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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 android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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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.MeshBase;
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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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public class TwistyRedi extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikRedi. Must be normalized.
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static final Static3D[] ROT_AXIS = 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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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 RubikRedi
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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( 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 float DIST_CORNER = 1.0f;
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private static final float DIST_EDGE = 1.5f;
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// centers of the 8 corners + 12 edges ( i.e. of the all 20 cubits)
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private static final float[][] CENTERS = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{ 0.0f, DIST_EDGE, DIST_EDGE },
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{ DIST_EDGE, 0.0f, DIST_EDGE },
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{ 0.0f,-DIST_EDGE, DIST_EDGE },
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{-DIST_EDGE, 0.0f, DIST_EDGE },
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{ DIST_EDGE, DIST_EDGE, 0.0f },
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{ DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE, DIST_EDGE, 0.0f },
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{ 0.0f, DIST_EDGE,-DIST_EDGE },
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{ DIST_EDGE, 0.0f,-DIST_EDGE },
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{ 0.0f,-DIST_EDGE,-DIST_EDGE },
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{-DIST_EDGE, 0.0f,-DIST_EDGE }
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};
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// Colors of the faces of cubits.
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// YELLOW 0 WHITE 1 BLUE 2 GREEN 3 RED 4 BROWN 5
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// YELLOW 6 WHITE 7 BLUE 8 GREEN 9 RED 10 BROWN 11
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4, 2, 0,12,12,12 },
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{ 2, 5, 0,12,12,12 },
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{ 3, 4, 0,12,12,12 },
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{ 5, 3, 0,12,12,12 },
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{ 1, 2, 4,12,12,12 },
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{ 5, 2, 1,12,12,12 },
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{ 4, 3, 1,12,12,12 },
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{ 1, 3, 5,12,12,12 },
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{ 10, 8,12,12,12,12 },
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{ 6,10,12,12,12,12 },
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{ 10, 9,12,12,12,12 },
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{ 7,10,12,12,12,12 },
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{ 8, 6,12,12,12,12 },
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{ 9, 6,12,12,12,12 },
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{ 9, 7,12,12,12,12 },
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{ 8, 7,12,12,12,12 },
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{ 11, 8,12,12,12,12 },
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{ 6,11,12,12,12,12 },
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{ 11, 9,12,12,12,12 },
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{ 7,11,12,12,12,12 },
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};
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private static final float G = 0.72f;
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private static final double[][] VERTICES_CORNER = new double[][]
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{
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{ 0.0f, 0.0f, 0.0f },
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{-0.5f, 0.5f, 0.5f },
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{-0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f,-0.5f },
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{ 0.5f,-0.5f,-0.5f },
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{-0.5f, 0.5f,-0.5f },
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{-0.5f, 0.5f*G, 0.5f },
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{-0.5f,-0.5f*G, 0.5f },
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{-0.5f*G,-0.5f, 0.5f },
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{ 0.5f*G,-0.5f, 0.5f },
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{ 0.5f,-0.5f, 0.5f*G },
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{ 0.5f,-0.5f,-0.5f*G },
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{ 0.5f,-0.5f*G,-0.5f },
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{ 0.5f, 0.5f*G,-0.5f },
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{ 0.5f*G, 0.5f,-0.5f },
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{-0.5f*G, 0.5f,-0.5f },
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{-0.5f, 0.5f,-0.5f*G },
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{-0.5f, 0.5f, 0.5f*G },
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};
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private static final int[][] VERT_INDEXES_CORNER = new int[][]
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{
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{ 2,4,3,1 },
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{ 1,3,5,7 },
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{ 4,6,5,3 },
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{ 2,10,11,4,0,5,16,17,7,0},
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{ 4,12,13,6,0,7,18,19,1,0},
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{ 1, 8, 9,2,0,6,14,15,5,0}
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};
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private static final double[][] VERTICES_EDGE = new double[][]
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{
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{-0.5f, 0.0f, 0.0f},
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{ 0.5f, 0.0f, 0.0f},
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{-0.5f,-1.0f, 0.0f},
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{ 0.5f,-1.0f, 0.0f},
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{ 0.0f,-1.5f, 0.0f},
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{-0.5f, 0.0f,-1.0f},
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{ 0.5f, 0.0f,-1.0f},
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{ 0.0f, 0.0f,-1.5f},
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};
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private static final int[][] VERT_INDEXES_EDGE = new int[][]
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{
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{ 0,2,4,3,1 },
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{ 0,1,6,7,5 },
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{ 1,3,6 },
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{ 0,2,5 },
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{ 4,7,6,3 },
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{ 4,7,5,2 }
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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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{ -0.3125f, 0.4375f, -0.3125f, -0.1875f, 0.0f, -0.5f, 0.3125f, -0.1875f, 0.3125f, 0.4375f }
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};
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private static MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRedi(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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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.REDI, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.50f;
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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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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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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 getNumStickerTypes(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int size)
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{
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float[] cuts = new float[2];
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cuts[0] = -SQ3/3 -0.05f;
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cuts[1] = +SQ3/3 +0.05f;
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit)
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{
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switch(cubit)
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{
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case 0: return QUATS[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return QUATS[1]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return QUATS[2]; // 180 along Y
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case 6: return QUATS[3]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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case 8: return QUATS[0];
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case 9: return QUATS[5];
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case 10: return QUATS[3];
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case 11: return QUATS[11];
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case 12: return QUATS[4];
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case 13: return QUATS[7];
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case 14: return QUATS[9];
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case 15: return QUATS[10];
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case 16: return QUATS[2];
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case 17: return QUATS[8];
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case 18: return QUATS[1];
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case 19: return QUATS[6];
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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if( mMeshes==null )
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{
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[2];
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}
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MeshBase mesh;
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if( cubit<8 )
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{
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if( mMeshes[0]==null )
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{
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float[][] bands= new float[][]
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{
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{0.06f,35,0.5f,0.7f,6,2,2},
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{0.00f, 0,1.0f,0.0f,2,0,0}
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};
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int[] bandIndexes = new int[] { 0,0,0,1,1,1 };
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float[][] corners = new float[][] { {0.06f,0.12f} };
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int[] cornerIndexes = new int[] { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
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float[][] centers = new float[][] { { 0.0f, 0.0f, 0.0f} };
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int[] centerIndexes = new int[] { -1,0,-1,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER);
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mMeshes[0] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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mesh = mMeshes[0].copy(true);
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}
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else
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{
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if( mMeshes[1]==null )
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{
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float[][] bands= new float[][]
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{
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{0.038f,35,0.250f,0.7f, 7,2,2},
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{0.020f,35,0.125f,0.2f, 3,1,2},
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{0.020f,35,0.125f,0.2f, 3,1,1}
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};
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int[] bandIndexes = new int[] { 0,0,1,1,2,2 };
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float[][] corners = new float[][] { {0.06f,0.20f} };
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int[] cornerIndexes = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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float[][] centers = new float[][] { { 0.0f,-0.75f,-0.75f} };
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int[] centerIndexes = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_EDGE,VERT_INDEXES_EDGE);
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mMeshes[1] = factory.createRoundedSolid(VERTICES_EDGE, VERT_INDEXES_EDGE,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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mesh = mMeshes[1].copy(true);
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}
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getFaceColor(int cubit, int cubitface, int size)
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{
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return mFaceMap[cubit][cubitface];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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int COLORS = FACE_COLORS.length;
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int stickerType = face/COLORS;
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float R,S;
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switch(stickerType)
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{
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case 0: R = 0.09f; S = 0.09f; break;
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case 1: R = 0.06f; S = 0.06f; break;
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default: R = 0.00f; S = 0.00f; break;
|
396
|
}
|
397
|
|
398
|
FactorySticker factory = FactorySticker.getInstance();
|
399
|
factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[stickerType], S, FACE_COLORS[face%COLORS], R);
|
400
|
}
|
401
|
|
402
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
403
|
|
404
|
float returnMultiplier()
|
405
|
{
|
406
|
return 2.0f;
|
407
|
}
|
408
|
|
409
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
410
|
|
411
|
float[] getRowChances(int numLayers)
|
412
|
{
|
413
|
float[] chances = new float[3];
|
414
|
|
415
|
chances[0] = 0.5f;
|
416
|
chances[1] = 0.5f;
|
417
|
chances[2] = 1.0f;
|
418
|
|
419
|
return chances;
|
420
|
}
|
421
|
|
422
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
|
// PUBLIC API
|
424
|
|
425
|
public Static3D[] getRotationAxis()
|
426
|
{
|
427
|
return ROT_AXIS;
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
|
432
|
public int getBasicAngle()
|
433
|
{
|
434
|
return 3;
|
435
|
}
|
436
|
|
437
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
438
|
|
439
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
440
|
{
|
441
|
if( num==0 )
|
442
|
{
|
443
|
scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
|
444
|
scramble[num][1] = rnd.nextFloat()<=0.5f ? 0:2;
|
445
|
}
|
446
|
else
|
447
|
{
|
448
|
int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
|
449
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
450
|
scramble[num][1] = (scramble[num-1][0]+scramble[num][0]==3 ? 2-scramble[num-1][1] : scramble[num-1][1]);
|
451
|
}
|
452
|
|
453
|
switch( rnd.nextInt(2) )
|
454
|
{
|
455
|
case 0: scramble[num][2] = -1; break;
|
456
|
case 1: scramble[num][2] = 1; break;
|
457
|
}
|
458
|
}
|
459
|
|
460
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
461
|
// The Redi is solved if and only if:
|
462
|
//
|
463
|
// ??
|
464
|
|
465
|
public boolean isSolved()
|
466
|
{
|
467
|
int q = CUBITS[0].mQuatIndex;
|
468
|
|
469
|
return ( CUBITS[ 1].mQuatIndex == q &&
|
470
|
CUBITS[ 2].mQuatIndex == q &&
|
471
|
CUBITS[ 3].mQuatIndex == q &&
|
472
|
CUBITS[ 4].mQuatIndex == q &&
|
473
|
CUBITS[ 5].mQuatIndex == q &&
|
474
|
CUBITS[ 6].mQuatIndex == q &&
|
475
|
CUBITS[ 7].mQuatIndex == q &&
|
476
|
CUBITS[ 8].mQuatIndex == q &&
|
477
|
CUBITS[ 9].mQuatIndex == q &&
|
478
|
CUBITS[10].mQuatIndex == q &&
|
479
|
CUBITS[11].mQuatIndex == q &&
|
480
|
CUBITS[12].mQuatIndex == q &&
|
481
|
CUBITS[13].mQuatIndex == q &&
|
482
|
CUBITS[14].mQuatIndex == q &&
|
483
|
CUBITS[15].mQuatIndex == q &&
|
484
|
CUBITS[16].mQuatIndex == q &&
|
485
|
CUBITS[17].mQuatIndex == q &&
|
486
|
CUBITS[18].mQuatIndex == q &&
|
487
|
CUBITS[19].mQuatIndex == q );
|
488
|
}
|
489
|
|
490
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
491
|
// only needed for solvers - there are no Redi solvers ATM)
|
492
|
|
493
|
public String retObjectString()
|
494
|
{
|
495
|
return "";
|
496
|
}
|
497
|
|
498
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
499
|
|
500
|
public int getObjectName(int numLayers)
|
501
|
{
|
502
|
return R.string.redi2;
|
503
|
}
|
504
|
|
505
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
506
|
|
507
|
public int getInventor(int numLayers)
|
508
|
{
|
509
|
return R.string.redi2_inventor;
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
|
514
|
public int getComplexity(int numLayers)
|
515
|
{
|
516
|
return 4;
|
517
|
}
|
518
|
}
|