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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 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.effect.VertexEffect;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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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.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static1D;
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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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public static final float IVY_C = 0.59f;
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public static final float IVY_M = 0.35f;
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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, 2, 0, 12,12,12 },
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{ 5, 2, 1, 12,12,12 },
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{ 4, 3, 1, 12,12,12 },
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{ 5, 3, 0, 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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 2;
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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 createFacesIvyCorner()
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{
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MeshBase[] meshes = new MeshBase[6];
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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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final float DIST = -0.5f*CORR + IVY_D;
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float[] vertices = new float[2*(IVY_N+1)+6];
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vertices[0] = (0.5f-IVY_M) * IVY_C;
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vertices[1] = (DIST-IVY_M) * IVY_C;
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vertices[2] = (0.5f-IVY_M) * IVY_C;
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vertices[3] = (0.5f-IVY_M) * IVY_C;
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vertices[4] = (DIST-IVY_M) * IVY_C;
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vertices[5] = (0.5f-IVY_M) * IVY_C;
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for(int i=0; i<=IVY_N; i++)
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{
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float ang = (IVY_N-i)*angle;
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float sin = (float)Math.sin(ang);
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float cos = (float)Math.cos(ang);
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vertices[2*i+6] = (CORR*(cos-0.5f)-IVY_M)*IVY_C;
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vertices[2*i+7] = (CORR*(sin-0.5f)-IVY_M)*IVY_C;
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}
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FactoryCubit factory = FactoryCubit.getInstance();
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float[] bands0 = factory.computeBands(+0.012f,20,0.2f,0.5f,7);
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float[] bands1 = factory.computeBands(-0.100f,20,0.2f,0.0f,2);
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meshes[0] = new MeshPolygon(vertices,bands0,1,2);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = meshes[0].copy(true);
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meshes[1].setEffectAssociation(0,2,0);
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meshes[2] = meshes[0].copy(true);
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meshes[2].setEffectAssociation(0,4,0);
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meshes[3] = new MeshPolygon(vertices,bands1,1,2);
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meshes[3].setEffectAssociation(0,8,0);
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meshes[4] = meshes[3].copy(true);
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meshes[4].setEffectAssociation(0,16,0);
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meshes[5] = meshes[3].copy(true);
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meshes[5].setEffectAssociation(0,32,0);
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private VertexEffect[] createVertexEffectsIvyCorner()
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{
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Static3D axisX = new Static3D(1,0,0);
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Static3D axisY = new Static3D(0,1,0);
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Static1D angle1 = new Static1D(+90);
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Static1D angle2 = new Static1D(-90);
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Static3D center = new Static3D(0,0,0);
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Static3D move1 = new Static3D(IVY_M-0.5f,IVY_M-0.5f,0);
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VertexEffect[] effect = new VertexEffect[5];
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effect[0] = new VertexEffectScale(1/IVY_C);
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effect[1] = new VertexEffectMove(move1);
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effect[2] = new VertexEffectScale(new Static3D(1,1,-1));
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effect[3] = new VertexEffectRotate(angle1,axisX,center);
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effect[4] = new VertexEffectRotate(angle2,axisY,center);
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effect[2].setMeshAssociation(54,-1); // meshes 1,2,4,5
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effect[3].setMeshAssociation(18,-1); // meshes 1,4
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effect[4].setMeshAssociation(36,-1); // meshes 2,5
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return effect;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private MeshBase createFacesIvyFace()
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{
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MeshBase[] meshes = new MeshBase[2];
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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[] vertices = new float[4*IVY_N];
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for(int i=0; i<IVY_N; i++)
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{
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float sin = (float)Math.sin(i*angle);
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float cos = (float)Math.cos(i*angle);
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vertices[2*i ] = CORR*(0.5f-cos);
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vertices[2*i+1 ] = CORR*(0.5f-sin);
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vertices[2*i +2*IVY_N] = CORR*(cos-0.5f);
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vertices[2*i+1+2*IVY_N] = CORR*(sin-0.5f);
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}
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FactoryCubit factory = FactoryCubit.getInstance();
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float[] bands0 = factory.computeBands(+0.03f,35,0.5f,0.5f,5);
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float[] bands1 = factory.computeBands(-0.10f,45,0.5f,0.0f,2);
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meshes[0] = new MeshPolygon(vertices,bands0,0,0);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = new MeshPolygon(vertices,bands1,0,0);
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meshes[1].setEffectAssociation(0,2,0);
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private MeshBase createIvyFaceMesh()
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{
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MeshBase mesh = createFacesIvyFace();
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Static3D center = new Static3D(-0.0f,-0.0f,-0.5f);
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Static3D[] vertices = new Static3D[2];
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vertices[0] = new Static3D(-0.5f,+0.5f,+0.0f);
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vertices[1] = new Static3D(+0.5f,-0.5f,+0.0f);
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FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.03f,0.10f);
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mesh.mergeEffComponents();
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mesh.addEmptyTexComponent();
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mesh.addEmptyTexComponent();
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mesh.addEmptyTexComponent();
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mesh.addEmptyTexComponent();
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private MeshBase createIvyCornerMesh()
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{
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MeshBase mesh = createFacesIvyCorner();
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VertexEffect[] effects = createVertexEffectsIvyCorner();
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for( VertexEffect effect : effects ) mesh.apply(effect);
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Static3D center = new Static3D(-0.5f,-0.5f,-0.5f);
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Static3D[] vertices = new Static3D[4];
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vertices[0] = new Static3D(+0.0f,+0.0f,+0.0f);
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vertices[1] = new Static3D(-1.0f,+0.0f,+0.0f);
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vertices[2] = new Static3D(+0.0f,-1.0f,+0.0f);
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vertices[3] = new Static3D(+0.0f,+0.0f,-1.0f);
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FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.03f,0.10f);
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mesh.mergeEffComponents();
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return mesh;
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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 ) mCornerMesh = createIvyCornerMesh();
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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 ) mFaceMesh = createIvyFaceMesh();
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mesh = mFaceMesh.copy(true);
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}
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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387
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int getFaceColor(int cubit, int cubitface, int numLayers)
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{
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return mFaceMap[cubit][cubitface];
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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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FactorySticker factory = FactorySticker.getInstance();
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float S = 0.08f;
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float R = 0.12f;
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if( face<COLORS )
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{
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factory.drawIvyCornerSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S, R);
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}
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else
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{
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factory.drawIvyCenterSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S, R);
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409
|
}
|
410
|
}
|
411
|
|
412
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
413
|
|
414
|
float returnMultiplier()
|
415
|
{
|
416
|
return 2.0f;
|
417
|
}
|
418
|
|
419
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
420
|
// PUBLIC API
|
421
|
|
422
|
public Static3D[] getRotationAxis()
|
423
|
{
|
424
|
return ROT_AXIS;
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
|
429
|
public int[] getBasicAngle()
|
430
|
{
|
431
|
return BASIC_ANGLE;
|
432
|
}
|
433
|
|
434
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
435
|
|
436
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
437
|
{
|
438
|
if( num==0 )
|
439
|
{
|
440
|
scramble[num][0] = rnd.nextInt(NUM_AXIS);
|
441
|
}
|
442
|
else
|
443
|
{
|
444
|
int newVector = rnd.nextInt(NUM_AXIS -1);
|
445
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
446
|
}
|
447
|
|
448
|
scramble[num][1] = rnd.nextFloat()<=0.5f ? 0 : 1;
|
449
|
|
450
|
switch( rnd.nextInt(2) )
|
451
|
{
|
452
|
case 0: scramble[num][2] = -1; break;
|
453
|
case 1: scramble[num][2] = 1; break;
|
454
|
}
|
455
|
}
|
456
|
|
457
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
458
|
// The Ivy is solved if and only if:
|
459
|
//
|
460
|
// 1) all 4 of its corner cubits are rotated with the same quat
|
461
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
462
|
// and optionally they also might be upside down.
|
463
|
//
|
464
|
// i.e.
|
465
|
// cubits [4] and [5] - might be extra QUAT[1]
|
466
|
// cubits [6] and [7] - might be extra QUAT[2]
|
467
|
// cubits [8] and [9] - might be extra QUAT[3]
|
468
|
|
469
|
public boolean isSolved()
|
470
|
{
|
471
|
int q1,q = CUBITS[0].mQuatIndex;
|
472
|
|
473
|
if( CUBITS[1].mQuatIndex == q &&
|
474
|
CUBITS[2].mQuatIndex == q &&
|
475
|
CUBITS[3].mQuatIndex == q )
|
476
|
{
|
477
|
q1 = mulQuat(q,1);
|
478
|
if( CUBITS[4].mQuatIndex != q && CUBITS[4].mQuatIndex != q1 ) return false;
|
479
|
if( CUBITS[5].mQuatIndex != q && CUBITS[5].mQuatIndex != q1 ) return false;
|
480
|
|
481
|
q1 = mulQuat(q,2);
|
482
|
if( CUBITS[6].mQuatIndex != q && CUBITS[6].mQuatIndex != q1 ) return false;
|
483
|
if( CUBITS[7].mQuatIndex != q && CUBITS[7].mQuatIndex != q1 ) return false;
|
484
|
|
485
|
q1 = mulQuat(q,3);
|
486
|
if( CUBITS[8].mQuatIndex != q && CUBITS[8].mQuatIndex != q1 ) return false;
|
487
|
if( CUBITS[9].mQuatIndex != q && CUBITS[9].mQuatIndex != q1 ) return false;
|
488
|
|
489
|
return true;
|
490
|
}
|
491
|
|
492
|
return false;
|
493
|
}
|
494
|
|
495
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
496
|
// only needed for solvers - there are no Ivy solvers ATM)
|
497
|
|
498
|
public String retObjectString()
|
499
|
{
|
500
|
return "";
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
|
505
|
public int getObjectName(int numLayers)
|
506
|
{
|
507
|
return R.string.ivy2;
|
508
|
}
|
509
|
|
510
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511
|
|
512
|
public int getInventor(int numLayers)
|
513
|
{
|
514
|
return R.string.ivy2_inventor;
|
515
|
}
|
516
|
|
517
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
518
|
|
519
|
public int getComplexity(int numLayers)
|
520
|
{
|
521
|
return 1;
|
522
|
}
|
523
|
}
|