Fix detecting if an Object is solved. Before, the generic Cubit.thereIsNoVisibleDifference(0 would not work correctly in case of the Dino.
Adjust randomizing new rotations so that:
1) it works for basicAngle=5 (Megaminx) (so now basicAngle=2,3,4,5 supported)2) it leaves the decision as to what can be the next rotation to the Object class, as in case of certain Objects (the Dino, or the Helicopter, the Megaminx) the next rotation doesn't have to 'intersect' the old rotation always when oldRotAxis != newRotAxis (that's so simple only in case of the Cube and - only partly - the Pyraminx!)
Add the Dino dmesh file.
Fix the way we continue rotation: when rotating a layer, we need to be doing it with respect to the RotAxis which has been first casted to the touched face, and only then this casted one is casted to the surface of the screen.
Before we were casting the rotAxis directly to the screen without the intermediate casting to the face, which doesn't really work in case of the Dino: if the touched face is rotated away by quite a lot, the rotAxis is then completely counterintuitive.
Major progress with Dino; rotations (almost?) work now.
A bit less Sink effect (1.25) when creating the individual cubits of the Dino - with the previous 1.30 there was a bit of an artifact visible when rotating.
Fix the bug reported by Antonio Campos Galán: sometimes the app would not detect that the Cube is solved.
Progress with Dino Movement
Introduce separate ROT_AXIS and FACE_AXIS ( step 2 )
Introduce separate ROT_AXIS and FACE_AXIS ( step 1 )
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