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magiccube / src / main / java / org / distorted / objects / TwistyObject.java @ 96208efc

# Date Author Comment
96208efc 09/21/2021 01:50 AM Leszek Koltunski

MOve the FOV from ObjectList to individual object classes.

efa81f0c 09/21/2021 01:43 AM Leszek Koltunski

Introduce abstract 4,6,8 adn 12 classes.

e9a87113 09/21/2021 12:59 AM Leszek Koltunski

Move the Movement class from ObjectList to individual object classes.

3e6b6e37 09/13/2021 01:07 PM Leszek Koltunski

Increase NODE_RATIO, i.e. the height/width ratio of the DistortedNode behind the object (before with 1.4, if one scrambled the Mirror Cube and made it the largest possible, corners were cut off form the top and bottom)

abf36986 09/13/2021 03:15 AM Leszek Koltunski

Add Mirror Cube 2x2 and 3x3.

91792184 09/10/2021 01:29 AM Leszek Koltunski

Make object scrambling abstract (well, almost - with exception of Square-1 - this theoretically could also be done the generic way, but this would require almost 20000 'ScrambleStates')

cc3d81dd 09/07/2021 11:11 PM Leszek Koltunski

Remove statics from the TwistyObject class.

963921af 09/07/2021 02:17 AM Leszek Koltunski

Remove statics from the Ultimate class.

af0de0af 09/07/2021 12:38 AM Leszek Koltunski

Remove statics from the Minx classes.

7ff38997 09/06/2021 10:10 PM Leszek Koltunski

Remove statics from the Cube classes.

e42a9e87 09/01/2021 10:24 PM Leszek Koltunski

Fix the Square-2 isSolved() (it was wrong even before!)

6cf89a3e 08/31/2021 03:38 PM Leszek Koltunski

Introduce pseudorandom balancing into scrambling in case of the two Dinos (from now on, the more times a particular (ax,layer) combination has been chosen already in the scrambling sequence, the less likely it is to be chosen next).
Fix Dino6 - isSolved(). Sadly, it cannot be the geeneric function - it needs to be another special case.

5e254115 08/26/2021 10:39 PM Leszek Koltunski

auto-compute the bandaged status from dimension of the CENTERS. Make 'computeBitmapFromRow' generic for bandageed and not bandaged objects.

169219a7 08/26/2021 10:30 PM Leszek Koltunski

Remove the last 'isSolved()' (from Dino4) and put it to the parent class as a special case.

a480ee80 08/26/2021 01:13 AM Leszek Koltunski

Standarize the 'isSolved()' method: now all objects, except one (Dino4) have a standard isSolved().
This incidentally also fixes detection of the solved state in case of Diamond4, i.e. a Master FTO.

abe288a3 08/24/2021 02:35 PM Leszek Koltunski

Come back to creating the objects from mesh.

3e605536 08/23/2021 03:20 PM Leszek Koltunski

Finally remove cubit creation from the implementation classes and move it to the TwistyObject.

f10a88a8 08/20/2021 12:39 AM Leszek Koltunski

Move 1) bandaged 3x3 2) normals cubes 3) octahedrons 4) both dinos to the new cubit creation scheme.

ad7907b0 08/19/2021 11:28 PM Leszek Koltunski

Important step towards making the implementation of an individual puzzle code-free (i.e. data-only): move the 'MeshBase[] mMeshes' variable from the individual classes to the parent TwistyObject.

ecf3f149 08/08/2021 04:46 PM Leszek Koltunski

Move the TwistyObject.retCubePosition() to the solver.

9c06394a 08/08/2021 04:21 PM Leszek Koltunski

Standarize drawing stickers of a twisty puzzle. From now on, there's no 'sticker drawing' code in the individual classes, only some constants.

c7c83fb7 07/30/2021 01:27 AM Leszek Koltunski

TwistyObject's ObejctScreenRatio and InitScreenRatio shouldn't be static. Make them non-static.
Otherwise, if the current object is, say, a cube (initSR=0.5), we fire up tutorials and start a tutorial for something with vastly different ObjectScreenRatio (Jing- initSR=1.64), then come back to the Main Activity - so there's a cube on the screen again - the ratios stay at their Jing values, which screws up detection of rotations.

b9d4aa3b 07/08/2021 01:58 PM Leszek Koltunski

Lots of changes :)

23be3096 07/07/2021 08:21 PM Leszek Koltunski

Bugfix

0bda7e06 06/19/2021 10:06 AM Leszek Koltunski

Workaround for a crash.

9f171eba 06/13/2021 10:35 PM Leszek Koltunski

Preparation for 'smart scrambling' : introduce the total number of scrambles to the 'randomizeNewScramble' function.

da69c279 06/08/2021 01:44 PM Leszek Koltunski

Square-2: progress.

542ec777 06/08/2021 09:10 AM Leszek Koltunski

Square-1: looks to be finished.

f20119c6 06/05/2021 12:02 AM Leszek Koltunski

Square-1: implement the fact that corners might bandage the puzzle.

43889e94 06/04/2021 11:35 PM Leszek Koltunski

Square-1: this is a shape-shifter; we cannot just clamp the Cubit positions to the initial list of positions.
Do so only if the minError is appropriately low.

e6734aa9 06/04/2021 01:25 AM Leszek Koltunski

Make it possible for an object to have different 'cuts' along each of its axis.

925ed78f 06/04/2021 12:26 AM Leszek Koltunski

Make it possible for an object to have different 'basicAngles' along each of its axis.

582617c1 06/03/2021 10:46 PM Leszek Koltunski

Hide more stuff in the TwistyObject class.

0203be88 06/03/2021 10:06 PM Leszek Koltunski

Remove the need for RowChances.

c494476f 05/30/2021 11:27 PM Leszek Koltunski

Make it possible to have some objects created from dmesh, and others - bootstrapped programmatically.

53e7de7e 05/26/2021 08:10 PM Leszek Koltunski

Face-Turning Octahedron & Skewb Ultimate meshes.

74ffd68e 05/25/2021 04:43 PM Leszek Koltunski

Progress with Skewb Ultimate.

67b2d57b 04/20/2021 12:25 PM Leszek Koltunski

Create new meshes.

7d8cc029 04/18/2021 10:20 PM Leszek Koltunski

Simplify.

cb137f36 04/15/2021 12:20 AM Leszek Koltunski

Objects: tidy up some repeated code.

31cd7256 04/14/2021 10:09 PM Leszek Koltunski

Convert the second and third object, the Pyraminx and the Diamond, to the new Cubit-creating engine.

b1f2ccf5 04/14/2021 04:00 PM Leszek Koltunski

Convert the first object, the Cube, to the new Cubit-creating engine.

749ef882 04/14/2021 10:01 AM Leszek Koltunski

Move Factories to the 'helpers' package.

32f4e2a7 04/02/2021 10:11 PM Leszek Koltunski

Master Kilominx: mesh.

68b5f9c5 03/29/2021 02:28 PM Leszek Koltunski

Progress making the Diamond class support any size.

680f921e 03/29/2021 01:03 AM Leszek Koltunski

Progress making the Diamond class support any size.

5043d5d0 03/21/2021 12:44 AM Leszek Koltunski

Refactor the automatic scrambling. From now on, it is not needed to care about single and double turns when randomizing a new turn.

bbc6471c 03/20/2021 12:36 AM Leszek Koltunski

Change the automatic scramble API in the TwistyObject - in preparation for automatic scrambles in the Bandaged Objects.

b1e3d6e9 03/19/2021 11:06 PM Leszek Koltunski

Switch on Dmeshes - in light of the previous fix, they work now.

ce366b42 03/18/2021 12:55 PM Leszek Koltunski

Make manual scrambling work.

e6cf7283 03/18/2021 09:48 AM Leszek Koltunski

Change the Cubit center from a Static3D to a float[].
The point: now we can have more than one center, and bandaged objects need more than one, because in this way they are going to fill up their RotationRow bitmaps.

f0450fcc 03/17/2021 04:37 PM Leszek Koltunski

Change Cubit.mRotationRow[] from an index pointing at a single rotating layer to a bitmap potentially pointing at several layers.
(in preparation for bandaged objects)

722b2512 03/17/2021 03:20 PM Leszek Koltunski

Simplifications.

221a4090 03/17/2021 02:31 PM Leszek Koltunski

Simplification with objects.

4c0a6d97 03/15/2021 03:59 PM Leszek Koltunski

Beginnings of support for bandaged versions of the 3x3 cube.

30bc2d91 03/08/2021 02:58 PM Leszek Koltunski

Fix movements of objects - before it really worked only when an object's FOV was about 60 degrees.

db875721 03/07/2021 12:17 AM Leszek Koltunski

Add Gigaminx dmesh.

985f3dfa 02/24/2021 01:35 PM Leszek Koltunski

Do not block the UI if, for some reason, some of the effects failed to get added to the Queue. Just fail to rotate.

1e6fb034 01/29/2021 10:39 AM Leszek Koltunski

Megaminx mesh.

28b54fe3 01/20/2021 01:24 PM Leszek Koltunski

Progress with Megaminx. Darken the RED color.

a64e07d0 01/19/2021 04:17 PM Leszek Koltunski

Beginnings of Megaminx & Gigaminx

848c7953 01/11/2021 11:28 AM Leszek Koltunski

Darken the orange color; lower the perspective FOV angle when playing with the Minx.

33b4138b 01/11/2021 12:25 AM Leszek Koltunski

Skewb Diamond: make the color scheme more standard.

323b217c 01/10/2021 11:52 PM Leszek Koltunski

Make the color scheme more standard.

54342a21 01/08/2021 04:15 PM Leszek Koltunski

Plug two more memory leaks.

e7b9e55d 01/03/2021 10:25 PM Leszek Koltunski

Kilominx: mesh

4e627d8b 12/28/2020 11:01 PM Leszek Koltunski

Progress with the Kilominx.

bbc6da6c 12/21/2020 05:55 PM Leszek Koltunski

Megaminx family: part1 (doesn't work yet)

5513978a 12/16/2020 02:36 PM Leszek Koltunski

Rex Cube - mesh.

da36b97e 12/16/2020 02:31 PM Leszek Koltunski

Rex Cube - new mesh, textures and icon.

03aa05d5 12/14/2020 11:22 PM Leszek Koltunski

Rex Cube Mesh

81f4fd77 12/14/2020 09:57 PM Leszek Koltunski

Bump version to 1.6.1

59b87d56 12/10/2020 11:12 PM Leszek Koltunski

Adding Rex Cube - take 1 (doesn't work yet)

6fd4a72c 10/23/2020 11:51 PM Leszek Koltunski

Preparation for the Object Info popup: add the name, inventor, complexity info to each object.

d73de3db 10/20/2020 11:28 PM Leszek Koltunski

Mesh for the Ivy.

fc3c5170 10/19/2020 11:36 PM Leszek Koltunski

Even more debugs for the 'failed to restore preferences' mystery.

9f487267 10/19/2020 11:18 PM Leszek Koltunski

Minor.

6a224bdc 10/19/2020 11:14 PM Leszek Koltunski

1) Progress with the Ivy
2) further refine defense against failing to restore preferences.

2d9d9d62 10/19/2020 11:01 AM Leszek Koltunski

Bugfix

49cd8581 10/19/2020 12:41 AM Leszek Koltunski

Beginnings of the Ivy Cube.

064ccc31 10/18/2020 12:02 AM Leszek Koltunski

Missing meshes; fix the Solver.

e51599f4 10/17/2020 11:16 PM Leszek Koltunski

New Meshes for all objects.

25445dcf 10/17/2020 12:00 AM Leszek Koltunski

More error reporting - this time in Scores.

ae755eda 10/16/2020 10:26 PM Leszek Koltunski

Make the texture multi-row: avoid the maximum texture size.

a15078bb 10/16/2020 04:31 PM Leszek Koltunski

Report to Crashlytics if we fail to restore preferencees (2)

9bcec50a 10/16/2020 03:49 PM Leszek Koltunski

Report to Crashlytics if we fail to restore preferencees.

c7e23561 10/16/2020 03:43 PM Leszek Koltunski

Report to Crashlytics if the fail to set texture due to it being too large.

b89898c5 10/16/2020 12:11 PM Leszek Koltunski

Progress with Skewb familty; separate StickerFactory class.

d99f3a48 10/16/2020 08:32 AM Leszek Koltunski

Spearate the concept of number of layers of an object and its size.
In case of the Skewb family, this is no longer the same (Master Skewb has 3 layers but it's twice bigger than the 2-layered Skewb)

a97e02b7 10/15/2020 03:11 PM Leszek Koltunski

Objects must explicitly provide a list of offsets specifying where the cut planes are (rather than just a BASIC_STEP - the width of the layer - which is insufficient in case of objects which have layers of vastly different width, like the Master Skewb)

eb389a97 10/15/2020 10:49 AM Leszek Koltunski

Move computation of the rotation rows to the Object from Cubits.

3f3ff476 10/14/2020 03:21 PM Leszek Koltunski

Beginnings of support for any-sized Skewb.

8a494f47 10/13/2020 10:54 AM Leszek Koltunski

New meshes.

2fcfce81 10/13/2020 10:40 AM Leszek Koltunski

CubitFactory: unify creating MeshPolygon bands.

ac722a43 10/09/2020 11:17 PM Leszek Koltunski

More debugging for the case of suspicious submits.

8d3cfe99 10/06/2020 10:08 PM Leszek Koltunski

New API for the library: add an empty texture component to a Mesh.
Use this in thr Magic Cube to add empty texture components to some types of cubits.

fcd8226a 10/05/2020 01:48 PM Leszek Koltunski

The Redi Cube should be finished now.

68f6046c 10/04/2020 11:36 PM Leszek Koltunski

Add the Redi Cube: part1.

1d6c1eea 10/03/2020 12:11 PM Leszek Koltunski

Work around a rare crash on startup

ee526fe0 10/02/2020 08:39 AM Leszek Koltunski

adjust the objects some more.