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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyCube extends TwistyObject
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{
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// the three rotation axis of a RubikCube. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private static final int[] BASIC_ANGLE = new int[] { 4,4,4 };
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a RubikCube of any size.
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// Here's how to compute this:
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// 1) compute how many rotations there are (RubikCube of any size = 24)
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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// multiplying them and eventually you'll find all (24) legal rotations.
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// Example program in C, res/raw/compute_quats.c , is included.
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private static final Static4D[] QUATS = 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( 1.0f, 0.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f),
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new Static4D( SQ2/2, SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, -SQ2/2, 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, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f),
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new Static4D( -0.5f, -0.5f, -0.5f, 0.5f),
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new Static4D( -0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( -0.5f, 0.5f, 0.5f, -0.5f),
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new Static4D( -0.5f, 0.5f, 0.5f, 0.5f)
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};
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private static final double[][] VERTICES = new double[][]
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{
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{ 0.5, 0.5, 0.5 },
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{ 0.5, 0.5,-0.5 },
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{ 0.5,-0.5, 0.5 },
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{ 0.5,-0.5,-0.5 },
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{-0.5, 0.5, 0.5 },
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{-0.5, 0.5,-0.5 },
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{-0.5,-0.5, 0.5 },
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{-0.5,-0.5,-0.5 },
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};
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private static final int[][] VERT_INDEXES = new int[][]
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{
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{2,3,1,0}, // counterclockwise!
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{7,6,4,5},
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{4,0,1,5},
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{7,3,2,6},
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{6,2,0,4},
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{3,7,5,1}
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f }
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};
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private static final ObjectSticker[] mStickers;
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static
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{
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final float radius = 0.10f;
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final float stroke = 0.08f;
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final float[] radii = {radius,radius,radius,radius};
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mStickers = new ObjectSticker[STICKERS.length];
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mStickers[0] = new ObjectSticker(STICKERS[0],null,radii,stroke );
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}
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private int mCurrState;
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private int mIndexExcluded;
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private final ScrambleState[] mStates;
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private int[][] mScrambleTable;
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private int[] mNumOccurences;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyCube(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.CUBE, res, scrWidth);
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int[][] m = new int[16][];
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for(int i=1; i<16; i++) m[i] = createEdges(size,i);
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mStates = new ScrambleState[] // built so that all 3 axes must be present in every 4 consecutive moves
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{
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new ScrambleState( new int[][] { m[ 1], m[ 2], m[ 3] } ), // 0
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new ScrambleState( new int[][] { null, m[ 4], m[ 5] } ), // x
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new ScrambleState( new int[][] { m[ 6], null, m[ 7] } ), // y
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new ScrambleState( new int[][] { m[ 8], m[ 8], null } ), // z
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new ScrambleState( new int[][] { m[10], null, m[ 7] } ), // xy
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new ScrambleState( new int[][] { m[11], m[ 9], null } ), // xz
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new ScrambleState( new int[][] { null, m[12], m[ 5] } ), // yx
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new ScrambleState( new int[][] { m[ 8], m[13], null } ), // yz
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new ScrambleState( new int[][] { null, m[ 4], m[14] } ), // zx
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new ScrambleState( new int[][] { m[ 6], null, m[15] } ), // zy
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new ScrambleState( new int[][] { null, null, m[ 5] } ), // xyx
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new ScrambleState( new int[][] { null, m[ 4], null } ), // xzx
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new ScrambleState( new int[][] { null, null, m[ 7] } ), // yxy
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new ScrambleState( new int[][] { m[ 6], null, null } ), // yzy
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new ScrambleState( new int[][] { null, m[ 9], null } ), // zxz
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new ScrambleState( new int[][] { m[ 8], null, null } ), // zyz
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] createEdges(int size, int vertex)
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{
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int[] ret = new int[9*size];
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for(int l=0; l<size; l++)
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{
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ret[9*l ] = l;
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ret[9*l+1] =-1;
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ret[9*l+2] = vertex;
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ret[9*l+3] = l;
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ret[9*l+4] = 1;
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ret[9*l+5] = vertex;
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ret[9*l+6] = l;
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ret[9*l+7] = 2;
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ret[9*l+8] = vertex;
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}
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return ret;
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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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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(MovementCube.FACE_AXIS[status],QUATS);
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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 extraI, extraV, num;
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float height;
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switch(numLayers)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; height = 0.045f; break;
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case 3 : num = 5; extraI = 2; extraV = 2; height = 0.045f; break;
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case 4 : num = 5; extraI = 1; extraV = 1; height = 0.045f; break;
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default: num = 5; extraI = 0; extraV = 0; height = 0.045f; break;
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}
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float[][] bands = new float[][] { {height,35,0.5f,0.7f,num,extraI,extraV} };
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int[] bandIndices = new int[] { 0,0,0,0,0,0};
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float[][] corners = new float[][] { {0.036f,0.12f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0,0,0,0,0 };
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return new ObjectShape(VERTICES,VERT_INDEXES,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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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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return QUATS[0];
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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 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit, int numLayers)
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectSticker retSticker(int face)
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{
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return mStickers[face/NUM_FACES];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int numLayers)
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{
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int numCubits = numLayers>1 ? 6*numLayers*numLayers - 12*numLayers + 8 : 1;
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float[][] tmp = new float[numCubits][];
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float diff = 0.5f*(numLayers-1);
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int currentPosition = 0;
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for(int x = 0; x<numLayers; x++)
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for(int y = 0; y<numLayers; y++)
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for(int z = 0; z<numLayers; z++)
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if( x==0 || x==numLayers-1 || y==0 || y==numLayers-1 || z==0 || z==numLayers-1 )
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{
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tmp[currentPosition++] = new float[] {x-diff,y-diff,z-diff};
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}
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return tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int numLayers)
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{
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float[][] cuts = new float[3][numLayers-1];
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for(int i=0; i<numLayers-1; i++)
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{
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float cut = (2-numLayers)*0.5f + i;
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cuts[0][i] = cut;
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cuts[1][i] = cut;
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cuts[2][i] = cut;
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}
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return cuts;
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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 STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getFaceColor(int cubit, int cubitface, int numLayers)
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{
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return CUBITS[cubit].mRotationRow[cubitface/2] == (cubitface%2==0 ? (1<<(numLayers-1)):1) ? cubitface : NUM_FACES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return getNumLayers();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[] getBasicAngle()
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{
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return BASIC_ANGLE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeScrambling()
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{
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int numLayers = getNumLayers();
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if( mScrambleTable ==null )
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{
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mScrambleTable = new int[NUM_AXIS][numLayers];
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}
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if( mNumOccurences ==null )
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{
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int max=0;
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for (ScrambleState mState : mStates)
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{
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int tmp = mState.getTotal(-1);
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if (max < tmp) max = tmp;
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}
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mNumOccurences = new int[max];
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}
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for(int i=0; i<NUM_AXIS; i++)
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for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles)
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{
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if( curr==0 )
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{
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mCurrState = 0;
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mIndexExcluded =-1;
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initializeScrambling();
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}
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int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences);
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scramble[curr][0] = info[0];
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scramble[curr][1] = info[1];
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scramble[curr][2] = info[2];
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mCurrState = info[3];
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mIndexExcluded = info[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
424
|
|
425
|
public int getObjectName(int numLayers)
|
426
|
{
|
427
|
switch(numLayers)
|
428
|
{
|
429
|
case 2: return R.string.cube2;
|
430
|
case 3: return R.string.cube3;
|
431
|
case 4: return R.string.cube4;
|
432
|
case 5: return R.string.cube5;
|
433
|
}
|
434
|
return R.string.cube3;
|
435
|
}
|
436
|
|
437
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
438
|
|
439
|
public int getInventor(int numLayers)
|
440
|
{
|
441
|
switch(numLayers)
|
442
|
{
|
443
|
case 2: return R.string.cube2_inventor;
|
444
|
case 3: return R.string.cube3_inventor;
|
445
|
case 4: return R.string.cube4_inventor;
|
446
|
case 5: return R.string.cube5_inventor;
|
447
|
}
|
448
|
return R.string.cube3_inventor;
|
449
|
}
|
450
|
|
451
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
452
|
|
453
|
public int getComplexity(int numLayers)
|
454
|
{
|
455
|
switch(numLayers)
|
456
|
{
|
457
|
case 2: return 4;
|
458
|
case 3: return 6;
|
459
|
case 4: return 8;
|
460
|
case 5: return 10;
|
461
|
}
|
462
|
return 6;
|
463
|
}
|
464
|
}
|