
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{ 0.0, SQ2/2, 0.0},
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{ 0.0,-SQ2/2, 0.0}
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};
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int[][] vert_indices = new int[][]
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{
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{3,0,4},
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{0,1,4},
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{1,2,4},
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{2,3,4},
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{5,0,3},
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{5,1,0},
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{5,2,1},
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{5,3,2}
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};
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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int[] bandIndices = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] corners = new float[][] { {0.04f,0.20f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0,0,0 };
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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else
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{
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double[][] vertices = new double[][] { {-0.5, SQ2/4, 0.0}, { 0.5, SQ2/4, 0.0}, { 0.0,-SQ2/4, 0.5}, { 0.0,-SQ2/4,-0.5} };
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int[][] vert_indices = new int[][] { {2,1,0}, {2,3,1}, {3,2,0}, {3,0,1} };
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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int[] bandIndices = new int[] { 0,0,0,0 };
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float[][] corners = new float[][] { {0.08f,0.15f} };
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int[] cornerIndices = new int[] { 0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0 };
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuat(int cubit, int numLayers)
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{
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if( mQuats==null ) initializeQuats();
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int numO = getNumOctahedrons(numLayers);
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if( cubit<numO ) return mQuats[0];
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switch( retFaceTetraBelongsTo(cubit-numO, numLayers) )
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{
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case 0: return mQuats[0]; // unit quat
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case 1: return new Static4D(0,-SQ2/2,0,SQ2/2); // 90 along Y
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case 2: return mQuats[1]; // 180 along Y
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case 3: return new Static4D(0,+SQ2/2,0,SQ2/2); // 90 along
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case 4: return new Static4D(0, 0,1, 0); // 180 along Z
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case 5: return new Static4D(SQ2/2, 0,SQ2/2,0); //
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case 6: return new Static4D( 1,0,0, 0); // 180 along X
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case 7: return new Static4D(-SQ2/2,0,SQ2/2,0); //
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitVariants(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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429
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int getCubitVariant(int cubit, int numLayers)
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{
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return cubit<getNumOctahedrons(numLayers) ? 0 : 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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437
|
int getFaceColor(int cubit, int cubitface, int size)
|
438
|
{
|
439
|
int numO = getNumOctahedrons(size);
|
440
|
|
441
|
if( cubit<numO )
|
442
|
{
|
443
|
int axis = 0;
|
444
|
int layer= 1;
|
445
|
|
446
|
switch(cubitface)
|
447
|
{
|
448
|
case 0: axis = 2; layer = 1; break;
|
449
|
case 1: axis = 0; layer = (1<<(size-1)); break;
|
450
|
case 2: axis = 3; layer = 1; break;
|
451
|
case 3: axis = 1; layer = (1<<(size-1)); break;
|
452
|
case 4: axis = 3; layer = (1<<(size-1)); break;
|
453
|
case 5: axis = 1; layer = 1; break;
|
454
|
case 6: axis = 2; layer = (1<<(size-1)); break;
|
455
|
case 7: axis = 0; layer = 1; break;
|
456
|
}
|
457
|
|
458
|
return CUBITS[cubit].mRotationRow[axis] == layer ? cubitface : NUM_TEXTURES;
|
459
|
}
|
460
|
else
|
461
|
{
|
462
|
return cubitface>0 ? NUM_TEXTURES : retFaceTetraBelongsTo(cubit-numO, size);
|
463
|
}
|
464
|
}
|
465
|
|
466
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
467
|
|
468
|
ObjectSticker retSticker(int face)
|
469
|
{
|
470
|
if( mStickers==null )
|
471
|
{
|
472
|
float[][] STICKERS = new float[][] { { -0.4330127f, -0.25f, 0.4330127f, -0.25f, 0.0f, 0.5f } };
|
473
|
float radius = 0.06f;
|
474
|
float stroke = 0.07f;
|
475
|
float[] radii = new float[] {radius,radius,radius};
|
476
|
mStickers = new ObjectSticker[STICKERS.length];
|
477
|
mStickers[0] = new ObjectSticker(STICKERS[0],null,radii,stroke);
|
478
|
}
|
479
|
|
480
|
return mStickers[face/NUM_FACE_COLORS];
|
481
|
}
|
482
|
|
483
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
484
|
// PUBLIC API
|
485
|
|
486
|
public Static3D[] getRotationAxis()
|
487
|
{
|
488
|
return ROT_AXIS;
|
489
|
}
|
490
|
|
491
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
492
|
|
493
|
public Movement getMovement()
|
494
|
{
|
495
|
if( mMovement==null )
|
496
|
{
|
497
|
int numLayers = getNumLayers();
|
498
|
if( mCuts==null ) getCuts(numLayers);
|
499
|
getLayerRotatable(numLayers);
|
500
|
|
501
|
mMovement = new MovementDiamond(mCuts,mLayerRotatable,numLayers);
|
502
|
}
|
503
|
return mMovement;
|
504
|
}
|
505
|
|
506
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
507
|
|
508
|
public int[] getBasicAngle()
|
509
|
{
|
510
|
if( mBasicAngle ==null ) mBasicAngle = new int[] { 3,3,3,3 };
|
511
|
return mBasicAngle;
|
512
|
}
|
513
|
|
514
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
515
|
|
516
|
public int getObjectName(int numLayers)
|
517
|
{
|
518
|
switch(numLayers)
|
519
|
{
|
520
|
case 2: return R.string.diam2;
|
521
|
case 3: return R.string.diam3;
|
522
|
case 4: return R.string.diam4;
|
523
|
}
|
524
|
|
525
|
return 0;
|
526
|
}
|
527
|
|
528
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
529
|
|
530
|
public int getInventor(int numLayers)
|
531
|
{
|
532
|
switch(numLayers)
|
533
|
{
|
534
|
case 2: return R.string.diam2_inventor;
|
535
|
case 3: return R.string.diam3_inventor;
|
536
|
case 4: return R.string.diam4_inventor;
|
537
|
}
|
538
|
|
539
|
return 0;
|
540
|
}
|
541
|
|
542
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
543
|
|
544
|
public int getComplexity(int numLayers)
|
545
|
{
|
546
|
switch(numLayers)
|
547
|
{
|
548
|
case 2: return 4;
|
549
|
case 3: return 6;
|
550
|
case 4: return 8;
|
551
|
}
|
552
|
|
553
|
return 0;
|
554
|
}
|
555
|
}
|