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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.helpers.ObjectSticker;
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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 java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyIvy extends TwistyObject
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{
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public static final float IVY_D = 0.003f;
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private static final int IVY_N = 8;
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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[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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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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// 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, 0, 2, 12,12,12 },
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{ 5, 1, 2, 12,12,12 },
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{ 4, 1, 3, 12,12,12 },
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{ 5, 0, 3, 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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private static final ObjectSticker[] mStickers;
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private static final float[][] STICKERS = new float[][]
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{
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{ 0.29258922f, -0.5f, 0.29258922f, 0.29258922f, -0.5f, 0.29258922f },
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{ -0.5f, 0.5f, 0.5f, -0.5f }
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};
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private static final int NUM_STICKERS = STICKERS.length;
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static
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{
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mStickers = new ObjectSticker[NUM_STICKERS];
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float D = (float)(Math.PI/4);
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final float[][] angles = { { 0,0,D },{ D,D } };
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final float[][] radii = { { 0,0.02f,0 },{ 0.06f,0.06f } };
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final float[] strokes = { 0.03f, 0.08f };
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for(int s=0; s<NUM_STICKERS; s++)
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{
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mStickers[s] = new ObjectSticker(STICKERS[s], angles[s],radii[s],strokes[s]);
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}
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}
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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, 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(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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float[][] getCuts(int numLayers)
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{
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float[] cut = new float[] {0.0f};
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return new float[][] { cut,cut,cut,cut };
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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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float[][] 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 float[][] CENTERS = new float[10][];
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CENTERS[0] = new float[] { DIST_CORNER, DIST_CORNER, DIST_CORNER };
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CENTERS[1] = new float[] {-DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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CENTERS[2] = new float[] {-DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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CENTERS[3] = new float[] { DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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CENTERS[4] = new float[] { DIST_CENTER, 0, 0 };
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CENTERS[5] = new float[] {-DIST_CENTER, 0, 0 };
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CENTERS[6] = new float[] { 0, DIST_CENTER, 0 };
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CENTERS[7] = new float[] { 0,-DIST_CENTER, 0 };
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CENTERS[8] = new float[] { 0, 0, DIST_CENTER };
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CENTERS[9] = new float[] { 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, int numLayers)
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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 )
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{
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final float angle = (float)Math.PI/(2*IVY_N);
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final float CORR = 1.0f - 2*IVY_D;
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float[][] centers= new float[][] { {-0.5f,-0.5f,-0.5f} };
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float[][] corners= new float[][] { {0.03f,0.10f}, {0.02f,0.10f} };
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int[] cornerIndexes= new int[3*(IVY_N+1)+4];
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int[] centerIndexes= new int[3*(IVY_N+1)+4];
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double[][] vertices= new double[3*(IVY_N+1)+4][3];
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int[][] vertIndexes= new int[6][IVY_N+4];
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int[] bandIndexes= new int[] { 0,0,0,1,1,1 };
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float[][] bands =
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{
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{+0.015f,20,0.2f,0.5f,7,1,2},
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{-0.100f,20,0.2f,0.0f,2,1,2}
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};
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for(int i=0; i<3*(IVY_N+1); i++)
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{
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cornerIndexes[i+4] = -1;
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centerIndexes[i+4] = -1;
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}
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cornerIndexes[0] = 1;
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cornerIndexes[1] = 0;
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cornerIndexes[2] = 0;
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cornerIndexes[3] = 0;
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centerIndexes[0] = 0;
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centerIndexes[1] = 0;
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centerIndexes[2] = 0;
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centerIndexes[3] = 0;
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vertices[0][0] = 0.0;
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vertices[0][1] = 0.0;
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vertices[0][2] = 0.0;
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vertices[1][0] =-1.0;
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vertices[1][1] = 0.0;
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vertices[1][2] = 0.0;
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vertices[2][0] = 0.0;
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vertices[2][1] =-1.0;
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vertices[2][2] = 0.0;
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vertices[3][0] = 0.0;
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vertices[3][1] = 0.0;
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vertices[3][2] =-1.0;
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vertIndexes[0][0] = 2;
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vertIndexes[0][1] = 0;
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vertIndexes[0][2] = 1;
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vertIndexes[3][0] = 2;
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vertIndexes[3][1] = 0;
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vertIndexes[3][2] = 1;
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vertIndexes[1][0] = 3;
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vertIndexes[1][1] = 0;
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vertIndexes[1][2] = 2;
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vertIndexes[4][0] = 3;
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vertIndexes[4][1] = 0;
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vertIndexes[4][2] = 2;
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vertIndexes[2][0] = 1;
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vertIndexes[2][1] = 0;
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vertIndexes[2][2] = 3;
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vertIndexes[5][0] = 1;
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vertIndexes[5][1] = 0;
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vertIndexes[5][2] = 3;
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int N1 = 4;
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int N2 = N1 + IVY_N + 1;
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int N3 = N2 + IVY_N + 1;
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for(int i=0; i<=IVY_N; i++)
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{
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double cos1 = Math.cos((IVY_N-i)*angle);
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double sin1 = Math.sin((IVY_N-i)*angle);
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double cos2 = Math.cos(( i)*angle);
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double sin2 = Math.sin(( i)*angle);
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vertices[N1+i][0] = CORR*(cos1-0.5) - 0.5;
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vertices[N1+i][1] = CORR*(sin1-0.5) - 0.5;
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vertices[N1+i][2] = 0.0;
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vertices[N2+i][0] = 0.0;
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vertices[N2+i][1] = CORR*(sin2-0.5) - 0.5;
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vertices[N2+i][2] = CORR*(cos2-0.5) - 0.5;
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vertices[N3+i][0] = CORR*(cos2-0.5) - 0.5;
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vertices[N3+i][1] = 0.0;
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vertices[N3+i][2] = CORR*(sin2-0.5) - 0.5;
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vertIndexes[0][i+3] = N1 + i;
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vertIndexes[1][i+3] = N2 + i;
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vertIndexes[2][i+3] = N3 + i;
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vertIndexes[3][i+3] = N1 + i;
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vertIndexes[4][i+3] = N2 + i;
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vertIndexes[5][i+3] = N3 + i;
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}
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float C = 0.5f - SQ2/4;
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float[] convexCenter = new float[] {-C,-C,-C};
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(vertices,vertIndexes);
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mCornerMesh = factory.createRoundedSolid(vertices, vertIndexes,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces(), convexCenter );
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}
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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 )
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{
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final float angle = (float)Math.PI/(2*IVY_N);
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final float CORR = 1.0f - 2*IVY_D;
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double[][] vertices = new double[2*IVY_N][3];
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int[][] vert_indices = new int[2][2*IVY_N];
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int[] bandIndexes= new int[] { 0,1 };
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int[] indexes = new int[2*IVY_N];
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float[][] corners= new float[][] { {0.03f,0.10f} };
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float[][] centers= new float[][] { {-0.0f,-0.0f,-0.5f} };
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for(int i=0; i<IVY_N; i++)
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{
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double sin = Math.sin(i*angle);
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double cos = Math.cos(i*angle);
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vertices[i ][0] = CORR*(0.5f-cos);
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vertices[i ][1] = CORR*(0.5f-sin);
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vertices[i ][2] = 0;
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vertices[i+IVY_N][0] = CORR*(cos-0.5f);
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vertices[i+IVY_N][1] = CORR*(sin-0.5f);
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vertices[i+IVY_N][2] = 0;
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}
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for(int i=0; i<2*IVY_N; i++)
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{
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vert_indices[0][i] = i;
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vert_indices[1][i] = 2*IVY_N-1-i;
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}
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for(int i=0; i<2*IVY_N; i++)
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{
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indexes[i] = -1;
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}
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indexes[0] = indexes[IVY_N] = 0;
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float[][] bands =
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{
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{+0.03f,35,0.5f,0.5f,5,0,0},
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{+0.10f,45,0.5f,0.0f,2,0,0}
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};
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(vertices,vert_indices);
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mFaceMesh = factory.createRoundedSolid(vertices, vert_indices,
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bands, bandIndexes,
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corners, indexes,
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centers, indexes,
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getNumCubitFaces(), null );
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}
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mesh = mFaceMesh.copy(true);
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}
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401
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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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407
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///////////////////////////////////////////////////////////////////////////////////////////////////
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409
|
|
410
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
411
|
{
|
412
|
return mFaceMap[cubit][cubitface];
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
|
417
|
int getColor(int face)
|
418
|
{
|
419
|
return FACE_COLORS[face];
|
420
|
}
|
421
|
|
422
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
|
|
424
|
ObjectSticker retSticker(int face)
|
425
|
{
|
426
|
return mStickers[face/NUM_FACES];
|
427
|
}
|
428
|
|
429
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430
|
|
431
|
float returnMultiplier()
|
432
|
{
|
433
|
return 2.0f;
|
434
|
}
|
435
|
|
436
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
437
|
// PUBLIC API
|
438
|
|
439
|
public Static3D[] getRotationAxis()
|
440
|
{
|
441
|
return ROT_AXIS;
|
442
|
}
|
443
|
|
444
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445
|
|
446
|
public int[] getBasicAngle()
|
447
|
{
|
448
|
return BASIC_ANGLE;
|
449
|
}
|
450
|
|
451
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
452
|
|
453
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
|
454
|
{
|
455
|
if( curr==0 )
|
456
|
{
|
457
|
scramble[curr][0] = rnd.nextInt(NUM_AXIS);
|
458
|
}
|
459
|
else
|
460
|
{
|
461
|
int newVector = rnd.nextInt(NUM_AXIS -1);
|
462
|
scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector);
|
463
|
}
|
464
|
|
465
|
scramble[curr][1] = rnd.nextFloat()<=0.5f ? 0 : 1;
|
466
|
|
467
|
switch( rnd.nextInt(2) )
|
468
|
{
|
469
|
case 0: scramble[curr][2] = -1; break;
|
470
|
case 1: scramble[curr][2] = 1; break;
|
471
|
}
|
472
|
}
|
473
|
|
474
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
475
|
// The Ivy is solved if and only if:
|
476
|
//
|
477
|
// 1) all 4 of its corner cubits are rotated with the same quat
|
478
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
479
|
// and optionally they also might be upside down.
|
480
|
//
|
481
|
// i.e.
|
482
|
// cubits [4] and [5] - might be extra QUAT[1]
|
483
|
// cubits [6] and [7] - might be extra QUAT[2]
|
484
|
// cubits [8] and [9] - might be extra QUAT[3]
|
485
|
|
486
|
public boolean isSolved()
|
487
|
{
|
488
|
int q1,q = CUBITS[0].mQuatIndex;
|
489
|
|
490
|
if( CUBITS[1].mQuatIndex == q &&
|
491
|
CUBITS[2].mQuatIndex == q &&
|
492
|
CUBITS[3].mQuatIndex == q )
|
493
|
{
|
494
|
q1 = mulQuat(q,1);
|
495
|
if( CUBITS[4].mQuatIndex != q && CUBITS[4].mQuatIndex != q1 ) return false;
|
496
|
if( CUBITS[5].mQuatIndex != q && CUBITS[5].mQuatIndex != q1 ) return false;
|
497
|
|
498
|
q1 = mulQuat(q,2);
|
499
|
if( CUBITS[6].mQuatIndex != q && CUBITS[6].mQuatIndex != q1 ) return false;
|
500
|
if( CUBITS[7].mQuatIndex != q && CUBITS[7].mQuatIndex != q1 ) return false;
|
501
|
|
502
|
q1 = mulQuat(q,3);
|
503
|
if( CUBITS[8].mQuatIndex != q && CUBITS[8].mQuatIndex != q1 ) return false;
|
504
|
if( CUBITS[9].mQuatIndex != q && CUBITS[9].mQuatIndex != q1 ) return false;
|
505
|
|
506
|
return true;
|
507
|
}
|
508
|
|
509
|
return false;
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
|
514
|
public int getObjectName(int numLayers)
|
515
|
{
|
516
|
return R.string.ivy2;
|
517
|
}
|
518
|
|
519
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
520
|
|
521
|
public int getInventor(int numLayers)
|
522
|
{
|
523
|
return R.string.ivy2_inventor;
|
524
|
}
|
525
|
|
526
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
527
|
|
528
|
public int getComplexity(int numLayers)
|
529
|
{
|
530
|
return 1;
|
531
|
}
|
532
|
}
|