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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class TwistyBandagedAbstract extends TwistyObject
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{
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// the three rotation axis of a 3x3 Cube. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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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( SQ2/2, SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
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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 Static4D[] INIT_QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f), // NULL
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2), // X
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2), // Y
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2), // Z
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new Static4D( -0.5f, +0.5f, -0.5f, +0.5f), // ZX
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new Static4D( +0.5f, +0.5f, +0.5f, -0.5f), // YX
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};
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private static final int[][] mDimensions = new int[][]
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{
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{1,1,1}, // has to be X>=Z>=Y so that all
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{2,1,1}, // the faces are horizontal
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{3,1,1},
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{2,1,2},
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{2,2,2}
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};
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private static final int[][] mStickerDimensions = new int[][]
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{
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{1,1}, // dimensions of the faces of
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{2,1}, // the cuboids defined above
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{3,1},
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{2,2}
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};
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private static final int[][] mFaceMap = new int[][] // cubitface=2 when rotated by
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{ // quatIndex=1 gets moved to
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{0,0,5,2,4,2}, // position mFaceMap[2][1]
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{1,1,4,3,5,3},
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{2,4,2,1,1,4},
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{3,5,3,0,0,5},
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{4,3,0,4,3,0},
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{5,2,1,5,2,1}
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};
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private static final int[][] mAxisMap = new int[][] // axis=1 when rotated by
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{ // quatIndex=2 gets moved to
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{0,0,2,1,2,1}, // axis mAxisMap[1][2]
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{1,2,1,0,0,2},
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{2,1,0,2,1,0}
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};
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private static final int NUM_STICKERS = mStickerDimensions.length;
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private static MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyBandagedAbstract(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, ObjectList list, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, list, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract float[][] getPositions();
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abstract int[] getQuatIndices();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit)
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{
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float[][] pos = getPositions();
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if( cubit>=0 && cubit< pos.length )
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{
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int numPoints = pos[cubit].length/3;
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return numPoints==8 ? 4 : numPoints-1;
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}
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubits()
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{
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return getPositions().length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCubitPosition(int cubit)
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{
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float[][] pos = getPositions();
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return ( cubit>=0 && cubit< pos.length ) ? pos[cubit] : null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuatIndex(int cubit)
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{
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int[] indices = getQuatIndices();
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return ( cubit>=0 && cubit< indices.length ) ? indices[cubit] : 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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if( mMeshes==null )
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{
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int LEN = mDimensions.length;
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mMeshes = new MeshBase[LEN];
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for(int i=0; i<LEN; i++)
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{
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mMeshes[i] = FactoryCubit.getInstance().createCuboidMesh(mDimensions[i]);
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}
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}
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int variant = getCubitVariant(cubit);
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MeshBase mesh = mMeshes[variant].copy(true);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( INIT_QUATS[getQuatIndex(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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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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int numFaces = FACE_COLORS.length;
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int stickerType = face/numFaces;
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int color = face%numFaces;
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float X = mStickerDimensions[stickerType][0];
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float Y = mStickerDimensions[stickerType][1];
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float MAX = Math.max(X,Y);
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float R = 0.10f / MAX;
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float S = 0.08f / MAX;
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X /= (2*MAX);
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Y /= (2*MAX);
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float[] vertices = { -X,-Y, +X,-Y, +X,+Y, -X,+Y};
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FactorySticker factory = FactorySticker.getInstance();
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[color], R);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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int numCubits = getNumCubits();
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float[][] tmp = new float[numCubits][];
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for(int cubit=0; cubit<numCubits; cubit++)
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{
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tmp[cubit] = getCubitPosition(cubit);
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}
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return tmp;
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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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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 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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float[] getCuts(int numLayers)
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{
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float[] cuts = new float[numLayers-1];
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for(int i=0; i<numLayers-1; i++)
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{
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cuts[i] = (2-numLayers)*0.5f + i;
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return NUM_STICKERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retStickerIndex(int horzSize, int vertSize)
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{
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switch(horzSize)
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{
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case 1: return 0;
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case 2: return vertSize==1 ? 1:3;
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case 3: return 2;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getStickerIndex(int cubitface, int[] dim)
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{
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switch(cubitface)
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{
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case 0: case 1: return retStickerIndex(dim[2],dim[1]);
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case 2: case 3: return retStickerIndex(dim[0],dim[2]);
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case 4: case 5: return retStickerIndex(dim[0],dim[1]);
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}
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return 0;
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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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int variant = getCubitVariant(cubit);
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int[] dim = mDimensions[variant];
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float[] pos = getCubitPosition(cubit);
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int stickerIndex = getStickerIndex(cubitface,dim);
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int quatIndex = getQuatIndex(cubit);
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int face = mFaceMap[cubitface][quatIndex];
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int multiplier = (face%2)==0 ? 1:-1;
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int posIndex = face/2;
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int dimIndex = mAxisMap[posIndex][quatIndex];
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float position = 0.0f;
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int len = pos.length/3;
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for(int i=0; i<len; i++) position += pos[3*i+posIndex];
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position /= len;
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boolean reaches = multiplier*position + dim[dimIndex]*0.5f > (numLayers-1)*0.5f;
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return reaches ? stickerIndex*NUM_FACES + face : NUM_STICKERS*NUM_FACES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeBitmapFromRow(int rowBitmap, int axis)
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{
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int bitmap, initBitmap=0;
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while( initBitmap!=rowBitmap )
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{
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initBitmap = rowBitmap;
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for(int cubit=0; cubit<NUM_CUBITS; cubit++)
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{
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bitmap = CUBITS[cubit].mRotationRow[axis];
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if( (rowBitmap & bitmap) != 0 ) rowBitmap |= bitmap;
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}
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}
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return rowBitmap;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return getNumLayers();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[numLayers];
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for(int i=0; i<numLayers; i++)
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{
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chances[i] = (i+1.0f) / numLayers;
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}
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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 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isSolved()
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{
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int index = CUBITS[0].mQuatIndex;
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for(int i=1; i<NUM_CUBITS; i++)
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{
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if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Bandaged 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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