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magiccube / src / main / java / org / distorted / objects / TwistyMinx.java @ 1ded8771

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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 org.distorted.helpers.FactoryCubit;
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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 java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class TwistyMinx extends TwistyObject
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{
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  private static final int FACES_PER_CUBIT =6;
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  static final int NUM_CORNERS = 20;
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  static final int NUM_CENTERS = 12;
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  static final int NUM_EDGES   = 30;
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  static final float C2       = (SQ5+3)/4;
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  static final float LEN      = (float)(Math.sqrt(1.25f+0.5f*SQ5));
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  static final float SIN54    = (SQ5+1)/4;
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  static final float COS54    = (float)(Math.sqrt(10-2*SQ5)/4);
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  static final float SIN18    = (SQ5-1)/4;
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  static final float COS18    = (float)(0.25f*Math.sqrt(10.0f+2.0f*SQ5));
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  static final float COS_HALFD= (float)(Math.sqrt(0.5f-0.1f*SQ5)); // cos(half the dihedral angle)
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  static final float SIN_HALFD= (float)(Math.sqrt(0.5f+0.1f*SQ5)); // sin(half the dihedral angle)
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  // the six rotation axis of a Minx. Must be normalized.
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(    C2/LEN, SIN54/LEN,    0      ),
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           new Static3D(   -C2/LEN, SIN54/LEN,    0      ),
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           new Static3D( 0        ,    C2/LEN, SIN54/LEN ),
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           new Static3D( 0        ,   -C2/LEN, SIN54/LEN ),
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           new Static3D( SIN54/LEN,    0     ,    C2/LEN ),
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           new Static3D( SIN54/LEN,    0     ,   -C2/LEN )
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         };
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  private static final int[] BASIC_ANGLE = new int[] { 5,5,5,5,5,5 };
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  static final int MINX_LGREEN = 0xff53aa00;
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  static final int MINX_PINK   = 0xfffd7ab7;
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  static final int MINX_SANDY  = 0xffefd48b;
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  static final int MINX_LBLUE  = 0xff00a2d7;
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  static final int MINX_ORANGE = 0xffff6200;
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  static final int MINX_VIOLET = 0xff7d59a4;
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  static final int MINX_DGREEN = 0xff007a47;
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  static final int MINX_DRED   = 0xffbd0000;
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  static final int MINX_DBLUE  = 0xff1a29b2;
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  static final int MINX_DYELLOW= 0xffffc400;
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  static final int MINX_WHITE  = 0xffffffff;
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  static final int MINX_GREY   = 0xff727c7b;
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  static final int[] FACE_COLORS = new int[]
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         {
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           MINX_LGREEN, MINX_PINK   , MINX_SANDY , MINX_LBLUE,
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           MINX_ORANGE, MINX_VIOLET , MINX_DGREEN, MINX_DRED ,
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           MINX_DBLUE , MINX_DYELLOW, MINX_WHITE , MINX_GREY
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         };
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  // All 60 legal rotation quats of a Minx
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  static final Static4D[] QUATS = new Static4D[]
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         {
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           new Static4D(  0.0f,  0.0f,  0.0f,  1.0f ),  //0
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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 ),  //4
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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, SIN54, SIN18,  0.0f ), // 12
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           new Static4D(  0.5f, SIN54,-SIN18,  0.0f ),
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           new Static4D(  0.5f,-SIN54, SIN18,  0.0f ),
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           new Static4D(  0.5f,-SIN54,-SIN18,  0.0f ),
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           new Static4D( SIN18,  0.5f, SIN54,  0.0f ),
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           new Static4D( SIN18,  0.5f,-SIN54,  0.0f ),
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           new Static4D(-SIN18,  0.5f, SIN54,  0.0f ),
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           new Static4D(-SIN18,  0.5f,-SIN54,  0.0f ),
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           new Static4D( SIN54, SIN18,  0.5f,  0.0f ),
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           new Static4D( SIN54,-SIN18,  0.5f,  0.0f ),
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           new Static4D(-SIN54, SIN18,  0.5f,  0.0f ),
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           new Static4D(-SIN54,-SIN18,  0.5f,  0.0f ),
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           new Static4D(  0.0f, SIN18, SIN54,  0.5f ), //24
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           new Static4D(  0.0f, SIN18,-SIN54,  0.5f ),
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           new Static4D(  0.0f,-SIN18, SIN54,  0.5f ),
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           new Static4D(  0.0f,-SIN18,-SIN54,  0.5f ),
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           new Static4D( SIN18, SIN54,  0.0f,  0.5f ),
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           new Static4D( SIN18,-SIN54,  0.0f,  0.5f ),
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           new Static4D(-SIN18, SIN54,  0.0f,  0.5f ),
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           new Static4D(-SIN18,-SIN54,  0.0f,  0.5f ),
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           new Static4D( SIN54,  0.0f, SIN18,  0.5f ),
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           new Static4D( SIN54,  0.0f,-SIN18,  0.5f ),
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           new Static4D(-SIN54,  0.0f, SIN18,  0.5f ),
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           new Static4D(-SIN54,  0.0f,-SIN18,  0.5f ),
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           new Static4D(  0.0f, SIN54,  0.5f, SIN18 ), //36
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           new Static4D(  0.0f, SIN54, -0.5f, SIN18 ),
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           new Static4D(  0.0f,-SIN54,  0.5f, SIN18 ),
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           new Static4D(  0.0f,-SIN54, -0.5f, SIN18 ),
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           new Static4D(  0.5f,  0.0f, SIN54, SIN18 ),
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           new Static4D(  0.5f,  0.0f,-SIN54, SIN18 ),
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           new Static4D( -0.5f,  0.0f, SIN54, SIN18 ),
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           new Static4D( -0.5f,  0.0f,-SIN54, SIN18 ),
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           new Static4D( SIN54,  0.5f,  0.0f, SIN18 ),
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           new Static4D( SIN54, -0.5f,  0.0f, SIN18 ),
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           new Static4D(-SIN54,  0.5f,  0.0f, SIN18 ),
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           new Static4D(-SIN54, -0.5f,  0.0f, SIN18 ),
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           new Static4D(  0.0f,  0.5f, SIN18, SIN54 ), //48
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           new Static4D(  0.0f,  0.5f,-SIN18, SIN54 ),
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           new Static4D(  0.0f, -0.5f, SIN18, SIN54 ),
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           new Static4D(  0.0f, -0.5f,-SIN18, SIN54 ),
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           new Static4D(  0.5f, SIN18,  0.0f, SIN54 ),
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           new Static4D(  0.5f,-SIN18,  0.0f, SIN54 ),
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           new Static4D( -0.5f, SIN18,  0.0f, SIN54 ),
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           new Static4D( -0.5f,-SIN18,  0.0f, SIN54 ),
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           new Static4D( SIN18,  0.0f,  0.5f, SIN54 ),
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           new Static4D( SIN18,  0.0f, -0.5f, SIN54 ),
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           new Static4D(-SIN18,  0.0f,  0.5f, SIN54 ),
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           new Static4D(-SIN18,  0.0f, -0.5f, SIN54 ),
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         };
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  // Coordinates of all 20 corners of a Minx
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  static final float[][] CORNERS = new float[][]
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         {
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             {  0.0f,  0.5f,    C2},
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             {  0.0f,  0.5f,   -C2},
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             {  0.0f, -0.5f,    C2},
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             {  0.0f, -0.5f,   -C2},
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             {    C2,  0.0f,  0.5f},
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             {    C2,  0.0f, -0.5f},
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             {   -C2,  0.0f,  0.5f},
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             {   -C2,  0.0f, -0.5f},
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             {  0.5f,    C2,  0.0f},
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             {  0.5f,   -C2,  0.0f},
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             { -0.5f,    C2,  0.0f},
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             { -0.5f,   -C2,  0.0f},
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             { SIN54, SIN54, SIN54},
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             { SIN54, SIN54,-SIN54},
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             { SIN54,-SIN54, SIN54},
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             { SIN54,-SIN54,-SIN54},
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             {-SIN54, SIN54, SIN54},
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             {-SIN54, SIN54,-SIN54},
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             {-SIN54,-SIN54, SIN54},
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             {-SIN54,-SIN54,-SIN54},
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         };
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  static final int[][] mCornerFaceMap =
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         {
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           {  0, 1, 8 },
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           {  6, 5,10 },
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           {  1, 0,11 },
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           {  5, 6, 3 },
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           {  0, 9, 4 },
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           {  5, 4, 9 },
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           {  7, 1, 2 },
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           {  2, 6, 7 },
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           { 10, 9, 8 },
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           {  4, 3,11 },
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           {  7,10, 8 },
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           {  3, 2,11 },
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           {  0, 8, 9 },
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           {  9,10, 5 },
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           {  0, 4,11 },
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           {  4, 5, 3 },
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           {  1, 7, 8 },
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           {  7, 6,10 },
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           {  2, 1,11 },
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           {  6, 2, 3 },
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         };
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  static final int[] QUAT_EDGE_INDICES =
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      {
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        56, 40, 43, 59,  0, 19,  9, 54, 58, 49,
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        48, 24, 52,  4, 16, 32, 20, 11, 21, 35 ,
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        37, 30,  8, 28, 36, 44,  1, 46, 12, 47
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      };
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  static final int[] QUAT_CORNER_INDICES =
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      {
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         0,  2,  3,  1, 40, 31, 41, 30, 39, 35,
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        36, 34, 56, 32, 43, 21, 48, 28, 42, 23
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      };
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  static final boolean[][] OPPOSITE_ROWS =
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      {
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          {false,  true, false,  true, false, false},
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          { true, false, false,  true,  true,  true},
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          {false, false, false,  true, false,  true},
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          { true,  true,  true, false, false,  true},
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          {false,  true, false, false, false,  true},
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          {false,  true,  true,  true,  true, false}
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      };
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  // the quadruple ( corner1, corner2, face1, face2 ) defining an edge.
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  // In fact the 2 corners already define it, the faces only provide easy
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  // way to get to know the colors. Order: arbitrary. Face1 arbitrarily on
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  // the 'left' or right of vector corner1 --> corner2, according to Quat.
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  static final int[][] mEdgeMap =
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         {
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           {  0, 12,  0,  8}, //0
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           { 12,  4,  0,  9},
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           {  4, 14,  0,  4},
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           { 14,  2,  0, 11},
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           {  2,  0,  0,  1},
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           { 14,  9, 11,  4}, //5
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           {  9, 11, 11,  3},
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           { 11, 18, 11,  2},
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           { 18,  2, 11,  1},
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           { 18,  6,  1,  2},
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           {  6, 16,  1,  7}, //10
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           { 16,  0,  1,  8},
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           { 16, 10,  8,  7},
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           { 10,  8,  8, 10},
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           {  8, 12,  8,  9},
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           {  8, 13,  9, 10}, //15
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           { 13,  5,  9,  5},
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           {  5,  4,  9,  4},
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           {  5, 15,  4,  5},
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           { 15,  9,  4,  3},
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           { 11, 19,  2,  3}, //20
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           { 19,  7,  2,  6},
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           {  7,  6,  2,  7},
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           {  7, 17,  7,  6},
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           { 17, 10,  7, 10},
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           { 17,  1, 10,  6}, //25
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           {  1,  3,  5,  6},
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           {  3, 19,  3,  6},
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           {  1, 13, 10,  5},
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           {  3, 15,  5,  3},
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         };
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  // the five vertices that form a given face. Order: the same as colors
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  // of the faces in TwistyMinx.
269
  static final int[][] mCenterMap =
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         {
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           { 0, 12,  4, 14,  2},
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           { 0,  2, 18,  6, 16},
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           { 6, 18, 11, 19,  7},
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           { 3, 15,  9, 11, 19},
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           { 4,  5, 15,  9, 14},
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           { 1, 13,  5, 15,  3},
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           { 1,  3, 19,  7, 17},
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           {10, 16,  6,  7, 17},
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           { 0, 12,  8, 10, 16},
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           { 8, 13,  5,  4, 12},
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           { 1, 13,  8, 10, 17},
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           { 2, 14,  9, 11, 18},
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         };
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  static final float[][] mCenterCoords = new float[NUM_CENTERS][3];
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287
  static
288
    {
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    for(int center=0; center<NUM_CENTERS; center++)
290
      {
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      int[] map = mCenterMap[center];
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      float x = CORNERS[map[0]][0] +
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                CORNERS[map[1]][0] +
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                CORNERS[map[2]][0] +
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                CORNERS[map[3]][0] +
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                CORNERS[map[4]][0] ;
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      float y = CORNERS[map[0]][1] +
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                CORNERS[map[1]][1] +
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                CORNERS[map[2]][1] +
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                CORNERS[map[3]][1] +
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                CORNERS[map[4]][1] ;
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      float z = CORNERS[map[0]][2] +
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                CORNERS[map[1]][2] +
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                CORNERS[map[2]][2] +
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                CORNERS[map[3]][2] +
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                CORNERS[map[4]][2] ;
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311
      mCenterCoords[center][0] = x/5;
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      mCenterCoords[center][1] = y/5;
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      mCenterCoords[center][2] = z/5;
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      }
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    }
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317
  static final Static4D[] mBasicCornerV, mCurrCornerV;
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319
  static
320
    {
321
    mBasicCornerV = new Static4D[3];
322
    mCurrCornerV  = new Static4D[3];
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    mBasicCornerV[0] = new Static4D( (SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
325
    mBasicCornerV[1] = new Static4D(-(SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
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    mBasicCornerV[2] = new Static4D(              0,        -0.500f,    0.0f, 0.0f );
327
    }
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  private static float[] mRowChances;
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331
///////////////////////////////////////////////////////////////////////////////////////////////////
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333
  TwistyMinx(int numLayers, int realSize, Static4D quat, DistortedTexture texture, MeshSquare mesh,
334
             DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth)
335
    {
336
    super(numLayers, realSize, quat, texture, mesh, effects, moves, obj, res, scrWidth);
337
    }
338

    
339
///////////////////////////////////////////////////////////////////////////////////////////////////
340

    
341
  private float[] getRowChances(int numLayers)
342
    {
343
    float[] chances = new float[numLayers];
344
    float denom = (float)(numLayers-1);
345
    int change  = (numLayers-1)/2;
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347
    for(int i=     0; i<change   ; i++) chances[i] = (i+1)/denom;
348
    for(int i=change; i<numLayers; i++) chances[i] = (i  )/denom;
349

    
350
    return chances;
351
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  Static4D[] getQuats()
356
    {
357
    return QUATS;
358
    }
359

    
360
///////////////////////////////////////////////////////////////////////////////////////////////////
361

    
362
  int getNumFaces()
363
    {
364
    return FACE_COLORS.length;
365
    }
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367
///////////////////////////////////////////////////////////////////////////////////////////////////
368

    
369
  boolean shouldResetTextureMaps()
370
    {
371
    return false;
372
    }
373

    
374
///////////////////////////////////////////////////////////////////////////////////////////////////
375

    
376
  int getNumCubitFaces()
377
    {
378
    return FACES_PER_CUBIT;
379
    }
380

    
381
///////////////////////////////////////////////////////////////////////////////////////////////////
382

    
383
  float returnMultiplier()
384
    {
385
    return 2.0f;
386
    }
387

    
388
///////////////////////////////////////////////////////////////////////////////////////////////////
389

    
390
  MeshBase createCornerMesh(int numLayers, float width)
391
    {
392
    float A = (2*SQ3/3)*SIN54;
393
    float B = 0.4f;
394
    int   N = numLayers==3 ? 5 : 3;
395
    int   E1= numLayers==3 ? 1 : 0;
396
    int   E2= numLayers==3 ? 3 : 0;
397

    
398
    double X = width*COS18*SIN_HALFD;
399
    double Y = width*SIN18;
400
    double Z = width*COS18*COS_HALFD;
401

    
402
    double[][] vertices = new double[][]
403
        {
404
            { 0.0, 0.0      , 0.0 },
405
            {   X,   Y      ,  -Z },
406
            { 0.0, 2*Y      ,-2*Z },
407
            {  -X,   Y      ,  -Z },
408
            { 0.0, 0.0-width, 0.0 },
409
            {   X,   Y-width,  -Z },
410
            { 0.0, 2*Y-width,-2*Z },
411
            {  -X,   Y-width,  -Z },
412
        };
413

    
414
    int[][] vertIndexes = new int[][]
415
        {
416
            {4,5,1,0},
417
            {7,4,0,3},
418
            {0,1,2,3},
419
            {4,5,6,7},
420
            {6,5,1,2},
421
            {7,6,2,3}
422
        };
423

    
424
    float[][] bands     = new float[][]
425
      {
426
         {0.04f,34,0.3f,0.2f, N, 1, E1},
427
         {0.00f, 0,0.0f,0.0f, 2, 1, E2}
428
      };
429
    int[] bandIndexes   = new int[] { 0,0,0,1,1,1};
430
    float[][] corners   = new float[][] { {0.04f,0.10f} };
431
    int[] cornerIndexes = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
432
    float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
433
    int[] centerIndexes = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
434

    
435
    FactoryCubit factory = FactoryCubit.getInstance();
436
    factory.createNewFaceTransform(vertices,vertIndexes);
437

    
438
    return factory.createRoundedSolid(vertices, vertIndexes,
439
                                      bands, bandIndexes,
440
                                      corners, cornerIndexes,
441
                                      centers, centerIndexes,
442
                                      getNumCubitFaces() );
443
    }
444

    
445
///////////////////////////////////////////////////////////////////////////////////////////////////
446
// PUBLIC API
447

    
448
  public Static3D[] getRotationAxis()
449
    {
450
    return ROT_AXIS;
451
    }
452

    
453
///////////////////////////////////////////////////////////////////////////////////////////////////
454

    
455
  public int[] getBasicAngle()
456
    {
457
    return BASIC_ANGLE;
458
    }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

    
462
  public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
463
    {
464
    int numLayers = getNumLayers();
465

    
466
    if( mRowChances==null ) mRowChances = getRowChances(numLayers);
467

    
468
    if( num==0 )
469
      {
470
      scramble[num][0] = rnd.nextInt(NUM_AXIS);
471
      }
472
    else
473
      {
474
      int newVector = rnd.nextInt(NUM_AXIS -1);
475
      scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
476
      }
477

    
478
    if( num==0 )
479
      {
480
      float rowFloat = rnd.nextFloat();
481

    
482
      for(int row=0; row<numLayers; row++)
483
        {
484
        if( rowFloat<=mRowChances[row] )
485
          {
486
          scramble[num][1] = row;
487
          break;
488
          }
489
        }
490
      }
491
    else
492
      {
493
      int nom = (numLayers-1)/2;
494
      int row = rnd.nextInt(nom);
495
      boolean opposite = OPPOSITE_ROWS[scramble[num-1][0]][scramble[num][0]];
496
      boolean low = opposite^(scramble[num-1][1]<nom);
497
      scramble[num][1] = low ? row : numLayers-1-row;
498
      }
499

    
500
    switch( rnd.nextInt(4) )
501
      {
502
      case 0: scramble[num][2] = -2; break;
503
      case 1: scramble[num][2] = -1; break;
504
      case 2: scramble[num][2] =  1; break;
505
      case 3: scramble[num][2] =  2; break;
506
      }
507
    }
508

    
509
///////////////////////////////////////////////////////////////////////////////////////////////////
510
// only needed for solvers - there are no Minx solvers ATM)
511

    
512
  public String retObjectString()
513
    {
514
    return "";
515
    }
516
}
(30-30/37)