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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.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 org.distorted.main.RubikSurfaceView;
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import java.util.Random;
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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyIvy 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 RubikIvy. 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_BROWN
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};
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// All legal rotation quats of a RubikIvy
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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 int[][] mFaceMap =
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{
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{ 4, 2, 0, 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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{ 5, 3, 0, 12,12,12 },
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{ 6, 12,12,12,12,12 },
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{ 7, 12,12,12,12,12 },
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{ 8, 12,12,12,12,12 },
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{ 9, 12,12,12,12,12 },
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{ 10, 12,12,12,12,12 },
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{ 11, 12,12,12,12,12 },
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};
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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyIvy(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, 60, quat, texture, mesh, effects, moves, ObjectList.IVY, 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 1.0f;
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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()
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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 numLayers)
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{
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float[] cuts = new float[1];
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cuts[0] = 0.0f;
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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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Static3D[] getCubitPositions(int numLayers)
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{
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final float DIST_CORNER = (numLayers-1)*0.50f;
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final float DIST_CENTER = (numLayers-1)*0.50f;
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final Static3D[] CENTERS = new Static3D[10];
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CENTERS[0] = new Static3D( DIST_CORNER, DIST_CORNER, DIST_CORNER );
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CENTERS[1] = new Static3D(-DIST_CORNER, DIST_CORNER,-DIST_CORNER );
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CENTERS[2] = new Static3D(-DIST_CORNER,-DIST_CORNER, DIST_CORNER );
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CENTERS[3] = new Static3D( DIST_CORNER,-DIST_CORNER,-DIST_CORNER );
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CENTERS[4] = new Static3D( DIST_CENTER, 0, 0 );
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CENTERS[5] = new Static3D(-DIST_CENTER, 0, 0 );
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CENTERS[6] = new Static3D( 0, DIST_CENTER, 0 );
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CENTERS[7] = new Static3D( 0,-DIST_CENTER, 0 );
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CENTERS[8] = new Static3D( 0, 0, DIST_CENTER );
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CENTERS[9] = new Static3D( 0, 0,-DIST_CENTER );
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuat(int cubit)
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{
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switch(cubit)
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{
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case 0: return 0;
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case 1: return 2;
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case 2: return 3;
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case 3: return 1;
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case 4: return 8;
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case 5: return 11;
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case 6: return 10;
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case 7: return 9;
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case 8: return 0;
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case 9: return 2;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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MeshBase mesh;
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if( cubit<4 )
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createIvyCornerMesh();
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mesh = mCornerMesh.copy(true);
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}
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else
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{
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if( mFaceMesh==null ) mFaceMesh = FactoryCubit.getInstance().createIvyFaceMesh();
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mesh = mFaceMesh.copy(true);
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}
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[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 numLayers)
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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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FactorySticker factory = FactorySticker.getInstance();
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float S = 0.08f;
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float R = 0.12f;
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if( face<COLORS )
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{
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factory.drawIvyCornerSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S, R);
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}
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else
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{
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factory.drawIvyCenterSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S, R);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return 2.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances()
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{
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float[] chances = new float[2];
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chances[0] = 0.5f;
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chances[1] = 1.0f;
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return chances;
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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 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
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{
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int numAxis = ROTATION_AXIS.length;
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if( oldRotAxis == START_AXIS )
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{
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return rnd.nextInt(numAxis);
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}
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else
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{
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int newVector = rnd.nextInt(numAxis-1);
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return (newVector>=oldRotAxis ? newVector+1 : newVector);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
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{
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] ) return row;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// remember about the double cover or unit quaternions!
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private int mulQuat(int q1, int q2)
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{
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Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
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float rX = result.get0();
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float rY = result.get1();
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float rZ = result.get2();
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float rW = result.get3();
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final float MAX_ERROR = 0.1f;
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float dX,dY,dZ,dW;
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for(int i=0; i<QUATS.length; i++)
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{
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dX = QUATS[i].get0() - rX;
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dY = QUATS[i].get1() - rY;
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dZ = QUATS[i].get2() - rZ;
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dW = QUATS[i].get3() - rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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dX = QUATS[i].get0() + rX;
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dY = QUATS[i].get1() + rY;
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dZ = QUATS[i].get2() + rZ;
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dW = QUATS[i].get3() + rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The Ivy is solved if and only if:
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//
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// 1) all 4 of its corner cubits are rotated with the same quat
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// 2) all its face cubits are rotated with the same quat like the corner ones,
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// and optionally they also might be upside down.
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//
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// i.e.
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// cubits [4] and [5] - might be extra QUAT[1]
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// cubits [6] and [7] - might be extra QUAT[2]
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// cubits [8] and [9] - might be extra QUAT[3]
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public boolean isSolved()
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{
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int q1,q = CUBITS[0].mQuatIndex;
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if( CUBITS[1].mQuatIndex == q &&
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CUBITS[2].mQuatIndex == q &&
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CUBITS[3].mQuatIndex == q )
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{
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q1 = mulQuat(q,1);
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if( CUBITS[4].mQuatIndex != q && CUBITS[4].mQuatIndex != q1 ) return false;
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if( CUBITS[5].mQuatIndex != q && CUBITS[5].mQuatIndex != q1 ) return false;
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q1 = mulQuat(q,2);
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if( CUBITS[6].mQuatIndex != q && CUBITS[6].mQuatIndex != q1 ) return false;
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if( CUBITS[7].mQuatIndex != q && CUBITS[7].mQuatIndex != q1 ) return false;
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q1 = mulQuat(q,3);
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if( CUBITS[8].mQuatIndex != q && CUBITS[8].mQuatIndex != q1 ) return false;
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if( CUBITS[9].mQuatIndex != q && CUBITS[9].mQuatIndex != q1 ) return false;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Ivy solvers ATM)
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public String retObjectString()
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{
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return "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getObjectName(int numLayers)
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{
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return R.string.ivy2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getInventor(int numLayers)
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{
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return R.string.ivy2_inventor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity(int numLayers)
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{
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return 1;
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}
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}
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