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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.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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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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class TwistySquare2 extends TwistySquare
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{
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private static final float Y = 0.75f + X/2;
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private static final float Z = 0.75f - X/2;
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private static final int[] QUAT_NUMBER = new int[]
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{
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0, 6,
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0, 9, 6, 3, 18, 15, 12, 21,
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0, 9, 6, 3, 0, 9, 6, 3,
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15, 12, 21, 18, 15, 12, 21, 18
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};
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// centers of the 2 middles + 8 edges + 8 left corners + 8 right corners
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private static final float[][] CENTERS = new float[][]
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{
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{ 1.5f, 0.0f, 0.0f },
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{-1.5f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 1.5f },
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{ 1.5f, 1.0f, 0.0f },
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{ 0.0f, 1.0f,-1.5f },
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{-1.5f, 1.0f, 0.0f },
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{ 0.0f,-1.0f, 1.5f },
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{ 1.5f,-1.0f, 0.0f },
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{ 0.0f,-1.0f,-1.5f },
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{-1.5f,-1.0f, 0.0f },
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{ Y, 1.0f, 1.5f },
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{ 1.5f, 1.0f, -Y },
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{ -Y, 1.0f,-1.5f },
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{-1.5f, 1.0f, Y },
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{ Y,-1.0f, 1.5f },
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{ 1.5f,-1.0f, -Y },
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{ -Y,-1.0f,-1.5f },
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{-1.5f,-1.0f, Y },
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{ 1.5f, 1.0f, Y },
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{ Y, 1.0f,-1.5f },
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{-1.5f, 1.0f, -Y },
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{ -Y, 1.0f, 1.5f },
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{ 1.5f,-1.0f, Y },
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{ Y,-1.0f,-1.5f },
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{-1.5f,-1.0f, -Y },
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{ -Y,-1.0f, 1.5f },
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};
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private static final double[][] VERTICES_CORNER = new double[][]
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{
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{ X-1.5+Z, 0.5, 0.0 },
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{ Z, 0.5, 0.0 },
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{ -1.5+Z, 0.5, -1.5 },
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{ X-1.5+Z,-0.5, 0.0 },
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{ Z,-0.5, 0.0 },
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{ -1.5+Z,-0.5, -1.5 }
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};
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private static final int[][] VERT_INDEXES_CORNER = new int[][]
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{
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{0,1,2}, // counterclockwise!
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{5,4,3},
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{3,4,1,0},
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{4,5,2,1},
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{5,3,0,2}
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.5f, -0.26289170f, 0.5f, -0.26289170f, 0.5f, 0.26289170f, -0.5f, 0.26289170f }, // middle front
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{ -0.5f, -0.16666667f, 0.5f, -0.16666667f, 0.5f, 0.16666667f, -0.5f, 0.16666667f }, // middle right
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{ -0.5f, -0.45534182f, 0.5f, -0.45534182f, 0.5f, 0.45534182f, -0.5f, 0.45534182f }, // middle back
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{ -0.20096192f, -0.25f, 0.20096192f, -0.25f, 0.0f, 0.5f }, // edge top
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{ -0.40192384f, -0.5f, 0.40192384f, -0.5f, 0.40192384f, 0.5f, -0.40192384f, 0.5f }, // edge face
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{ -0.11602539f, -0.25f, 0.4330127f, -0.25f, -0.3169873f, 0.5f } // corner top
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};
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private static final int NUM_ST = STICKERS.length;
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private static final int[][] mStickerType = new int[][]
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{
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{ NUM_ST,NUM_ST,0, 1, 2,NUM_ST },
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{ 3,NUM_ST,4,NUM_ST,NUM_ST,NUM_ST },
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{ 5,NUM_ST,2,NUM_ST,NUM_ST,NUM_ST },
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{ NUM_ST, 5,2,NUM_ST,NUM_ST,NUM_ST }
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};
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// YELLOW 0 WHITE 1 BLUE 2 GREEN 3 RED 4 ORANGE 5
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private static final int[][] mStickerColor = new int[][]
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{
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{ 0, 0, 4, 0, 5, 0 }, // 0
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{ 0, 0, 5, 1, 4, 0 },
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{ 2, 0, 4, 0, 0, 0 }, // 2
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{ 2, 0, 0, 0, 0, 0 },
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{ 2, 0, 5, 0, 0, 0 },
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{ 2, 0, 1, 0, 0, 0 },
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{ 3, 0, 4, 0, 0, 0 },
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{ 3, 0, 0, 0, 0, 0 },
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{ 3, 0, 5, 0, 0, 0 },
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{ 3, 0, 1, 0, 0, 0 },
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{ 2, 0, 4, 0, 0, 0 }, // 10
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{ 2, 0, 0, 0, 0, 0 },
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{ 2, 0, 5, 0, 0, 0 },
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{ 2, 0, 1, 0, 0, 0 },
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{ 0, 3, 4, 0, 0, 0 },
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{ 0, 3, 0, 0, 0, 0 },
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{ 0, 3, 5, 0, 0, 0 },
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{ 0, 3, 1, 0, 0, 0 },
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{ 0, 2, 0, 0, 0, 0 }, // 18
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{ 0, 2, 5, 0, 0, 0 },
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{ 0, 2, 1, 0, 0, 0 },
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{ 0, 2, 4, 0, 0, 0 },
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{ 3, 0, 0, 0, 0, 0 },
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{ 3, 0, 5, 0, 0, 0 },
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{ 3, 0, 1, 0, 0, 0 },
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{ 3, 0, 4, 0, 0, 0 },
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistySquare2(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, quat, texture, mesh, effects, moves, ObjectList.SQU2, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit)
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{
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return QUATS[QUAT_NUMBER[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCornerCubitMesh()
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{
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if( mMeshes[3]==null )
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{
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float[][] bands= new float[][]
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{
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{0.030f,35,0.9f,1.0f, 5,2,1},
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{0.001f,35,0.9f,1.0f, 5,2,1}
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};
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int[] bandIndexes = new int[] { 0,0,0,1,1 };
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float[][] corners = new float[][] { {0.05f,0.13f} };
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int[] cornerIndexes = new int[] { 0,0,-1,0,0,-1 };
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float[][] centers = new float[][] { { 0.0f, 0.0f,-0.5f} };
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int[] centerIndexes = new int[] { 0,0,-1,0,0,-1 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER);
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mMeshes[3] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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return mMeshes[3].copy(true);
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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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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[4];
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}
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MeshBase mesh;
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if( cubit< 2 ) mesh = createMiddleCubitMesh();
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else if( cubit<10 ) mesh = createEdgeCubitMesh();
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else mesh = createCornerCubitMesh();
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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int COLORS = FACE_COLORS.length;
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int stickerType = face/COLORS;
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float R,S;
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switch(stickerType)
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{
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case 0: R = 0.060f; S = 0.05f; break;
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case 1: R = 0.040f; S = 0.04f; break;
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case 2: R = 0.110f; S = 0.09f; break;
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case 3: R = 0.030f; S = 0.05f; break;
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case 4: R = 0.110f; S = 0.08f; break;
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case 5: R = 0.025f; S = 0.06f; break;
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default: R = 0.000f; S = 0.00f; break;
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}
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FactorySticker factory = FactorySticker.getInstance();
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factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[stickerType], S, FACE_COLORS[face%COLORS], R);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int numLayers)
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{
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return CENTERS;
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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 STICKERS.length;
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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 type;
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if( cubit< 2 ) type = 0;
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else if( cubit<10 ) type = 1;
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else if( cubit>13 && cubit<22 ) type = 3;
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else type = 2;
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return mStickerType[type][cubitface]*FACE_COLORS.length + mStickerColor[cubit][cubitface];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
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{
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int layer, nextAngle;
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if( curr==0 ) mLastRot = rnd.nextInt(4);
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switch(mLastRot)
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{
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case LAST_SL: layer = rnd.nextInt(2);
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nextAngle = rnd.nextInt(12)-6;
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if( nextAngle==0 )
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{
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layer = 1-layer;
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nextAngle = (2*rnd.nextInt(2)-1)*(rnd.nextInt(5)+1);
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}
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scramble[curr][0] = 0;
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scramble[curr][1] = 2*layer;
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scramble[curr][2] = nextAngle;
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mLastRot = layer==0 ? LAST_LO : LAST_UP;
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break;
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case LAST_LO:
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case LAST_UP: layer = mLastRot==LAST_LO ? 1:0;
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nextAngle = rnd.nextInt(12)-6;
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if( nextAngle!=0 )
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{
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scramble[curr][0] = 0;
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scramble[curr][1] = 2*layer;
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scramble[curr][2] = nextAngle;
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mLastRot = LAST_UL;
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}
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else
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{
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scramble[curr][0] = 1;
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scramble[curr][1] = rnd.nextInt(2);
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scramble[curr][2] = 1;
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mLastRot = LAST_SL;
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}
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break;
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case LAST_UL: scramble[curr][0] = 1;
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scramble[curr][1] = rnd.nextInt(2);
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scramble[curr][2] = 1;
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mLastRot = LAST_SL;
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break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Square-2 is solved iff
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// a) all of its cubits are rotated with the same quat
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// b) its two 'middle' cubits are rotated with the same quat, the 6 'front' and 6 'back'
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// edges and corners with this quat multiplied by QUATS[18] (i.e. those are upside down)
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// and all the 12 left and right edges and corners also with the same quat multiplied by
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// QUATS[12] - i.e. also upside down.
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public boolean isSolved()
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{
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int index = CUBITS[0].mQuatIndex;
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if( CUBITS[1].mQuatIndex!=index ) return false;
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int indexX = mulQuat(index,12); // QUATS[12] = 180deg (1,0,0)
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int indexZ = mulQuat(index,18); // QUATS[18] = 180deg (0,0,1)
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for(int i=2; i<18; i+=2)
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{
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if( CUBITS[i].mQuatIndex != index && CUBITS[i].mQuatIndex != indexZ ) return false;
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}
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for(int i=3; i<18; i+=2)
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{
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if( CUBITS[i].mQuatIndex != index && CUBITS[i].mQuatIndex != indexX ) return false;
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}
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for(int i=18; i<NUM_CUBITS; i+=2)
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{
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if( CUBITS[i].mQuatIndex != index && CUBITS[i].mQuatIndex != indexX ) return false;
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}
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for(int i=19; i<NUM_CUBITS; i+=2)
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{
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if( CUBITS[i].mQuatIndex != index && CUBITS[i].mQuatIndex != indexZ ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getObjectName(int numLayers)
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{
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return R.string.squa2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getInventor(int numLayers)
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{
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return R.string.squa2_inventor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity(int numLayers)
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{
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return 7;
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}
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}
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