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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.tablebases;
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import static org.distorted.objectlib.main.TwistyObject.SQ3;
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import org.distorted.library.type.Static3D;
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import org.distorted.objectlib.helpers.OperatingSystemInterface;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TBDino extends TablebasesPruning
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{
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static final int[][] QUATS =
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{
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{0,2,10,8, 1,3,5,7, 11,6,9,4},
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{1,0,5,10, 2,6,8,4, 7,9,3,11},
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{10,6,0,4, 7,5,3,1, 9,2,11,8},
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{7,10,3,0, 6,2,4,8, 1,11,5,9},
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{2,1,8,5, 0,9,10,11, 4,3,6,7 },
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{4,5,6,1, 9,0,11,10, 2,7,8,3 },
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{6,7,4,3, 10,11,0,9, 8,5,2,1 },
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{8,3,2,7, 11,10,9,0, 6,1,4,5 },
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{11,8,9,2, 3,1,7,5, 0,4,10,6},
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{5,9,1,11, 4,8,6,2, 3,0,7,10},
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{9,4,11,6, 5,7,1,3, 10,8,0,2},
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{3,11,7,9, 8,4,2,6, 5,10,1,0}
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};
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private int[][] mAngles;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TBDino()
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{
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super();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TBDino(OperatingSystemInterface os, int[] middle, int[] high)
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{
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super(os,middle,high);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[][] getBasicAngles()
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{
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if( mAngles==null )
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{
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int[] tmp = {3,3,3};
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mAngles = new int[][] { tmp,tmp,tmp,tmp };
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}
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return mAngles;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getRotationAxis()
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{
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return new Static3D[]
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{
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new Static3D( SQ3/3, SQ3/3, SQ3/3),
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new Static3D(-SQ3/3,-SQ3/3, SQ3/3),
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new Static3D(-SQ3/3, SQ3/3,-SQ3/3),
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new Static3D( SQ3/3,-SQ3/3,-SQ3/3),
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getPosition()
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{
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return new float[][]
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{
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{ 0.0f, 1.5f, 1.5f },
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{ 1.5f, 0.0f, 1.5f },
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{ 0.0f,-1.5f, 1.5f },
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{-1.5f, 0.0f, 1.5f },
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{ 1.5f, 1.5f, 0.0f },
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{ 1.5f,-1.5f, 0.0f },
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{-1.5f,-1.5f, 0.0f },
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{-1.5f, 1.5f, 0.0f },
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{ 0.0f, 1.5f,-1.5f },
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{ 1.5f, 0.0f,-1.5f },
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{ 0.0f,-1.5f,-1.5f },
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{-1.5f, 0.0f,-1.5f }
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts()
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{
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float[] cut = new float[] { -SQ3/3, SQ3/3 };
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return new float[][] { cut,cut,cut,cut };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// exclude the middle layer
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boolean[][] getRotatable()
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{
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boolean[] tmp = {true,false,true};
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return new boolean[][] { tmp,tmp,tmp,tmp };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// specifically for the tablebase
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we can never really move the top-front edge, because if we do so, we would also rotate the
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// rotation axis themselves! (see getIndex() where the cubit quats are normalized so that quat[0]
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// - i.e. the front-top edge - is always 0).
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// That's why map the moves (0,2,X) to (0,0&1,-X) and (3,0,X) to (3,1&2,-X)
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@Override
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int[] newMove(int axis, int layer, int angle)
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{
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if( axis==0 && layer==2 ) return new int[] { axis, 3, angle==1 ? 1:-1};
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if( axis==3 && layer==0 ) return new int[] { axis, 6, angle==1 ? 1:-1};
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int maxAngle = mAngles[axis][layer];
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angle = maxAngle-angle;
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if( angle> 0.5f*maxAngle ) angle -= maxAngle;
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return new int[] { axis, (1<<layer), angle };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// here we change back the mapping introduced by 'newMove()'
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@Override
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void convertMoves(int[][] moves)
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{
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for(int[] move : moves )
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{
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int[] newMove = newMove(move[0],move[1],move[2]);
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move[0] = newMove[0];
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move[1] = newMove[1];
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move[2] = newMove[2];
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}
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int len = moves.length;
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for(int i=0; i<len; i++)
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{
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int[] move = moves[i];
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if( move[1]==3 || move[1]==6 ) unrollMoves(moves,i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void unrollMoves(int[][] moves, int index)
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{
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int[] move = moves[index];
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int len = moves.length;
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if( move[1]==3 )
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{
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move[1] = 4;
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move[2] = -move[2];
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for(int i=index+1; i<len; i++) unrollMove(moves[i],move[0],move[2]<0);
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}
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else if( move[1]==6 )
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{
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move[1] = 1;
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move[2] = -move[2];
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for(int i=index+1; i<len; i++) unrollMove(moves[i],move[0],move[2]<0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void unrollMove(int[] move, int axis, boolean clockwise)
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{
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switch(axis)
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{
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case 0: switch(move[0])
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{
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case 0: break;
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case 1: move[0]= (clockwise? 2 : 3); break;
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case 2: move[0]= (clockwise? 3 : 1); break;
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case 3: move[0]= (clockwise? 1 : 2); break;
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}
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break;
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case 1: switch(move[0])
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{
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case 0: move[0]= (clockwise? 3 : 2); break;
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case 1: break;
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case 2: move[0]= (clockwise? 0 : 3); break;
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case 3: move[0]= (clockwise? 2 : 0); break;
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}
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break;
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case 2: switch(move[0])
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{
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case 0: move[0]= (clockwise? 1 : 3); break;
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case 1: move[0]= (clockwise? 3 : 0); break;
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case 2: break;
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case 3: move[0]= (clockwise? 0 : 1); break;
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}
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break;
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case 3: switch(move[0])
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{
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case 0: move[0]= (clockwise? 2 : 1); break;
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case 1: move[0]= (clockwise? 0 : 2); break;
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case 2: move[0]= (clockwise? 1 : 0); break;
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case 3: break;
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}
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break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean moveCanProceed(int lastA, int lastR, int currA, int currR)
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{
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return (lastA!=currA) || (lastR!=currR);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we rotate the whole thing so that quat[0] is always 0.
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void normalizeQuats(int[] quats)
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{
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if( quats[0]!=0 )
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{
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int inverted = getInvertedQuat(quats[0]);
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quats[0] = 0;
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for(int i=1; i<12; i++)
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{
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int index = quats[i];
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quats[i] = getMultQuat(inverted,index);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// in-place!
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public static int[] getPermFromQuats(int[] quats)
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{
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for(int i=0; i<12; i++)
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{
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int[] Q = QUATS[i];
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int quat = quats[i];
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for(int j=0; j<12; j++)
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if( Q[j]==quat )
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{
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quats[i] = j;
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break;
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}
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}
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return quats;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// in-place!
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public static int[] getQuatsFromPerm(int[] perm)
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{
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for(int i=0; i<12; i++)
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{
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int p = perm[i];
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perm[i] = QUATS[i][p];
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}
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return perm;
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}
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}
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