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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.main;
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import org.distorted.library.helpers.QuatHelper;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyObjectSolved
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{
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private final TwistyObject mParent;
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private final Static4D[] mObjectQuats;
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private final int mNumQuats;
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private final float[][] mOrigPos;
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private final int mNumCubits;
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private final int mFunctionIndex;
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private final int[] mTmpQuats;
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private int[][] mSolvedQuats;
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private int[][] mQuatMult;
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private int[] mFaceMap;
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private int[][] mScramble;
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private int[] mColors;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// remember about the double cover or unit quaternions!
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private int mulQuat(int q1, int q2)
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{
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Static4D result = QuatHelper.quatMultiply(mObjectQuats[q1],mObjectQuats[q2]);
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float rX = result.get0();
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float rY = result.get1();
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float rZ = result.get2();
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float rW = result.get3();
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final float MAX_ERROR = 0.1f;
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float dX,dY,dZ,dW;
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for(int i=0; i<mNumQuats; i++)
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{
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dX = mObjectQuats[i].get0() - rX;
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dY = mObjectQuats[i].get1() - rY;
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dZ = mObjectQuats[i].get2() - rZ;
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dW = mObjectQuats[i].get3() - rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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dX = mObjectQuats[i].get0() + rX;
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dY = mObjectQuats[i].get1() + rY;
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dZ = mObjectQuats[i].get2() + rZ;
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dW = mObjectQuats[i].get3() + rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getMultQuat(int index1, int index2)
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{
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if( mQuatMult==null )
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{
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mQuatMult = new int[mNumQuats][mNumQuats];
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for(int i=0; i<mNumQuats; i++)
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for(int j=0; j<mNumQuats; j++) mQuatMult[i][j] = -1;
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}
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if( index1<mNumQuats && index2<mNumQuats )
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{
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if( mQuatMult[index1][index2]==-1 ) mQuatMult[index1][index2] = mulQuat(index1,index2);
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return mQuatMult[index1][index2];
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeScramble(int quatNum, int centerNum)
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{
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float MAXDIFF = 0.01f;
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float[] center= mOrigPos[centerNum];
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Static4D sc = new Static4D(center[0], center[1], center[2], 1.0f);
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Static4D result = QuatHelper.rotateVectorByQuat(sc,mObjectQuats[quatNum]);
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float x = result.get0();
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float y = result.get1();
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float z = result.get2();
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for(int c=0; c<mNumCubits; c++)
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{
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float[] cent = mOrigPos[c];
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float qx = cent[0] - x;
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float qy = cent[1] - y;
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float qz = cent[2] - z;
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if( qx>-MAXDIFF && qx<MAXDIFF &&
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qy>-MAXDIFF && qy<MAXDIFF &&
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qz>-MAXDIFF && qz<MAXDIFF ) return c;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This is used to build internal data structures for the generic 'isSolved()'
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//
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// if this is an internal cubit (all faces black): return -1
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// if this is a face cubit (one non-black face): return the color index of the only non-black face.
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// Color index, i.e. the index into the 'FACE_COLORS' table.
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// else (edge or corner cubit, more than one non-black face): return -2.
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private int retCubitSolvedStatus(int cubit, int[] numLayers, int numCubitFaces, int[][] cubitFaceColors)
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{
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int numNonBlack=0, nonBlackIndex=-1, stiShape, cubColor;
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int variant = mParent.getCubitVariant(cubit,numLayers);
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for(int face=0; face<numCubitFaces; face++)
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{
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stiShape = mParent.getVariantStickerShape(variant,face);
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int numFaces = cubitFaceColors[cubit].length;
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cubColor = face<numFaces ? cubitFaceColors[cubit][face] : -1;
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if( stiShape>=0 && cubColor>=0 )
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{
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numNonBlack++;
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nonBlackIndex = cubColor;
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}
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}
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if( numNonBlack==0 ) return -1;
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if( numNonBlack>=2 ) return -2;
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return nonBlackIndex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] buildSolvedQuats(Static3D faceAx)
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{
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final float MAXD = 0.0001f;
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float x = faceAx.get0();
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float y = faceAx.get1();
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float z = faceAx.get2();
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float a,dx,dy,dz,qx,qy,qz;
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Static4D quat;
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int place = 0;
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for(int q=1; q<mNumQuats; q++)
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{
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quat = mObjectQuats[q];
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qx = quat.get0();
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qy = quat.get1();
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qz = quat.get2();
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if( x!=0.0f ) { a = qx/x; }
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else if( y!=0.0f ) { a = qy/y; }
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else { a = qz/z; }
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dx = a*x-qx;
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dy = a*y-qy;
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dz = a*z-qz;
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if( dx>-MAXD && dx<MAXD && dy>-MAXD && dy<MAXD && dz>-MAXD && dz<MAXD )
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{
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mTmpQuats[place++] = q;
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}
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}
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if( place!=0 )
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{
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int[] ret = new int[place];
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System.arraycopy(mTmpQuats,0,ret,0,place);
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return ret;
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// special SolvedQuats for the case where there are no corner of edge cubits.
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// first row {0} - means there are no corners or edges.
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// each next defines all cubits of a singe face (numCubits, firstCubit, cubit1,..,cubitN-1, quat0,..., quatM
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private boolean isSolvedCentersOnly(TwistyObjectCubit[] cubits)
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{
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int numGroups = mSolvedQuats.length;
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for(int group=1; group<numGroups; group++)
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{
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int numEntries= mSolvedQuats[group].length;
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int numCubits = mSolvedQuats[group][0];
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int firstCubit= mSolvedQuats[group][1];
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int firstQuat = cubits[firstCubit].mQuatIndex;
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for(int cubit=2; cubit<=numCubits; cubit++)
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{
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int currCubit= mSolvedQuats[group][cubit];
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int currQuat = cubits[currCubit].mQuatIndex;
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boolean isGood= (firstQuat==currQuat);
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for(int q=numCubits+1; !isGood && q<numEntries; q++)
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{
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int quat = mSolvedQuats[group][q];
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if( firstQuat == getMultQuat(currQuat,quat) ) isGood = true;
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}
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if( !isGood ) return false;
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}
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isSolved0(TwistyObjectCubit[] cubits)
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{
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if( mSolvedQuats[0][0]==0 ) return isSolvedCentersOnly(cubits);
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for( int[] solvedQuat : mSolvedQuats )
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{
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int numCubits = solvedQuat[0];
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int firstCubit= solvedQuat[1];
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int quat = cubits[firstCubit].mQuatIndex;
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for( int cubit=2; cubit<=numCubits; cubit++ )
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{
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int c = solvedQuat[cubit];
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if( quat != cubits[c].mQuatIndex ) return false;
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}
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}
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int cubit= mSolvedQuats[0][1];
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int quat0= cubits[cubit].mQuatIndex;
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int numGroups = mSolvedQuats.length;
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for(int group=1; group<numGroups; group++)
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{
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int firstCubit= mSolvedQuats[group][1];
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int currQuat = cubits[firstCubit].mQuatIndex;
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if( quat0==currQuat ) continue;
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boolean isGood= false;
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int numEntries= mSolvedQuats[group].length;
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int numCubits = mSolvedQuats[group][0];
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for(int q=numCubits+1; q<numEntries; q++)
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{
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int quat = mSolvedQuats[group][q];
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if( quat0 == getMultQuat(currQuat,quat) )
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{
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isGood = true;
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break;
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}
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}
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if( !isGood ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dino4 uses this. It is solved if and only if groups of cubits
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// (0,3,7), (1,2,5), (4,8,9), (6,10,11)
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// or
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// (0,1,4), (2,3,6), (5,9,10), (7,8,11)
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// are all the same color.
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private boolean isSolved1(TwistyObjectCubit[] cubits)
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{
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if( mScramble==null )
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{
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mScramble = new int[mNumQuats][mNumCubits];
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mColors = new int[mNumCubits];
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for(int q=0; q<mNumQuats; q++)
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for(int c=0; c<mNumCubits; c++) mScramble[q][c] = computeScramble(q,c);
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}
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if( mFaceMap==null )
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{
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mFaceMap = new int[] { 4, 2, 2, 4, 0, 2, 1, 4, 0, 0, 1, 1 };
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}
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for(int c=0; c<mNumCubits; c++)
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{
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int index = mScramble[cubits[c].mQuatIndex][c];
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mColors[index] = mFaceMap[c];
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}
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if( mColors[0]==mColors[3] && mColors[0]==mColors[7] &&
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mColors[1]==mColors[2] && mColors[1]==mColors[5] &&
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mColors[4]==mColors[8] && mColors[4]==mColors[9] ) return true;
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if( mColors[0]==mColors[1] && mColors[0]==mColors[4] &&
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mColors[2]==mColors[3] && mColors[2]==mColors[6] &&
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mColors[5]==mColors[9] && mColors[5]==mColors[10] ) return true;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Called from TwistyObject
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[][] getSolvedQuats(int[] numLayers, int numCubitFaces, int[][] cubitFaceColors)
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{
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int[] groups = new int[mNumCubits];
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int numGroups = 1;
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int numFirst = 0;
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for(int cubit=0; cubit<mNumCubits; cubit++)
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{
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groups[cubit] = retCubitSolvedStatus(cubit,numLayers,numCubitFaces,cubitFaceColors);
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if( groups[cubit]>=0 ) numGroups++;
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else numFirst++;
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}
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int firstIndex = 1;
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int groupIndex = 1;
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int[][] solvedQuats = new int[numGroups][];
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solvedQuats[0] = new int[1+numFirst];
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solvedQuats[0][0] = numFirst;
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Static3D[] axis = mParent.getFaceAxis();
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for(int cubit=0; cubit<mNumCubits; cubit++)
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{
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int group = groups[cubit];
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if( group<0 )
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{
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solvedQuats[0][firstIndex] = cubit;
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firstIndex++;
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}
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else
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{
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int[] quats = buildSolvedQuats(axis[group]);
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int len = quats==null ? 0 : quats.length;
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solvedQuats[groupIndex] = new int[2+len];
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solvedQuats[groupIndex][0] = 1;
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solvedQuats[groupIndex][1] = cubit;
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for(int i=0; i<len; i++) solvedQuats[groupIndex][i+2] = quats[i];
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groupIndex++;
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}
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}
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/*
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String dbg = "SOLVED GROUPS:\n";
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for(int g=0; g<numGroups; g++)
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{
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int len = solvedQuats[g].length;
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for(int i=0; i<len; i++) dbg += (" "+solvedQuats[g][i]);
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dbg+="\n";
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}
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android.util.Log.e("D", dbg);
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*/
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return solvedQuats;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setupSolvedQuats(int[][] quats)
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{
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mSolvedQuats = quats;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyObjectSolved(TwistyObject parent, float[][] orig, int index)
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{
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mParent = parent;
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mObjectQuats = mParent.mObjectQuats;
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mNumQuats = mObjectQuats.length;
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mOrigPos = orig;
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mNumCubits = orig.length;
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mFunctionIndex = index;
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mTmpQuats = new int[mNumQuats];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isSolved(TwistyObjectCubit[] cubits)
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{
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if( mFunctionIndex==0 ) return isSolved0(cubits);
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if( mFunctionIndex==1 ) return isSolved1(cubits);
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return false;
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}
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}
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