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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 org.distorted.main.RubikSurfaceView;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyDiamond extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =8;
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// the four rotation axis of a Diamond. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0),
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3)
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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_GREY , COLOR_VIOLET,
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COLOR_YELLOW, COLOR_WHITE ,
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COLOR_BLUE , COLOR_RED ,
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COLOR_ORANGE, COLOR_GREEN
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};
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// All legal rotation quats of a Diamond: unit + three 180 deg turns + 8 generators
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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( 0.0f, 1.0f, 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, 0.5f, 0.0f, 0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, 0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, 0.5f ),
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new Static4D(+SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f ),
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new Static4D( 0.0f, 0.5f, +SQ2/2, -0.5f ),
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new Static4D( 0.0f, 0.5f, -SQ2/2, -0.5f )
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};
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private static final float DIST = 0.50f;
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// Colors of the faces of cubits. Each cubit has 8 faces
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private static final int[][] mOctaFaceMap = new int[][]
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{
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{ 6,1,8,8, 2,5,8,8 },
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{ 8,1,3,8, 8,5,7,8 },
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{ 8,8,3,4, 8,8,7,0 },
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{ 6,8,8,4, 2,8,8,0 },
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{ 6,1,3,4, 8,8,8,8 },
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{ 8,8,8,8, 2,5,7,0 },
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};
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private static final int[] mTetraFaceMap = new int[] { 1, 3, 4, 6, 5, 7, 0, 2 };
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private static MeshBase mOctaMesh, mTetraMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDiamond(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.DIAM, 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 0.65f;
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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 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int numLayers)
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{
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if( numLayers<2 )
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{
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return null;
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}
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else
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{
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float[] cuts = new float[numLayers-1];
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float dist = SQ6*0.666f;
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float cut = 0.5f*dist*(2-numLayers);
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for(int i=0; i<numLayers-1; i++)
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{
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cuts[i] = cut;
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cut += dist;
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}
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return cuts;
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}
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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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private int getNumOctahedrons(int layers)
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{
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return layers==1 ? 1 : 4*(layers-1)*(layers-1) + 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumTetrahedrons(int layers)
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{
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return 4*layers*(layers-1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createOctahedrons(float[][] centers, int index, int layers, float height)
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{
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float x = DIST*(layers-1);
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float z = DIST*(layers+1);
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for(int i=0; i<layers; i++, index++)
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{
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z -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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for(int i=0; i<layers-2; i++, index++)
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{
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x += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createTetrahedrons(float[][] centers, int index, int layers, float height)
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{
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float x = DIST*(layers-1);
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float z = DIST*layers;
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for(int i=0; i<layers-1; i++, index++)
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{
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z -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x += DIST;
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z -= DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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x -= 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= DIST;
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z -= DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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z += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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x -= DIST;
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z += DIST;
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for(int i=0; i<layers-1; i++, index++)
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{
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x += 2*DIST;
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centers[index][0] = x;
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centers[index][1] = height;
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centers[index][2] = z;
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}
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return index;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int layers)
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{
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int numO = getNumOctahedrons(layers);
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int numT = getNumTetrahedrons(layers);
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int index = 0;
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float height = 0.0f;
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float[][] CENTERS = new float[numO+numT][3];
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index = createOctahedrons(CENTERS,index,layers,height);
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for(int i=layers-1; i>0; i--)
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{
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height += SQ2*DIST;
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index = createOctahedrons(CENTERS,index,i,+height);
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index = createOctahedrons(CENTERS,index,i,-height);
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}
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height = DIST*SQ2/2;
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for(int i=layers; i>1; i--)
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{
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index = createTetrahedrons(CENTERS,index,i,+height);
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index = createTetrahedrons(CENTERS,index,i,-height);
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height += SQ2*DIST;
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}
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO:
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private int retFaceTetraBelongsTo(int tetra, int numLayers)
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{
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switch(tetra)
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{
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case 0 : return 0;
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case 1 : return 1;
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case 2 : return 2;
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case 3 : return 3;
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case 4 : return 4;
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case 5 : return 5;
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case 6 : return 6;
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case 7 : return 7;
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default: return 8;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit, int numLayers, int numO)
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{
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if( cubit<numO ) return QUATS[0];
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switch( retFaceTetraBelongsTo(cubit-numO, numLayers) )
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{
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case 0: return new Static4D(0,-SQ2/2,0,SQ2/2); // 90 along Y
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case 1: return QUATS[1]; // 180 along Y
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case 2: return new Static4D(0,+SQ2/2,0,SQ2/2); // 90 along Y
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case 3: return QUATS[0]; // unit quat
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case 4: return new Static4D(SQ2/2, 0,SQ2/2,0); //
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case 5: return new Static4D( 1,0,0, 0); // 180 along X
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case 6: return new Static4D(-SQ2/2,0,SQ2/2,0); //
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case 7: return new Static4D(0, 0,1, 0); // 180 along Z
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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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int numO = getNumOctahedrons(numLayers);
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if( cubit<numO )
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{
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if( mOctaMesh==null ) mOctaMesh = FactoryCubit.getInstance().createOctaMesh();
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mesh = mOctaMesh.copy(true);
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}
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else
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{
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if( mTetraMesh==null ) mTetraMesh = FactoryCubit.getInstance().createTetraMesh();
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mesh = mTetraMesh.copy(true);
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}
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Static4D sQ = getQuat(cubit,numLayers,numO);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( sQ, 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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// TODO
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int getFaceColor(int cubit, int cubitface, int numLayers)
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{
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int numO = getNumOctahedrons(numLayers);
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if( cubit<numO )
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{
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return mOctaFaceMap[cubit][cubitface];
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}
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else
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{
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return cubitface>0 ? 8 : mTetraFaceMap[retFaceTetraBelongsTo(cubit-numO, numLayers)];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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392
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393
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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float E = 0.75f;
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float F = 0.50f;
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float R = 0.06f;
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float S = 0.07f;
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float[] vertices = { -F,-E/3, +F,-E/3, 0.0f,2*E/3};
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FactorySticker factory = FactorySticker.getInstance();
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face], R);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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406
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float returnMultiplier()
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{
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return 1.5f;
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}
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411
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///////////////////////////////////////////////////////////////////////////////////////////////////
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413
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[numLayers];
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417
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for(int i=0; i<numLayers; i++) chances[i] = ((float)(i+1))/numLayers;
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return chances;
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}
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422
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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425
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426
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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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430
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431
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///////////////////////////////////////////////////////////////////////////////////////////////////
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432
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433
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public int getBasicAngle()
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434
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{
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435
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return 3;
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436
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}
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437
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438
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///////////////////////////////////////////////////////////////////////////////////////////////////
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439
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|
440
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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441
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{
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442
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if( num==0 )
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443
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{
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scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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445
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}
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else
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{
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448
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int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
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449
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scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
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450
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}
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451
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452
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float rowFloat = rnd.nextFloat();
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453
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for(int row=0; row<mRowChances.length; row++)
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455
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{
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456
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if( rowFloat<=mRowChances[row] )
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457
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{
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458
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scramble[num][1] = row;
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459
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break;
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460
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}
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461
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}
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462
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463
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switch( rnd.nextInt(2) )
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464
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{
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465
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case 0: scramble[num][2] = -1; break;
|
466
|
case 1: scramble[num][2] = 1; break;
|
467
|
}
|
468
|
}
|
469
|
|
470
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
471
|
|
472
|
int mulQuat(int q1, int q2)
|
473
|
{
|
474
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
475
|
|
476
|
float rX = result.get0();
|
477
|
float rY = result.get1();
|
478
|
float rZ = result.get2();
|
479
|
float rW = result.get3();
|
480
|
|
481
|
final float MAX_ERROR = 0.1f;
|
482
|
float dX,dY,dZ,dW;
|
483
|
|
484
|
for(int i=0; i<QUATS.length; i++)
|
485
|
{
|
486
|
dX = QUATS[i].get0() - rX;
|
487
|
dY = QUATS[i].get1() - rY;
|
488
|
dZ = QUATS[i].get2() - rZ;
|
489
|
dW = QUATS[i].get3() - rW;
|
490
|
|
491
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
492
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
493
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
494
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
495
|
|
496
|
dX = QUATS[i].get0() + rX;
|
497
|
dY = QUATS[i].get1() + rY;
|
498
|
dZ = QUATS[i].get2() + rZ;
|
499
|
dW = QUATS[i].get3() + rW;
|
500
|
|
501
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
502
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
503
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
504
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
505
|
}
|
506
|
|
507
|
return -1;
|
508
|
}
|
509
|
|
510
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511
|
// The Diamond is solved if and only if:
|
512
|
//
|
513
|
// 1) all 6 octahedrons are rotated with the same quat
|
514
|
// 2) the 8 tetrahedrons are rotated with the quat and, optionally, the can also be rotated
|
515
|
// by multitudes of 120 degrees along the face they are the center of.
|
516
|
//
|
517
|
// so:
|
518
|
// 1) cubits 6,12: can also be QUAT 6,10
|
519
|
// 2) cubits 7,13: can also be QUAT 4,8
|
520
|
// 3) cubits 8,10: can also be QUAT 7,11
|
521
|
// 4) cubits 9,11: can also be QUAT 5,9
|
522
|
// TODO
|
523
|
|
524
|
public boolean isSolved()
|
525
|
{
|
526
|
int q = CUBITS[0].mQuatIndex;
|
527
|
|
528
|
if ( CUBITS[ 1].mQuatIndex == q &&
|
529
|
CUBITS[ 2].mQuatIndex == q &&
|
530
|
CUBITS[ 3].mQuatIndex == q &&
|
531
|
CUBITS[ 4].mQuatIndex == q &&
|
532
|
CUBITS[ 5].mQuatIndex == q )
|
533
|
{
|
534
|
int q1 = mulQuat(q,5);
|
535
|
int q2 = mulQuat(q,9);
|
536
|
|
537
|
if( CUBITS[ 9].mQuatIndex != q && CUBITS[ 9].mQuatIndex != q1 && CUBITS[ 9].mQuatIndex != q2 ) return false;
|
538
|
if( CUBITS[11].mQuatIndex != q && CUBITS[11].mQuatIndex != q1 && CUBITS[11].mQuatIndex != q2 ) return false;
|
539
|
|
540
|
q1 = mulQuat(q,4);
|
541
|
q2 = mulQuat(q,8);
|
542
|
|
543
|
if( CUBITS[ 7].mQuatIndex != q && CUBITS[ 7].mQuatIndex != q1 && CUBITS[ 7].mQuatIndex != q2 ) return false;
|
544
|
if( CUBITS[13].mQuatIndex != q && CUBITS[13].mQuatIndex != q1 && CUBITS[13].mQuatIndex != q2 ) return false;
|
545
|
|
546
|
q1 = mulQuat(q,6);
|
547
|
q2 = mulQuat(q,10);
|
548
|
|
549
|
if( CUBITS[ 6].mQuatIndex != q && CUBITS[ 6].mQuatIndex != q1 && CUBITS[ 6].mQuatIndex != q2 ) return false;
|
550
|
if( CUBITS[12].mQuatIndex != q && CUBITS[12].mQuatIndex != q1 && CUBITS[12].mQuatIndex != q2 ) return false;
|
551
|
|
552
|
q1 = mulQuat(q,7);
|
553
|
q2 = mulQuat(q,11);
|
554
|
|
555
|
if( CUBITS[ 8].mQuatIndex != q && CUBITS[ 8].mQuatIndex != q1 && CUBITS[ 8].mQuatIndex != q2 ) return false;
|
556
|
if( CUBITS[10].mQuatIndex != q && CUBITS[10].mQuatIndex != q1 && CUBITS[10].mQuatIndex != q2 ) return false;
|
557
|
|
558
|
return true;
|
559
|
}
|
560
|
|
561
|
return false;
|
562
|
}
|
563
|
|
564
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
565
|
// only needed for solvers - there are no Diamond solvers ATM
|
566
|
|
567
|
public String retObjectString()
|
568
|
{
|
569
|
return "";
|
570
|
}
|
571
|
|
572
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
573
|
|
574
|
public int getObjectName(int numLayers)
|
575
|
{
|
576
|
return R.string.diam2;
|
577
|
}
|
578
|
|
579
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
580
|
|
581
|
public int getInventor(int numLayers)
|
582
|
{
|
583
|
return R.string.diam2_inventor;
|
584
|
}
|
585
|
|
586
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
587
|
|
588
|
public int getComplexity(int numLayers)
|
589
|
{
|
590
|
return 5;
|
591
|
}
|
592
|
}
|