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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.SharedPreferences;
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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.RubikSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class Cubit
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{
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private final Static3D mOrigPosition;
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private RubikObject mParent;
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private Static3D mCurrentPosition;
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private int mNumAxis;
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int mQuatIndex;
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float[] mRotationRow;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Cubit(RubikObject parent, Static3D position)
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{
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float x = position.get0();
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float y = position.get1();
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float z = position.get2();
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mParent = parent;
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mOrigPosition = new Static3D(x,y,z);
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mCurrentPosition = new Static3D(x,y,z);
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mQuatIndex = 0;
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mNumAxis = mParent.ROTATION_AXIS.length;
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mRotationRow = new float[mNumAxis];
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computeRotationRow();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Because of quatMultiplication, errors can accumulate - so to avoid this, we
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// correct the value of the 'scramble' quat to what it should be - one of the legal quats from the
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// list QUATS.
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//
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// We also have to remember that the group of unit quaternions is a double-cover of rotations
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// in 3D ( q represents the same rotation as -q ) - so invert if needed.
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private int normalizeScrambleQuat(Static4D quat)
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{
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float x = quat.get0();
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float y = quat.get1();
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float z = quat.get2();
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float w = quat.get3();
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float xd,yd,zd,wd;
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float diff, mindiff = Float.MAX_VALUE;
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int ret=0;
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int num_quats = mParent.QUATS.length;
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Static4D qt;
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for(int q=0; q<num_quats; q++)
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{
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qt = mParent.QUATS[q];
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xd = x - qt.get0();
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yd = y - qt.get1();
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zd = z - qt.get2();
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wd = w - qt.get3();
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diff = xd*xd + yd*yd + zd*zd + wd*wd;
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if( diff < mindiff )
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{
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ret = q;
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mindiff = diff;
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}
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xd = x + qt.get0();
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yd = y + qt.get1();
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zd = z + qt.get2();
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wd = w + qt.get3();
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diff = xd*xd + yd*yd + zd*zd + wd*wd;
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if( diff < mindiff )
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{
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ret = q;
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mindiff = diff;
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}
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void modifyCurrentPosition(Static4D quat)
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{
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float cubitCenterX = mCurrentPosition.get0();
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float cubitCenterY = mCurrentPosition.get1();
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float cubitCenterZ = mCurrentPosition.get2();
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Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
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float rotatedX = rotatedCenter.get0();
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float rotatedY = rotatedCenter.get1();
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float rotatedZ = rotatedCenter.get2();
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mCurrentPosition.set(rotatedX, rotatedY, rotatedZ);
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mParent.clampPos(mCurrentPosition);
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computeRotationRow();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// cast current position on axis; use mStart and mStep to compute the rotation row for each axis.
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private void computeRotationRow()
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{
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float tmp;
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Static3D axis;
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float x = mCurrentPosition.get0();
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float y = mCurrentPosition.get1();
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float z = mCurrentPosition.get2();
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for(int i=0; i<mNumAxis; i++)
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{
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axis = mParent.ROTATION_AXIS[i];
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tmp = x*axis.get0() + y*axis.get1() + z*axis.get2();
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mRotationRow[i] = (tmp-mParent.mStart)/mParent.mStep;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeAssociation()
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{
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int row, result = 0, accumulativeShift = 0;
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for(int axis=0; axis<mNumAxis; axis++)
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{
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row = (int)(mRotationRow[axis]+0.5f);
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result += (1<<(row+accumulativeShift));
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accumulativeShift += RubikObjectList.MAX_OBJECT_SIZE;
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}
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void savePreferences(SharedPreferences.Editor editor)
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{
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String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
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editor.putInt("q_"+number, mQuatIndex);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int restorePreferences(SharedPreferences preferences)
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{
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String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
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mQuatIndex = preferences.getInt("q_"+number, 0);
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modifyCurrentPosition(mParent.QUATS[mQuatIndex]);
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return mQuatIndex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
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// then if it were rotated by quaternion 'quat'.
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// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
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// middle squares get interchanged. No visible difference!
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//
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// So: this is true iff the cubit
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// a) is a corner or edge and the quaternions are the same
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// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
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boolean thereIsNoVisibleDifference(int quatIndex)
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{
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if ( mQuatIndex == quatIndex ) return true;
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int belongsToHowManyFaces = 0;
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int size = mParent.getSize()-1;
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float row;
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final float MAX_ERROR = 0.01f;
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for(int i=0; i<mNumAxis; i++)
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{
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row = mRotationRow[i];
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if( (row <MAX_ERROR && row >-MAX_ERROR) ||
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(row-size<MAX_ERROR && row-size>-MAX_ERROR) ) belongsToHowManyFaces++;
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}
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switch(belongsToHowManyFaces)
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{
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case 0 : return true ; // 'inside' cubit that does not lie on any face
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case 1 : // cubit that lies inside one of the faces
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float cubitCenterX = mOrigPosition.get0();
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float cubitCenterY = mOrigPosition.get1();
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float cubitCenterZ = mOrigPosition.get2();
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Static4D quat1 = mParent.QUATS[quatIndex];
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Static4D quat2 = mParent.QUATS[mQuatIndex];
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Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
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Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
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float row1, row2, row3, row4;
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float ax,ay,az;
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Static3D axis;
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float x1 = rotated1.get0();
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float y1 = rotated1.get1();
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float z1 = rotated1.get2();
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float x2 = rotated2.get0();
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float y2 = rotated2.get1();
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float z2 = rotated2.get2();
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for(int i=0; i<mNumAxis; i++)
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{
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axis = mParent.ROTATION_AXIS[i];
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ax = axis.get0();
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ay = axis.get1();
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az = axis.get2();
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row1 = ((x1*ax + y1*ay + z1*az) - mParent.mStart) / mParent.mStep;
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row2 = ((x2*ax + y2*ay + z2*az) - mParent.mStart) / mParent.mStep;
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row3 = row1 - size;
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row4 = row2 - size;
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if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
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(row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR) )
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{
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return true;
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}
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}
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return false;
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default: return false; // edge or corner
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int removeRotationNow(Static4D quat)
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{
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Static4D q = RubikSurfaceView.quatMultiply(quat,mParent.QUATS[mQuatIndex]);
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mQuatIndex = normalizeScrambleQuat(q);
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modifyCurrentPosition(quat);
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return mQuatIndex;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void solve()
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{
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mQuatIndex = 0;
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mCurrentPosition.set(mOrigPosition);
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computeRotationRow();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getDistSquared(float[] point)
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{
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float dx = mCurrentPosition.get0() - point[0];
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float dy = mCurrentPosition.get1() - point[1];
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float dz = mCurrentPosition.get2() - point[2];
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return dx*dx + dy*dy + dz*dz;
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}
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}
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