1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2020 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.objects;
|
21
|
|
22
|
import android.content.res.Resources;
|
23
|
import android.graphics.Canvas;
|
24
|
import android.graphics.Paint;
|
25
|
|
26
|
import org.distorted.helpers.FactoryCubit;
|
27
|
import org.distorted.helpers.FactorySticker;
|
28
|
import org.distorted.library.effect.MatrixEffectQuaternion;
|
29
|
import org.distorted.library.main.DistortedEffects;
|
30
|
import org.distorted.library.main.DistortedTexture;
|
31
|
import org.distorted.library.mesh.MeshBase;
|
32
|
import org.distorted.library.mesh.MeshSquare;
|
33
|
import org.distorted.library.type.Static3D;
|
34
|
import org.distorted.library.type.Static4D;
|
35
|
import org.distorted.main.R;
|
36
|
|
37
|
import java.util.Random;
|
38
|
|
39
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
40
|
|
41
|
public class TwistyHelicopter extends TwistyObject
|
42
|
{
|
43
|
private static final int FACES_PER_CUBIT =6;
|
44
|
|
45
|
// the six rotation axis of a Helicopter. Must be normalized.
|
46
|
static final Static3D[] ROT_AXIS = new Static3D[]
|
47
|
{
|
48
|
new Static3D( 0, +SQ2/2, -SQ2/2),
|
49
|
new Static3D( 0, -SQ2/2, -SQ2/2),
|
50
|
new Static3D(+SQ2/2, 0, -SQ2/2),
|
51
|
new Static3D(-SQ2/2, 0, -SQ2/2),
|
52
|
new Static3D(+SQ2/2, -SQ2/2, 0),
|
53
|
new Static3D(-SQ2/2, -SQ2/2, 0)
|
54
|
};
|
55
|
|
56
|
private static final int[] BASIC_ANGLE = new int[] { 2,2,2,2,2,2 };
|
57
|
|
58
|
private static final int[] FACE_COLORS = new int[]
|
59
|
{
|
60
|
COLOR_YELLOW, COLOR_WHITE,
|
61
|
COLOR_BLUE , COLOR_GREEN,
|
62
|
COLOR_RED , COLOR_ORANGE
|
63
|
};
|
64
|
|
65
|
// All legal rotation quats of a HELICOPTER (same as the Cube!)
|
66
|
private static final Static4D[] QUATS = new Static4D[]
|
67
|
{
|
68
|
new Static4D( 0.00f, 0.00f, 0.00f, 1.00f ),
|
69
|
new Static4D( 1.00f, 0.00f, 0.00f, 0.00f ),
|
70
|
new Static4D( 0.00f, 1.00f, 0.00f, 0.00f ),
|
71
|
new Static4D( 0.00f, 0.00f, 1.00f, 0.00f ),
|
72
|
|
73
|
new Static4D( SQ2/2, SQ2/2, 0.00f, 0.00f ),
|
74
|
new Static4D( SQ2/2, -SQ2/2, 0.00f, 0.00f ),
|
75
|
new Static4D( SQ2/2, 0.00f, SQ2/2, 0.00f ),
|
76
|
new Static4D( SQ2/2, 0.00f, -SQ2/2, 0.00f ),
|
77
|
new Static4D( SQ2/2, 0.00f, 0.00f, SQ2/2 ),
|
78
|
new Static4D( SQ2/2, 0.00f, 0.00f, -SQ2/2 ),
|
79
|
new Static4D( 0.00f, SQ2/2, SQ2/2, 0.00f ),
|
80
|
new Static4D( 0.00f, SQ2/2, -SQ2/2, 0.00f ),
|
81
|
new Static4D( 0.00f, SQ2/2, 0.00f, SQ2/2 ),
|
82
|
new Static4D( 0.00f, SQ2/2, 0.00f, -SQ2/2 ),
|
83
|
new Static4D( 0.00f, 0.00f, SQ2/2, SQ2/2 ),
|
84
|
new Static4D( 0.00f, 0.00f, SQ2/2, -SQ2/2 ),
|
85
|
|
86
|
new Static4D( 0.50f, 0.50f, 0.50f, 0.50f ),
|
87
|
new Static4D( 0.50f, 0.50f, 0.50f, -0.50f ),
|
88
|
new Static4D( 0.50f, 0.50f, -0.50f, 0.50f ),
|
89
|
new Static4D( 0.50f, 0.50f, -0.50f, -0.50f ),
|
90
|
new Static4D( 0.50f, -0.50f, 0.50f, 0.50f ),
|
91
|
new Static4D( 0.50f, -0.50f, 0.50f, -0.50f ),
|
92
|
new Static4D( 0.50f, -0.50f, -0.50f, 0.50f ),
|
93
|
new Static4D( 0.50f, -0.50f, -0.50f, -0.50f )
|
94
|
};
|
95
|
|
96
|
private static final float DIST_CORNER = 0.50f;
|
97
|
private static final float DIST_CENTER = 0.50f;
|
98
|
private static final float XY_CENTER = DIST_CORNER/3;
|
99
|
|
100
|
// centers of the 8 corners + 6*4 face triangles ( i.e. of the all 32 cubits)
|
101
|
private static final float[][] CENTERS = new float[][]
|
102
|
{
|
103
|
{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
|
104
|
{ DIST_CORNER, DIST_CORNER, -DIST_CORNER },
|
105
|
{ DIST_CORNER, -DIST_CORNER, DIST_CORNER },
|
106
|
{ DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
|
107
|
{ -DIST_CORNER, DIST_CORNER, DIST_CORNER },
|
108
|
{ -DIST_CORNER, DIST_CORNER, -DIST_CORNER },
|
109
|
{ -DIST_CORNER, -DIST_CORNER, DIST_CORNER },
|
110
|
{ -DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
|
111
|
|
112
|
{ DIST_CENTER, XY_CENTER, XY_CENTER },
|
113
|
{ DIST_CENTER, XY_CENTER, -XY_CENTER },
|
114
|
{ DIST_CENTER, -XY_CENTER, XY_CENTER },
|
115
|
{ DIST_CENTER, -XY_CENTER, -XY_CENTER },
|
116
|
|
117
|
{ -DIST_CENTER, XY_CENTER, XY_CENTER },
|
118
|
{ -DIST_CENTER, XY_CENTER, -XY_CENTER },
|
119
|
{ -DIST_CENTER, -XY_CENTER, XY_CENTER },
|
120
|
{ -DIST_CENTER, -XY_CENTER, -XY_CENTER },
|
121
|
|
122
|
{ XY_CENTER , DIST_CENTER, XY_CENTER },
|
123
|
{ XY_CENTER , DIST_CENTER, -XY_CENTER },
|
124
|
{ -XY_CENTER , DIST_CENTER, XY_CENTER },
|
125
|
{ -XY_CENTER , DIST_CENTER, -XY_CENTER },
|
126
|
|
127
|
{ XY_CENTER , -DIST_CENTER, XY_CENTER },
|
128
|
{ XY_CENTER , -DIST_CENTER, -XY_CENTER },
|
129
|
{ -XY_CENTER , -DIST_CENTER, XY_CENTER },
|
130
|
{ -XY_CENTER , -DIST_CENTER, -XY_CENTER },
|
131
|
|
132
|
{ XY_CENTER , XY_CENTER, DIST_CENTER },
|
133
|
{ XY_CENTER , -XY_CENTER, DIST_CENTER },
|
134
|
{ -XY_CENTER , XY_CENTER, DIST_CENTER },
|
135
|
{ -XY_CENTER , -XY_CENTER, DIST_CENTER },
|
136
|
|
137
|
{ XY_CENTER , XY_CENTER, -DIST_CENTER },
|
138
|
{ XY_CENTER , -XY_CENTER, -DIST_CENTER },
|
139
|
{ -XY_CENTER , XY_CENTER, -DIST_CENTER },
|
140
|
{ -XY_CENTER , -XY_CENTER, -DIST_CENTER },
|
141
|
};
|
142
|
|
143
|
// Colors of the faces of cubits. Each cubit has 6 faces
|
144
|
private static final int[][] mFaceMap = new int[][]
|
145
|
{
|
146
|
{ 4,2,0, 6,6,6 },
|
147
|
{ 0,2,5, 6,6,6 },
|
148
|
{ 4,0,3, 6,6,6 },
|
149
|
{ 5,3,0, 6,6,6 },
|
150
|
{ 1,2,4, 6,6,6 },
|
151
|
{ 5,2,1, 6,6,6 },
|
152
|
{ 4,3,1, 6,6,6 },
|
153
|
{ 1,3,5, 6,6,6 },
|
154
|
|
155
|
{ 0 , 6,6,6,6,6 },
|
156
|
{ 0 , 6,6,6,6,6 },
|
157
|
{ 0 , 6,6,6,6,6 },
|
158
|
{ 0 , 6,6,6,6,6 },
|
159
|
|
160
|
{ 1 , 6,6,6,6,6 },
|
161
|
{ 1 , 6,6,6,6,6 },
|
162
|
{ 1 , 6,6,6,6,6 },
|
163
|
{ 1 , 6,6,6,6,6 },
|
164
|
|
165
|
{ 2 , 6,6,6,6,6 },
|
166
|
{ 2 , 6,6,6,6,6 },
|
167
|
{ 2 , 6,6,6,6,6 },
|
168
|
{ 2 , 6,6,6,6,6 },
|
169
|
|
170
|
{ 3 , 6,6,6,6,6 },
|
171
|
{ 3 , 6,6,6,6,6 },
|
172
|
{ 3 , 6,6,6,6,6 },
|
173
|
{ 3 , 6,6,6,6,6 },
|
174
|
|
175
|
{ 4 , 6,6,6,6,6 },
|
176
|
{ 4 , 6,6,6,6,6 },
|
177
|
{ 4 , 6,6,6,6,6 },
|
178
|
{ 4 , 6,6,6,6,6 },
|
179
|
|
180
|
{ 5 , 6,6,6,6,6 },
|
181
|
{ 5 , 6,6,6,6,6 },
|
182
|
{ 5 , 6,6,6,6,6 },
|
183
|
{ 5 , 6,6,6,6,6 },
|
184
|
};
|
185
|
|
186
|
private static final int[] QUAT_INDICES =
|
187
|
{ 0,13,14,1,12,2,3,7,20,6,13,17,7,23,18,12,22,10,8,16,11,21,19,9,3,15,14,0,5,2,1,4 };
|
188
|
|
189
|
private static final double[][] VERTICES_CORNER = new double[][]
|
190
|
{
|
191
|
{-0.50f, 0.00f, 0.00f},
|
192
|
{ 0.00f,-0.50f, 0.00f},
|
193
|
{ 0.00f, 0.00f,-0.50f},
|
194
|
{-0.25f,-0.25f,-0.25f},
|
195
|
{ 0.00f, 0.00f, 0.00f}
|
196
|
};
|
197
|
|
198
|
private static final int[][] VERT_INDEXES_CORNER = new int[][]
|
199
|
{
|
200
|
{0,1,4},
|
201
|
{2,0,4},
|
202
|
{1,2,4},
|
203
|
{3,1,0},
|
204
|
{3,2,1},
|
205
|
{3,0,2}
|
206
|
};
|
207
|
|
208
|
private static final float E = 0.1666666f;
|
209
|
|
210
|
private static final double[][] VERTICES_FACE = new double[][]
|
211
|
{
|
212
|
{ 0.00f +E, 0.00f +E, 0.00f },
|
213
|
{-0.50f +E, 0.00f +E, 0.00f },
|
214
|
{ 0.00f +E,-0.50f +E, 0.00f },
|
215
|
{-0.25f +E,-0.25f +E,-0.25f },
|
216
|
};
|
217
|
|
218
|
private static final int[][] VERT_INDEXES_FACE = new int[][]
|
219
|
{
|
220
|
{ 0,1,2 },
|
221
|
{ 2,1,3 },
|
222
|
{ 0,1,3 },
|
223
|
{ 2,0,3 }
|
224
|
};
|
225
|
|
226
|
private static final float[][] STICKERS = new float[][]
|
227
|
{
|
228
|
{ -0.5f, 0.25f, 0.25f, -0.5f, 0.25f, 0.25f }
|
229
|
};
|
230
|
|
231
|
private static MeshBase[] mMeshes;
|
232
|
|
233
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
234
|
|
235
|
TwistyHelicopter(int size, Static4D quat, DistortedTexture texture,
|
236
|
MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
237
|
{
|
238
|
super(size, size, quat, texture, mesh, effects, moves, ObjectList.HELI, res, scrWidth);
|
239
|
}
|
240
|
|
241
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
242
|
|
243
|
float getScreenRatio()
|
244
|
{
|
245
|
return 1.6f;
|
246
|
}
|
247
|
|
248
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
249
|
|
250
|
Static4D[] getQuats()
|
251
|
{
|
252
|
return QUATS;
|
253
|
}
|
254
|
|
255
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
256
|
|
257
|
boolean shouldResetTextureMaps()
|
258
|
{
|
259
|
return false;
|
260
|
}
|
261
|
|
262
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
263
|
|
264
|
int getNumFaces()
|
265
|
{
|
266
|
return FACE_COLORS.length;
|
267
|
}
|
268
|
|
269
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
270
|
|
271
|
int getNumStickerTypes(int numLayers)
|
272
|
{
|
273
|
return STICKERS.length;
|
274
|
}
|
275
|
|
276
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
277
|
|
278
|
float[][] getCuts(int size)
|
279
|
{
|
280
|
float[] cut = new float[] { -SQ2/4, +SQ2/4 };
|
281
|
return new float[][] { cut,cut,cut,cut,cut,cut };
|
282
|
}
|
283
|
|
284
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
285
|
|
286
|
int getNumCubitFaces()
|
287
|
{
|
288
|
return FACES_PER_CUBIT;
|
289
|
}
|
290
|
|
291
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
292
|
|
293
|
float[][] getCubitPositions(int size)
|
294
|
{
|
295
|
return CENTERS;
|
296
|
}
|
297
|
|
298
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
299
|
|
300
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
301
|
{
|
302
|
if( mMeshes==null )
|
303
|
{
|
304
|
FactoryCubit factory = FactoryCubit.getInstance();
|
305
|
factory.clear();
|
306
|
mMeshes = new MeshBase[2];
|
307
|
}
|
308
|
|
309
|
MeshBase mesh;
|
310
|
|
311
|
if( cubit<8 )
|
312
|
{
|
313
|
if( mMeshes[0]==null )
|
314
|
{
|
315
|
float[][] bands= new float[][]
|
316
|
{
|
317
|
{0.028f,35,0.16f,0.7f,7,3,3},
|
318
|
{0.000f, 0,1.00f,0.0f,3,1,5}
|
319
|
};
|
320
|
int[] bandIndexes = new int[] { 0,0,0,1,1,1 };
|
321
|
float[][] corners = new float[][] { {0.08f,0.15f}, {0.08f,0.20f} };
|
322
|
int[] cornerIndexes = new int[] { 1,1,1,0,0 };
|
323
|
float[][] centers = new float[][] { {-0.25f, -0.25f, -0.25f} };
|
324
|
int[] centerIndexes = new int[] { 0,0,0,-1,0 };
|
325
|
|
326
|
FactoryCubit factory = FactoryCubit.getInstance();
|
327
|
factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER);
|
328
|
mMeshes[0] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER,
|
329
|
bands, bandIndexes,
|
330
|
corners, cornerIndexes,
|
331
|
centers, centerIndexes,
|
332
|
getNumCubitFaces() );
|
333
|
}
|
334
|
mesh = mMeshes[0].copy(true);
|
335
|
}
|
336
|
else
|
337
|
{
|
338
|
if( mMeshes[1]==null )
|
339
|
{
|
340
|
float[][] bands= new float[][]
|
341
|
{
|
342
|
{0.028f,35,0.16f,0.7f,7,3,3},
|
343
|
{0.000f, 0,1.00f,0.0f,3,1,3}
|
344
|
};
|
345
|
int[] bandIndexes = new int[] { 0,1,1,1 };
|
346
|
float[][] corners = new float[][] { {0.06f,0.15f}, {0.06f,0.20f} };
|
347
|
int[] cornerIndexes = new int[] { 0,1,1,-1 };
|
348
|
float[][] centers = new float[][] { {-1.0f/12, -1.0f/12, -1.0f/4} };
|
349
|
int[] centerIndexes = new int[] { 0,0,0,-1 };
|
350
|
|
351
|
FactoryCubit factory = FactoryCubit.getInstance();
|
352
|
factory.createNewFaceTransform(VERTICES_FACE,VERT_INDEXES_FACE);
|
353
|
mMeshes[1] = factory.createRoundedSolid(VERTICES_FACE, VERT_INDEXES_FACE,
|
354
|
bands, bandIndexes,
|
355
|
corners, cornerIndexes,
|
356
|
centers, centerIndexes,
|
357
|
getNumCubitFaces() );
|
358
|
}
|
359
|
mesh = mMeshes[1].copy(true);
|
360
|
}
|
361
|
|
362
|
int index = QUAT_INDICES[cubit];
|
363
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[index], new Static3D(0,0,0) );
|
364
|
mesh.apply(quat,0xffffffff,0);
|
365
|
|
366
|
return mesh;
|
367
|
}
|
368
|
|
369
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
370
|
|
371
|
int getFaceColor(int cubit, int cubitface, int size)
|
372
|
{
|
373
|
return mFaceMap[cubit][cubitface];
|
374
|
}
|
375
|
|
376
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
377
|
|
378
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
379
|
{
|
380
|
float R = 0.03f;
|
381
|
float S = 0.05f;
|
382
|
|
383
|
FactorySticker factory = FactorySticker.getInstance();
|
384
|
factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], S, FACE_COLORS[face], R);
|
385
|
}
|
386
|
|
387
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
388
|
|
389
|
float returnMultiplier()
|
390
|
{
|
391
|
return 2.0f;
|
392
|
}
|
393
|
|
394
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
395
|
// PUBLIC API
|
396
|
|
397
|
public Static3D[] getRotationAxis()
|
398
|
{
|
399
|
return ROT_AXIS;
|
400
|
}
|
401
|
|
402
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
403
|
|
404
|
public int[] getBasicAngle()
|
405
|
{
|
406
|
return BASIC_ANGLE;
|
407
|
}
|
408
|
|
409
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
410
|
|
411
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
412
|
{
|
413
|
if( num==0 )
|
414
|
{
|
415
|
scramble[num][0] = rnd.nextInt(NUM_AXIS);
|
416
|
}
|
417
|
else
|
418
|
{
|
419
|
int newVector = rnd.nextInt(NUM_AXIS -2);
|
420
|
|
421
|
switch(scramble[num-1][0])
|
422
|
{
|
423
|
case 0:
|
424
|
case 1: scramble[num][0] = newVector+2;
|
425
|
break;
|
426
|
case 2:
|
427
|
case 3: scramble[num][0] = (newVector==0 || newVector==1) ? newVector:newVector+2;
|
428
|
break;
|
429
|
default: scramble[num][0] = newVector;
|
430
|
break;
|
431
|
}
|
432
|
}
|
433
|
|
434
|
scramble[num][1] = rnd.nextFloat()<=0.5f ? 0 : 2;
|
435
|
|
436
|
switch( rnd.nextInt(2) )
|
437
|
{
|
438
|
case 0: scramble[num][2] = -1; break;
|
439
|
case 1: scramble[num][2] = 1; break;
|
440
|
}
|
441
|
}
|
442
|
|
443
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
444
|
// The Helicopter is solved if and only if:
|
445
|
//
|
446
|
// 1) all of its corner cubits are rotated with the same quat
|
447
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
448
|
// and optionally they also might be turned by a multiple of 90 degrees along
|
449
|
// a vector perpendicular to the face they lie on.
|
450
|
//
|
451
|
// i.e.
|
452
|
// cubits 8, 9,10,11,12,13,14,15 - might be extra QUAT 1,8,9
|
453
|
// cubits 16,17,18,19,20,21,22,23 - might be extra QUAT 2,12,13
|
454
|
// cubits 24,25,26,27,28,29,30,31 - might be extra QUAT 3,14,15
|
455
|
|
456
|
public boolean isSolved()
|
457
|
{
|
458
|
int q = CUBITS[0].mQuatIndex;
|
459
|
|
460
|
if ( CUBITS[1].mQuatIndex == q &&
|
461
|
CUBITS[2].mQuatIndex == q &&
|
462
|
CUBITS[3].mQuatIndex == q &&
|
463
|
CUBITS[4].mQuatIndex == q &&
|
464
|
CUBITS[5].mQuatIndex == q &&
|
465
|
CUBITS[6].mQuatIndex == q &&
|
466
|
CUBITS[7].mQuatIndex == q )
|
467
|
{
|
468
|
int q1 = mulQuat(q,1);
|
469
|
int q2 = mulQuat(q,8);
|
470
|
int q3 = mulQuat(q,9);
|
471
|
|
472
|
for(int index=8; index<16; index++)
|
473
|
{
|
474
|
int qIndex = CUBITS[index].mQuatIndex;
|
475
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
476
|
}
|
477
|
|
478
|
q1 = mulQuat(q, 2);
|
479
|
q2 = mulQuat(q,12);
|
480
|
q3 = mulQuat(q,13);
|
481
|
|
482
|
for(int index=16; index<24; index++)
|
483
|
{
|
484
|
int qIndex = CUBITS[index].mQuatIndex;
|
485
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
486
|
}
|
487
|
|
488
|
q1 = mulQuat(q, 3);
|
489
|
q2 = mulQuat(q,14);
|
490
|
q3 = mulQuat(q,15);
|
491
|
|
492
|
for(int index=24; index<32; index++)
|
493
|
{
|
494
|
int qIndex = CUBITS[index].mQuatIndex;
|
495
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
496
|
}
|
497
|
|
498
|
return true;
|
499
|
}
|
500
|
|
501
|
return false;
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
// only needed for solvers - there are no Helicopter solvers ATM)
|
506
|
|
507
|
public String retObjectString()
|
508
|
{
|
509
|
return "";
|
510
|
}
|
511
|
|
512
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
513
|
|
514
|
public int getObjectName(int numLayers)
|
515
|
{
|
516
|
return R.string.heli3;
|
517
|
}
|
518
|
|
519
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
520
|
|
521
|
public int getInventor(int numLayers)
|
522
|
{
|
523
|
return R.string.heli3_inventor;
|
524
|
}
|
525
|
|
526
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
527
|
|
528
|
public int getComplexity(int numLayers)
|
529
|
{
|
530
|
return 8;
|
531
|
}
|
532
|
}
|