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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.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.VertexEffectDeform;
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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.VertexEffectSink;
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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.MeshRectangles;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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static final float SQ2 = (float)Math.sqrt(2);
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// the three rotation axis of a RubikCube. Must be normalized.
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static final Static3D[] AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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0xffffff00, 0xffffffff, // AXIS[0]right (right-YELLOW) AXIS[0]left (left -WHITE)
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0xff0000ff, 0xff00ff00, // AXIS[1]right (top -BLUE ) AXIS[1]left (bottom-GREEN)
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0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN)
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};
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// All legal rotation quats of a RubikCube of any size.
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// Here's how to compute this:
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// 1) compute how many rotations there are (RubikCube of any size = 24)
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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// multiplying them and eventually you'll find all (24) legal rotations.
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// Example program in C, res/raw/compute_quats.c , is included.
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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( SQ2/2, SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
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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 MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube(int size, Static4D quat, DistortedTexture texture,
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MeshRectangles mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.CUBE, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// paint the square with upper-right corner at (left,top) and side length 'side' with texture
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// for face 'face'.
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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final float R = side*0.10f;
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final float M = side*0.05f;
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paint.setColor(FACE_COLORS[face]);
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canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int size)
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{
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int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
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Static3D[] tmp = new Static3D[numCubits];
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float diff = 0.5f*(size-1);
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int currentPosition = 0;
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for(int x = 0; x<size; x++)
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for(int y = 0; y<size; y++)
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for(int z = 0; z<size; z++)
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if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
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{
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tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
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}
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return tmp;
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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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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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int size = getSize();
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int ordinal= RubikObjectList.CUBE.ordinal();
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int index = RubikObjectList.getSizeIndex(ordinal,size);
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float[] loc;
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switch(size)
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{
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case 5 : loc = new float[] { -0.5f, 0.05f, 0.1f, 0.35f, 0.35f, 0.1f, 0.05f };
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break;
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case 2 : loc = new float[] { -0.5f, 0.03f, 0.05f, 0.07f, 0.20f, 0.30f, 0.20f, 0.07f, 0.05f, 0.03f };
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break;
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default: loc = new float[] { -0.5f, 0.04f, 0.06f, 0.25f, 0.30f, 0.25f, 0.06f, 0.04f };
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}
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return createCubitMesh(index,loc);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int index, float[] loc)
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{
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if( mMeshes==null )
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{
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mMeshes = new MeshBase[RubikObjectList.CUBE.getNumVariants()];
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}
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if( mMeshes[index]==null )
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{
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final int MESHES=6;
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int association = 1;
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MeshBase[] meshes = new MeshRectangles[MESHES];
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meshes[0] = new MeshRectangles(loc,loc);
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meshes[0].setEffectAssociation(0,association,0);
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for(int i=1; i<MESHES; i++)
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{
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association <<=1;
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meshes[i] = meshes[0].copy(true);
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meshes[i].setEffectAssociation(0,association,0);
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}
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mMeshes[index] = new MeshJoined(meshes);
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisX = new Static3D(1,0,0);
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Static3D center = new Static3D(0,0,0);
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Static1D angle90 = new Static1D(90);
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Static1D angle180= new Static1D(180);
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Static1D angle270= new Static1D(270);
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float d1 = 1.0f;
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float d2 =-0.05f;
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float d3 = 0.12f;
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Static3D dCen0 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(+0.5f) );
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Static3D dCen1 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(-0.5f) );
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Static3D dCen2 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(+0.5f) );
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Static3D dCen3 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(-0.5f) );
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Static3D dCen4 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(+0.5f) );
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Static3D dCen5 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(-0.5f) );
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Static3D dCen6 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(+0.5f) );
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Static3D dCen7 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(-0.5f) );
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Static3D dVec0 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(+0.5f) );
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Static3D dVec1 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(-0.5f) );
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Static3D dVec2 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(+0.5f) );
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Static3D dVec3 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(-0.5f) );
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Static3D dVec4 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(+0.5f) );
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Static3D dVec5 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(-0.5f) );
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Static3D dVec6 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(+0.5f) );
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Static3D dVec7 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(-0.5f) );
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Static4D dReg = new Static4D(0,0,0,d3);
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Static1D dRad = new Static1D(1);
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VertexEffectMove effect0 = new VertexEffectMove(new Static3D(0,0,+0.5f));
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effect0.setMeshAssociation(63,-1); // all 6 sides
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VertexEffectRotate effect1 = new VertexEffectRotate( angle180, axisX, center );
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effect1.setMeshAssociation(32,-1); // back
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VertexEffectRotate effect2 = new VertexEffectRotate( angle90 , axisX, center );
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effect2.setMeshAssociation( 8,-1); // bottom
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VertexEffectRotate effect3 = new VertexEffectRotate( angle270, axisX, center );
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effect3.setMeshAssociation( 4,-1); // top
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VertexEffectRotate effect4 = new VertexEffectRotate( angle270, axisY, center );
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effect4.setMeshAssociation( 2,-1); // left
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VertexEffectRotate effect5 = new VertexEffectRotate( angle90 , axisY, center );
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effect5.setMeshAssociation( 1,-1); // right
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VertexEffectDeform effect6 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
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VertexEffectDeform effect7 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
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VertexEffectDeform effect8 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
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VertexEffectDeform effect9 = new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
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VertexEffectDeform effect10= new VertexEffectDeform(dVec4, dRad, dCen4, dReg);
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VertexEffectDeform effect11= new VertexEffectDeform(dVec5, dRad, dCen5, dReg);
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VertexEffectDeform effect12= new VertexEffectDeform(dVec6, dRad, dCen6, dReg);
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VertexEffectDeform effect13= new VertexEffectDeform(dVec7, dRad, dCen7, dReg);
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VertexEffectSink effect14= new VertexEffectSink( new Static1D(1.5f), center, new Static4D(0,0,0,0.72f) );
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mMeshes[index].apply(effect0);
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mMeshes[index].apply(effect1);
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mMeshes[index].apply(effect2);
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mMeshes[index].apply(effect3);
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mMeshes[index].apply(effect4);
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mMeshes[index].apply(effect5);
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mMeshes[index].apply(effect6);
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mMeshes[index].apply(effect7);
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mMeshes[index].apply(effect8);
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mMeshes[index].apply(effect9);
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mMeshes[index].apply(effect10);
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mMeshes[index].apply(effect11);
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mMeshes[index].apply(effect12);
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mMeshes[index].apply(effect13);
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mMeshes[index].apply(effect14);
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mMeshes[index].mergeEffComponents();
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}
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return mMeshes[index].copy(true);
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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 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 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnMultiplier()
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{
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return getSize();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getRowChances()
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{
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int size = getSize();
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float[] chances = new float[size];
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for(int i=0; i<size; i++)
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{
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chances[i] = (i+1.0f) / size;
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}
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(float offset)
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// order: Up --> Right --> Front --> Down --> Left --> Back
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// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
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//
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// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
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//
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// s : size of the cube; let index = a*s + b (i.e. a,b = row,column)
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//
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// Up : index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
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// Right : index --> 6*s*s - 12*s + 7 - index
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// Front : index --> if b==0 : s*s - 1 - index
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// if b==s-1: 6*s*s -11*s +6 - index
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// else
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// a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
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// else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
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// Down : index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
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// Left : index --> (s-1-a)*s + b
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// Back : index --> if b==s-1: s*(s-1-a)
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// if b==0 : 5*s*s -12*s + 8 + (s-1-a)*s
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// else
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// if a==s-1: s*s + 4*(s-2-b)*(s-1)
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// else : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
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public String retObjectString()
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{
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StringBuilder objectString = new StringBuilder();
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int size = getSize();
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int len = size*size;
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int cubitIndex, row, col;
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int color;
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final int RIGHT= 0;
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final int LEFT = 1;
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final int UP = 2;
|
365
|
final int DOWN = 3;
|
366
|
final int FRONT= 4;
|
367
|
final int BACK = 5;
|
368
|
|
369
|
final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B'};
|
370
|
|
371
|
for(int i=0; i<len; i++)
|
372
|
{
|
373
|
row = i/size;
|
374
|
col = i%size;
|
375
|
|
376
|
cubitIndex = col<size-1 ? (size-1)*(size+4*col) + row : 6*size*size - 13*size + 8 + row;
|
377
|
color = getCubitFaceColorIndex(cubitIndex,UP);
|
378
|
objectString.append(FACE_NAMES[color]);
|
379
|
}
|
380
|
|
381
|
for(int i=0; i<len; i++)
|
382
|
{
|
383
|
cubitIndex = 6*size*size - 12*size +7 - i;
|
384
|
color = getCubitFaceColorIndex(cubitIndex,RIGHT);
|
385
|
objectString.append(FACE_NAMES[color]);
|
386
|
}
|
387
|
|
388
|
for(int i=0; i<len; i++)
|
389
|
{
|
390
|
row = i/size;
|
391
|
col = i%size;
|
392
|
|
393
|
if( col==size-1 ) cubitIndex = 6*size*size - 11*size + 6 -i;
|
394
|
else if( col==0 ) cubitIndex = size*size - 1 - i;
|
395
|
else
|
396
|
{
|
397
|
if( row==0 ) cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-2) + size;
|
398
|
else cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-1-row);
|
399
|
}
|
400
|
|
401
|
color = getCubitFaceColorIndex(cubitIndex,FRONT);
|
402
|
objectString.append(FACE_NAMES[color]);
|
403
|
}
|
404
|
|
405
|
for(int i=0; i<len; i++)
|
406
|
{
|
407
|
row = i/size;
|
408
|
col = i%size;
|
409
|
|
410
|
cubitIndex = col==0 ? size-1-row : size*size + size-1 + 4*(col-1)*(size-1) - row;
|
411
|
color = getCubitFaceColorIndex(cubitIndex,DOWN);
|
412
|
objectString.append(FACE_NAMES[color]);
|
413
|
}
|
414
|
|
415
|
for(int i=0; i<len; i++)
|
416
|
{
|
417
|
row = i/size;
|
418
|
col = i%size;
|
419
|
|
420
|
cubitIndex = (size-1-row)*size + col;
|
421
|
color = getCubitFaceColorIndex(cubitIndex,LEFT);
|
422
|
objectString.append(FACE_NAMES[color]);
|
423
|
}
|
424
|
|
425
|
for(int i=0; i<len; i++)
|
426
|
{
|
427
|
row = i/size;
|
428
|
col = i%size;
|
429
|
|
430
|
if( col==size-1 ) cubitIndex = size*(size-1-row);
|
431
|
else if( col==0 ) cubitIndex = 5*size*size - 12*size + 8 + (size-1-row)*size;
|
432
|
else
|
433
|
{
|
434
|
if( row==size-1 ) cubitIndex = size*size + 4*(size-2-col)*(size-1);
|
435
|
else cubitIndex = size*size + 4*(size-2-col)*(size-1) + size + 2*(size-2-row);
|
436
|
}
|
437
|
|
438
|
color = getCubitFaceColorIndex(cubitIndex,BACK);
|
439
|
objectString.append(FACE_NAMES[color]);
|
440
|
}
|
441
|
|
442
|
return objectString.toString();
|
443
|
}
|
444
|
}
|