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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.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRedi extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikRedi. 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[] 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 RubikRedi
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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 float DIST_CORNER = 1.0f;
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private static final float DIST_EDGE = 1.5f;
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// centers of the 8 corners + 12 edges ( i.e. of the all 20 cubits)
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private static final float[][] CENTERS = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{ 0.0f, DIST_EDGE, DIST_EDGE },
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{ DIST_EDGE, 0.0f, DIST_EDGE },
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{ 0.0f,-DIST_EDGE, DIST_EDGE },
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{-DIST_EDGE, 0.0f, DIST_EDGE },
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{ DIST_EDGE, DIST_EDGE, 0.0f },
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{ DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE, DIST_EDGE, 0.0f },
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{ 0.0f, DIST_EDGE,-DIST_EDGE },
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{ DIST_EDGE, 0.0f,-DIST_EDGE },
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{ 0.0f,-DIST_EDGE,-DIST_EDGE },
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{-DIST_EDGE, 0.0f,-DIST_EDGE }
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};
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// Colors of the faces of cubits.
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// YELLOW 0 WHITE 1 BLUE 2 GREEN 3 RED 4 BROWN 5
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// YELLOW 6 WHITE 7 BLUE 8 GREEN 9 RED 10 BROWN 11
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4, 2, 0,12,12,12 },
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{ 2, 5, 0,12,12,12 },
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{ 3, 4, 0,12,12,12 },
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{ 5, 3, 0,12,12,12 },
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{ 1, 2, 4,12,12,12 },
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{ 5, 2, 1,12,12,12 },
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{ 4, 3, 1,12,12,12 },
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{ 1, 3, 5,12,12,12 },
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{ 10, 8,12,12,12,12 },
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{ 6,10,12,12,12,12 },
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{ 10, 9,12,12,12,12 },
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{ 7,10,12,12,12,12 },
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{ 8, 6,12,12,12,12 },
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{ 9, 6,12,12,12,12 },
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{ 9, 7,12,12,12,12 },
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{ 8, 7,12,12,12,12 },
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{ 11, 8,12,12,12,12 },
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{ 6,11,12,12,12,12 },
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{ 11, 9,12,12,12,12 },
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{ 7,11,12,12,12,12 },
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};
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private static MeshBase mCornerMesh, mEdgeMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRedi(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, size, quat, texture, mesh, effects, moves, ObjectList.REDI, 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 0.50f;
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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 size)
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{
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float[] cuts = new float[2];
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cuts[0] = -SQ3/3 -0.05f;
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cuts[1] = +SQ3/3 +0.05f;
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return cuts;
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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 size)
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{
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return CENTERS;
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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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switch(cubit)
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{
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case 0: return QUATS[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return QUATS[1]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return QUATS[2]; // 180 along Y
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case 6: return QUATS[3]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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case 8: return QUATS[0];
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case 9: return QUATS[5];
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case 10: return QUATS[3];
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case 11: return QUATS[11];
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case 12: return QUATS[4];
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case 13: return QUATS[7];
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case 14: return QUATS[9];
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case 15: return QUATS[10];
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case 16: return QUATS[2];
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case 17: return QUATS[8];
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case 18: return QUATS[1];
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case 19: return QUATS[6];
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}
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return null;
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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<8 )
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createRediCornerMesh();
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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( mEdgeMesh==null ) mEdgeMesh = FactoryCubit.getInstance().createRediEdgeMesh();
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mesh = mEdgeMesh.copy(true);
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}
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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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int getFaceColor(int cubit, int cubitface, int size)
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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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if( face<COLORS )
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{
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float F = 0.5f;
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float R = 0.10f;
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float S = 0.10f;
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float[] vertices = { -F,-F, +F,-F, +F,+F, -F,+F};
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face], R);
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}
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else
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{
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float F = 0.25f;
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float R = 0.05f;
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float S = 0.05f;
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float[] vertices = { -F,+F, -F,-F, 0, -2*F, +F,-F, +F,+F };
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face-COLORS], R);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return 2.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[3];
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chances[0] = 0.5f;
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chances[1] = 0.5f;
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chances[2] = 1.0f;
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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{
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if( num==0 )
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{
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scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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scramble[num][1] = rnd.nextFloat()<=0.5f ? 0:2;
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}
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else
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{
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int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
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scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
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scramble[num][1] = (scramble[num-1][0]+scramble[num][0]==3 ? 2-scramble[num-1][1] : scramble[num-1][1]);
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}
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switch( rnd.nextInt(2) )
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{
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case 0: scramble[num][2] = -1; break;
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case 1: scramble[num][2] = 1; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The Redi is solved if and only if:
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//
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// ??
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public boolean isSolved()
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{
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int q = CUBITS[0].mQuatIndex;
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return ( CUBITS[ 1].mQuatIndex == q &&
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CUBITS[ 2].mQuatIndex == q &&
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CUBITS[ 3].mQuatIndex == q &&
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CUBITS[ 4].mQuatIndex == q &&
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CUBITS[ 5].mQuatIndex == q &&
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CUBITS[ 6].mQuatIndex == q &&
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CUBITS[ 7].mQuatIndex == q &&
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CUBITS[ 8].mQuatIndex == q &&
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CUBITS[ 9].mQuatIndex == q &&
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CUBITS[10].mQuatIndex == q &&
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CUBITS[11].mQuatIndex == q &&
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CUBITS[12].mQuatIndex == q &&
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CUBITS[13].mQuatIndex == q &&
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CUBITS[14].mQuatIndex == q &&
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CUBITS[15].mQuatIndex == q &&
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CUBITS[16].mQuatIndex == q &&
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CUBITS[17].mQuatIndex == q &&
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CUBITS[18].mQuatIndex == q &&
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CUBITS[19].mQuatIndex == q );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Redi solvers ATM)
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public String retObjectString()
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{
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return "";
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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.redi2;
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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.redi2_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 4;
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}
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}
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