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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.SharedPreferences;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedNode;
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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.MeshRectangles;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Static1D;
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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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public abstract class RubikObject extends DistortedNode
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{
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static final int INTERIOR_COLOR = 0xff000000;
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public static final int NODE_FBO_SIZE = 600;
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private static final int TEXTURE_HEIGHT = 128;
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final float[] LEGAL_QUATS;
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final Static3D[] ROTATION_AXIS;
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static float OBJECT_SCREEN_RATIO;
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private final int NUM_CUBITS;
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private int mRotRowBitmap;
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private int mRotAxis;
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private Static3D[] mOrigPos;
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private Static3D mNodeScale;
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private Static4D mQuatAccumulated;
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private Cubit[] mCubits;
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private int mSize;
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private RubikObjectList mList;
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float mStart, mStep;
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Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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DistortedTexture mTexture;
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MatrixEffectScale mScaleEffect;
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MatrixEffectQuaternion mQuatCEffect;
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MatrixEffectQuaternion mQuatAEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikObject(int size, int fov, Static4D quatCur, Static4D quatAcc, DistortedTexture nodeTexture,
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MeshRectangles nodeMesh, DistortedEffects nodeEffects, int[][] moves, RubikObjectList list)
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{
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super(nodeTexture,nodeEffects,nodeMesh);
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resizeFBO(NODE_FBO_SIZE, NODE_FBO_SIZE);
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mList = list;
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mOrigPos = getCubitPositions(size);
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LEGAL_QUATS = getLegalQuats();
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NUM_CUBITS = mOrigPos.length;
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ROTATION_AXIS = getRotationAxis();
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OBJECT_SCREEN_RATIO = getScreenRatio();
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mSize = size;
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computeStartAndStep(mOrigPos);
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mNodeScale= new Static3D(1,1,1);
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mQuatAccumulated = quatAcc;
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mRotationAngleStatic = new Static1D(0);
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mRotationAngleMiddle = new Static1D(0);
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mRotationAngleFinal = new Static1D(0);
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Static3D center = new Static3D(0,0,0);
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float scale = OBJECT_SCREEN_RATIO*NODE_FBO_SIZE/mSize;
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mScaleEffect = new MatrixEffectScale(new Static3D(scale,scale,scale));
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mQuatCEffect = new MatrixEffectQuaternion(quatCur, center);
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mQuatAEffect = new MatrixEffectQuaternion(quatAcc, center);
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MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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nodeEffects.apply(nodeScaleEffect);
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mCubits = new Cubit[NUM_CUBITS];
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mTexture = new DistortedTexture();
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for(int i=0; i<NUM_CUBITS; i++)
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{
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MeshBase cubitMesh = createCubitMesh(i);
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mCubits[i] = new Cubit(this,cubitMesh,mOrigPos[i]);
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textureCubitMesh(cubitMesh,i);
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attach(mCubits[i].mNode);
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}
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setupPosition(moves);
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setProjection(fov, 0.1f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void textureCubitMesh(MeshBase mesh, int cubit)
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{
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boolean belongs;
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final int numFaces = getNumFaces();
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final Static4D[] maps = new Static4D[numFaces];
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final float ratio = 1.0f/(numFaces+1);
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if( 2*ROTATION_AXIS.length == numFaces ) // i.e. there are faces on both ends of the axis (cube)
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{
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for(int i=0; i<numFaces; i++)
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{
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belongs = isOnFace(cubit, i/2, i%2==0 ? mSize-1:0 );
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maps[i] = new Static4D( (belongs?i:6)*ratio, 0.0f, ratio, 1.0f);
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}
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}
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else if( ROTATION_AXIS.length == numFaces ) // just a single face on the right end of an axis (pyraminx)
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{
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for(int i=0; i<numFaces; i++)
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{
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belongs = isOnFace(cubit, i, 0 );
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maps[i] = new Static4D( (belongs?i:6)*ratio, 0.0f, ratio, 1.0f);
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}
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}
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mesh.setTextureMap(maps);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Cast centers of all Cubits on the first rotation Axis and compute the leftmost and rightmost
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// one. From there compute the 'start' (i.e. the leftmost) and 'step' (i.e. distance between two
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// consecutive).
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// it is assumed that other rotation axis have the same 'start' and 'step' - this is the case with
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// the Cube and the Pyraminx.
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// Start and Step are then needed to compute which rotation row (with respect to a given axis) a
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// given Cubit belongs to.
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private void computeStartAndStep(Static3D[] pos)
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{
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float min = Float.MAX_VALUE;
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float max = Float.MIN_VALUE;
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float axisX = ROTATION_AXIS[0].get0();
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float axisY = ROTATION_AXIS[0].get1();
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float axisZ = ROTATION_AXIS[0].get2();
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float tmp;
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for(int i=0; i<NUM_CUBITS; i++)
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{
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tmp = pos[i].get0()*axisX + pos[i].get1()*axisY + pos[i].get2()*axisZ;
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if( tmp<min ) min=tmp;
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if( tmp>max ) max=tmp;
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}
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mStart = min;
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mStep = (max-min+1.0f)/mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean belongsToRotation( int cubit, int axis, int rowBitmap)
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{
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int cubitRow = (int)(mCubits[cubit].mRotationRow[axis]+0.5f);
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return ((1<<cubitRow)&rowBitmap)!=0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we cannot use belongsToRotation for deciding if to texture a face. Counterexample: the 'rotated'
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// tetrahedrons of Pyraminx nearby the edge: they belong to rotation but their face which is rotated
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// away from the face of the Pyraminx shouldn't be textured.
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private boolean isOnFace( int cubit, int axis, int row)
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{
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final float MAX_ERROR = 0.0001f;
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float diff = mCubits[cubit].mRotationRow[axis] - row;
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return diff*diff < MAX_ERROR;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// note the minus in front of the sin() - we rotate counterclockwise
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// when looking towards the direction where the axis increases in values.
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private Static4D makeQuaternion(int axisIndex, int angleInDegrees)
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{
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Static3D axis = ROTATION_AXIS[axisIndex];
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while( angleInDegrees<0 ) angleInDegrees += 360;
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angleInDegrees %= 360;
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float cosA = (float)Math.cos(Math.PI*angleInDegrees/360);
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float sinA =-(float)Math.sqrt(1-cosA*cosA);
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return new Static4D(axis.get0()*sinA, axis.get1()*sinA, axis.get2()*sinA, cosA);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setupPosition(int[][] moves)
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{
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if( moves!=null )
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{
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Static4D quat;
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int axis, rowBitmap, angle;
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int corr = (360/getBasicAngle());
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for(int[] move: moves)
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{
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axis = move[0];
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rowBitmap= move[1];
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angle = move[2]*corr;
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quat = makeQuaternion(axis,angle);
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for(int j=0; j<NUM_CUBITS; j++)
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if( belongsToRotation(j,axis,rowBitmap) )
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{
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mCubits[j].removeRotationNow(quat);
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitFaceColorIndex(int cubit, int face)
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{
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return mCubits[cubit].getColorIndex(face);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Clamp all rotated positions to one of those original ones to avoid accumulating errors.
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void clampPos(Static3D pos)
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{
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float currError, minError = Float.MAX_VALUE;
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int minErrorIndex= -1;
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float x = pos.get0();
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float y = pos.get1();
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float z = pos.get2();
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float xo,yo,zo;
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for(int i=0; i<NUM_CUBITS; i++)
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{
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xo = mOrigPos[i].get0();
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yo = mOrigPos[i].get1();
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zo = mOrigPos[i].get2();
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currError = (xo-x)*(xo-x) + (yo-y)*(yo-y) + (zo-z)*(zo-z);
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if( currError<minError )
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{
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minError = currError;
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minErrorIndex = i;
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}
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}
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pos.set( mOrigPos[minErrorIndex] );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the getFaceColors + final black in a horizontal strip.
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public void createTexture()
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{
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Bitmap bitmap;
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final int numColors = getNumFaces();
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Paint paint = new Paint();
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bitmap = Bitmap.createBitmap( (numColors+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, Bitmap.Config.ARGB_8888);
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Canvas canvas = new Canvas(bitmap);
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paint.setAntiAlias(true);
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paint.setTextAlign(Paint.Align.CENTER);
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paint.setStyle(Paint.Style.FILL);
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paint.setColor(INTERIOR_COLOR);
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canvas.drawRect(0, 0, (numColors+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, paint);
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for(int i=0; i<numColors; i++)
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{
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createFaceTexture(canvas, paint, i, i*TEXTURE_HEIGHT, 0, TEXTURE_HEIGHT);
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}
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mTexture.setTexture(bitmap);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getSize()
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{
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return mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void continueRotation(float angleInDegrees)
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{
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mRotationAngleStatic.set0(angleInDegrees);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getRotationQuat()
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{
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return mQuatAccumulated;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void recomputeScaleFactor(int scrWidth, int scrHeight)
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{
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float factor = Math.min(scrWidth,scrHeight);
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mNodeScale.set(factor,factor,factor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void savePreferences(SharedPreferences.Editor editor)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].savePreferences(editor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void restorePreferences(SharedPreferences preferences)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].restorePreferences(preferences);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void releaseResources()
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{
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mTexture.markForDeletion();
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].releaseResources();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void apply(Effect effect, int position)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.apply(effect, position);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void remove(long effectID)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.abortById(effectID);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void solve()
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].solve();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isSolved()
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{
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Static4D q = mCubits[0].mQuatScramble;
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for(int i=1; i<NUM_CUBITS; i++)
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{
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if( !mCubits[i].thereIsNoVisibleDifference(q) ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void resetAllTextureMaps()
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{
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for(int i=0; i<NUM_CUBITS; i++)
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{
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textureCubitMesh( mCubits[i].getMesh() , i );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void setTextureMap(int cubit, int face, int newColor)
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{
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final int numFaces = getNumFaces();
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final float ratio = 1.0f/(numFaces+1);
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final Static4D[] maps = new Static4D[numFaces];
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try
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{
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maps[face] = new Static4D( newColor*ratio, 0.0f, ratio, 1.0f);
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mCubits[cubit].getMesh().setTextureMap(maps);
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}
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catch(ArrayIndexOutOfBoundsException ignored)
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{
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// the object must have changed in between of us touching the screen and getting here
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// (which happens after the next render, i.e. about 30 miliseconds later)
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// ignore.
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void beginNewRotation(int axis, int row )
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{
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if( axis<0 || axis>=ROTATION_AXIS.length )
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{
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android.util.Log.e("object", "invalid rotation axis: "+axis);
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return;
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}
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if( row<0 || row>=mSize )
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{
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android.util.Log.e("object", "invalid rotation row: "+row);
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return;
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}
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mRotAxis = axis;
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mRotRowBitmap = (1<<row);
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mRotationAngleStatic.set0(0.0f);
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for(int i=0; i<NUM_CUBITS; i++)
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if( belongsToRotation(i,mRotAxis,mRotRowBitmap) )
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{
|
451
|
mCubits[i].beginNewRotation(axis);
|
452
|
}
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
|
457
|
public long addNewRotation( int axis, int rowBitmap, int angle, long durationMillis, EffectListener listener )
|
458
|
{
|
459
|
long effectID=0;
|
460
|
int firstCubit = -1;
|
461
|
|
462
|
mRotAxis = axis;
|
463
|
mRotRowBitmap = rowBitmap;
|
464
|
|
465
|
mRotationAngleStatic.set0(0.0f);
|
466
|
|
467
|
for(int i=0; i<NUM_CUBITS; i++)
|
468
|
if( belongsToRotation(i,mRotAxis,mRotRowBitmap) )
|
469
|
{
|
470
|
mCubits[i].addNewRotation(axis,durationMillis,angle);
|
471
|
if( firstCubit<0 ) firstCubit = i;
|
472
|
}
|
473
|
|
474
|
if( firstCubit>=0 ) effectID = mCubits[firstCubit].setUpCallback(listener);
|
475
|
|
476
|
return effectID;
|
477
|
}
|
478
|
|
479
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
480
|
|
481
|
public long finishRotationNow(EffectListener listener)
|
482
|
{
|
483
|
int firstCubit= -1;
|
484
|
long effectID = 0;
|
485
|
|
486
|
for(int i=0; i<NUM_CUBITS; i++)
|
487
|
{
|
488
|
if( belongsToRotation(i,mRotAxis,mRotRowBitmap) )
|
489
|
{
|
490
|
if( firstCubit<0 )
|
491
|
{
|
492
|
firstCubit=i;
|
493
|
|
494
|
float angle = mCubits[i].getAngle();
|
495
|
int nearestAngleInDegrees = computeNearestAngle(angle);
|
496
|
mRotationAngleStatic.set0(angle);
|
497
|
mRotationAngleFinal.set0(nearestAngleInDegrees);
|
498
|
mRotationAngleMiddle.set0( nearestAngleInDegrees + (nearestAngleInDegrees-angle)*0.2f );
|
499
|
}
|
500
|
mCubits[i].resetRotationAngle();
|
501
|
}
|
502
|
}
|
503
|
|
504
|
if( firstCubit>=0 ) effectID = mCubits[firstCubit].setUpCallback(listener);
|
505
|
|
506
|
return effectID;
|
507
|
}
|
508
|
|
509
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
510
|
|
511
|
public void removeRotationNow()
|
512
|
{
|
513
|
boolean first = true;
|
514
|
Static4D quat = null;
|
515
|
|
516
|
for(int i=0; i<NUM_CUBITS; i++)
|
517
|
if( belongsToRotation(i,mRotAxis,mRotRowBitmap) )
|
518
|
{
|
519
|
if( first )
|
520
|
{
|
521
|
first = false;
|
522
|
|
523
|
float angle = mCubits[i].getAngle();
|
524
|
int nearestAngleInDegrees = computeNearestAngle(angle);
|
525
|
double nearestAngleInRadians = nearestAngleInDegrees*Math.PI/180;
|
526
|
float sinA =-(float)Math.sin(nearestAngleInRadians*0.5);
|
527
|
float cosA = (float)Math.cos(nearestAngleInRadians*0.5);
|
528
|
float axisX = ROTATION_AXIS[mRotAxis].get0();
|
529
|
float axisY = ROTATION_AXIS[mRotAxis].get1();
|
530
|
float axisZ = ROTATION_AXIS[mRotAxis].get2();
|
531
|
quat = new Static4D( axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
|
532
|
}
|
533
|
|
534
|
mCubits[i].removeRotationNow(quat);
|
535
|
}
|
536
|
|
537
|
mRotationAngleStatic.set0(0);
|
538
|
}
|
539
|
|
540
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
541
|
|
542
|
public void initializeObject(int[][] moves)
|
543
|
{
|
544
|
solve();
|
545
|
setupPosition(moves);
|
546
|
}
|
547
|
|
548
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549
|
|
550
|
public int getCubit(float[] point3D)
|
551
|
{
|
552
|
float dist, minDist = Float. MAX_VALUE;
|
553
|
int currentBest=-1;
|
554
|
float multiplier = returnMultiplier();
|
555
|
|
556
|
point3D[0] *= multiplier;
|
557
|
point3D[1] *= multiplier;
|
558
|
point3D[2] *= multiplier;
|
559
|
|
560
|
for(int i=0; i<NUM_CUBITS; i++)
|
561
|
{
|
562
|
dist = mCubits[i].getDistSquared(point3D);
|
563
|
if( dist<minDist )
|
564
|
{
|
565
|
minDist = dist;
|
566
|
currentBest = i;
|
567
|
}
|
568
|
}
|
569
|
|
570
|
return currentBest;
|
571
|
}
|
572
|
|
573
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
574
|
|
575
|
public int computeNearestAngle(float angle)
|
576
|
{
|
577
|
final int NEAREST = 360/getBasicAngle();
|
578
|
|
579
|
int tmp = (int)((angle+NEAREST/2)/NEAREST);
|
580
|
if( angle< -(NEAREST*0.5) ) tmp-=1;
|
581
|
|
582
|
return NEAREST*tmp;
|
583
|
}
|
584
|
|
585
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
586
|
|
587
|
public RubikObjectList getObjectList()
|
588
|
{
|
589
|
return mList;
|
590
|
}
|
591
|
|
592
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
593
|
|
594
|
abstract float getScreenRatio();
|
595
|
abstract Static3D[] getCubitPositions(int size);
|
596
|
abstract float[] getLegalQuats();
|
597
|
abstract int getNumFaces();
|
598
|
abstract MeshBase createCubitMesh(int cubit);
|
599
|
abstract void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side);
|
600
|
public abstract Static3D[] getRotationAxis();
|
601
|
public abstract int getBasicAngle();
|
602
|
public abstract float returnMultiplier();
|
603
|
public abstract float returnRotationFactor(float offset);
|
604
|
public abstract String retObjectString();
|
605
|
public abstract float[] getRowChances();
|
606
|
}
|