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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2008 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.solvers.cube3;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class SolverCubieCube
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{
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private static final int[][] cnk = new int[12][7];
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private static final int[] tmpEdge6 = new int[6];
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private static final int[] tmpEdge4 = new int[4];
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private static final int[] tmpEdge3 = new int[3];
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private static final int[] tmpCorner6= new int[6];
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// corner permutation
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int[] cp = { SolverCorner.URF, SolverCorner.UFL, SolverCorner.ULB, SolverCorner.UBR, SolverCorner.DFR, SolverCorner.DLF, SolverCorner.DBL, SolverCorner.DRB };
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// corner orientation
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byte[] co = { 0, 0, 0, 0, 0, 0, 0, 0 };
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// edge permutation
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int[] ep = { SolverEdge.UR, SolverEdge.UF, SolverEdge.UL, SolverEdge.UB, SolverEdge.DR, SolverEdge.DF, SolverEdge.DL, SolverEdge.DB, SolverEdge.FR, SolverEdge.FL, SolverEdge.BL, SolverEdge.BR };
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// edge orientation
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byte[] eo = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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// Moves on the cubie level
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private static final int[] cpU = { SolverCorner.UBR, SolverCorner.URF, SolverCorner.UFL, SolverCorner.ULB, SolverCorner.DFR, SolverCorner.DLF, SolverCorner.DBL, SolverCorner.DRB };
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private static final byte[] coU = { 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] epU = { SolverEdge.UB, SolverEdge.UR, SolverEdge.UF, SolverEdge.UL, SolverEdge.DR, SolverEdge.DF, SolverEdge.DL, SolverEdge.DB, SolverEdge.FR, SolverEdge.FL, SolverEdge.BL, SolverEdge.BR };
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private static final byte[] eoU = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] cpR = { SolverCorner.DFR, SolverCorner.UFL, SolverCorner.ULB, SolverCorner.URF, SolverCorner.DRB, SolverCorner.DLF, SolverCorner.DBL, SolverCorner.UBR };
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private static final byte[] coR = { 2, 0, 0, 1, 1, 0, 0, 2 };
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private static final int[] epR = { SolverEdge.FR, SolverEdge.UF, SolverEdge.UL, SolverEdge.UB, SolverEdge.BR, SolverEdge.DF, SolverEdge.DL, SolverEdge.DB, SolverEdge.DR, SolverEdge.FL, SolverEdge.BL, SolverEdge.UR };
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private static final byte[] eoR = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] cpF = { SolverCorner.UFL, SolverCorner.DLF, SolverCorner.ULB, SolverCorner.UBR, SolverCorner.URF, SolverCorner.DFR, SolverCorner.DBL, SolverCorner.DRB };
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private static final byte[] coF = { 1, 2, 0, 0, 2, 1, 0, 0 };
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private static final int[] epF = { SolverEdge.UR, SolverEdge.FL, SolverEdge.UL, SolverEdge.UB, SolverEdge.DR, SolverEdge.FR, SolverEdge.DL, SolverEdge.DB, SolverEdge.UF, SolverEdge.DF, SolverEdge.BL, SolverEdge.BR };
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private static final byte[] eoF = { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0 };
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private static final int[] cpD = { SolverCorner.URF, SolverCorner.UFL, SolverCorner.ULB, SolverCorner.UBR, SolverCorner.DLF, SolverCorner.DBL, SolverCorner.DRB, SolverCorner.DFR };
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private static final byte[] coD = { 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] epD = { SolverEdge.UR, SolverEdge.UF, SolverEdge.UL, SolverEdge.UB, SolverEdge.DF, SolverEdge.DL, SolverEdge.DB, SolverEdge.DR, SolverEdge.FR, SolverEdge.FL, SolverEdge.BL, SolverEdge.BR };
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private static final byte[] eoD = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] cpL = { SolverCorner.URF, SolverCorner.ULB, SolverCorner.DBL, SolverCorner.UBR, SolverCorner.DFR, SolverCorner.UFL, SolverCorner.DLF, SolverCorner.DRB };
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private static final byte[] coL = { 0, 1, 2, 0, 0, 2, 1, 0 };
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private static final int[] epL = { SolverEdge.UR, SolverEdge.UF, SolverEdge.BL, SolverEdge.UB, SolverEdge.DR, SolverEdge.DF, SolverEdge.FL, SolverEdge.DB, SolverEdge.FR, SolverEdge.UL, SolverEdge.DL, SolverEdge.BR };
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private static final byte[] eoL = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static final int[] cpB = { SolverCorner.URF, SolverCorner.UFL, SolverCorner.UBR, SolverCorner.DRB, SolverCorner.DFR, SolverCorner.DLF, SolverCorner.ULB, SolverCorner.DBL };
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private static final byte[] coB = { 0, 0, 1, 2, 0, 0, 2, 1 };
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private static final int[] epB = { SolverEdge.UR, SolverEdge.UF, SolverEdge.UL, SolverEdge.BR, SolverEdge.DR, SolverEdge.DF, SolverEdge.DL, SolverEdge.BL, SolverEdge.FR, SolverEdge.FL, SolverEdge.UB, SolverEdge.DB };
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private static final byte[] eoB = { 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1 };
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// this CubieCube array represents the 6 basic cube moves
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static SolverCubieCube[] moveCube = new SolverCubieCube[6];
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static
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{
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moveCube[0] = new SolverCubieCube();
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moveCube[0].cp = cpU;
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moveCube[0].co = coU;
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moveCube[0].ep = epU;
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moveCube[0].eo = eoU;
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moveCube[1] = new SolverCubieCube();
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moveCube[1].cp = cpR;
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moveCube[1].co = coR;
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moveCube[1].ep = epR;
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moveCube[1].eo = eoR;
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moveCube[2] = new SolverCubieCube();
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moveCube[2].cp = cpF;
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moveCube[2].co = coF;
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moveCube[2].ep = epF;
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moveCube[2].eo = eoF;
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moveCube[3] = new SolverCubieCube();
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moveCube[3].cp = cpD;
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moveCube[3].co = coD;
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moveCube[3].ep = epD;
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moveCube[3].eo = eoD;
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moveCube[4] = new SolverCubieCube();
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moveCube[4].cp = cpL;
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moveCube[4].co = coL;
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moveCube[4].ep = epL;
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moveCube[4].eo = eoL;
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moveCube[5] = new SolverCubieCube();
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moveCube[5].cp = cpB;
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moveCube[5].co = coB;
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moveCube[5].ep = epB;
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moveCube[5].eo = eoB;
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}
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static
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{
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for(int n=0; n<12; n++)
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for(int k=0; k<7; k++)
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cnk[n][k] = -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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SolverCubieCube()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// n choose k
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static int Cnk(int n, int k)
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{
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if( cnk[n][k]<0 )
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{
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int i, j, s;
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if (k > n ) { cnk[n][k]=0; return 0; }
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if (k > n/2) k = n-k;
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for(s=1, i=n, j=1; i!=n-k; i--, j++)
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{
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s *= i;
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s /= j;
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}
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cnk[n][k]= s;
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}
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return cnk[n][k];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Left rotation of all array elements between 0 and r
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static void rotateLeft(int[] arr, int r)
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{
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int tmp = arr[0];
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for (int i=0; i<r; i++) arr[i] = arr[i + 1];
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arr[r] = tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Right rotation of all array elements between l and r
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static void rotateRight(int[] arr, int r)
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{
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int tmp = arr[r];
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for (int i = r; i > 0; i--) arr[i] = arr[i - 1];
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arr[0] = tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return cube in facelet representation
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SolverFaceCube toFaceCube()
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{
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SolverFaceCube fcRet = new SolverFaceCube();
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for(int c = SolverCorner.URF; c<= SolverCorner.DRB; c++)
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{
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int j = cp[c]; // corner cubie with index j is at corner position with index i
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byte ori = co[c];// orientation of this cubie
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for( int n=0; n<3; n++)
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fcRet.f[SolverFaceCube.cornerFacelet[c][(n + ori) % 3]] = SolverFaceCube.cornerColor[j][n];
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}
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for(int e = SolverEdge.UR; e<= SolverEdge.BR; e++)
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{
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int j = ep[e]; // edge cubie with index j is at edge position with index i
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byte ori = eo[e];// orientation of this cubie
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for( int n=0; n<2; n++)
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fcRet.f[SolverFaceCube.edgeFacelet[e][(n + ori) % 2]] = SolverFaceCube.edgeColor[j][n];
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}
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return fcRet;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the twist of the 8 corners. 0 <= twist < 3^7
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short getTwist()
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{
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short ret = 0;
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for(int i = SolverCorner.URF; i< SolverCorner.DRB; i++)
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ret = (short) (3*ret+co[i]);
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setTwist(short twist)
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{
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int twistParity = 0;
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for (int i = SolverCorner.DRB-1; i>= SolverCorner.URF; i--)
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{
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twistParity += co[i] = (byte) (twist%3);
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twist /= 3;
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}
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co[SolverCorner.DRB] = (byte) ((3 - twistParity % 3) % 3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the flip of the 12 edges. 0<= flip < 2^11
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short getFlip()
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{
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short ret = 0;
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for (int i = SolverEdge.UR; i< SolverEdge.BR; i++)
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ret = (short) (2 * ret + eo[i]);
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setFlip(short flip)
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{
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int flipParity = 0;
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for (int i = SolverEdge.BR-1; i>= SolverEdge.UR; i--)
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{
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flipParity += eo[i] = (byte) (flip % 2);
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flip /= 2;
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}
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eo[SolverEdge.BR] = (byte) ((2 - flipParity % 2) % 2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Parity of the corner permutation
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short cornerParity()
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{
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int s = 0;
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for (int i = SolverCorner.DRB; i>= SolverCorner.URF+1; i--)
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for (int j = i - 1; j >= SolverCorner.URF; j--)
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if (cp[j] > cp[i]) s++;
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return (short) (s%2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Parity of the edges permutation. Parity of corners and edges are the same if the cube is solvable.
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short edgeParity()
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{
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int s = 0;
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for (int i = SolverEdge.BR; i >= SolverEdge.UR+1; i--)
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for (int j = i - 1; j >= SolverEdge.UR; j--)
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if (ep[j] > ep[i]) s++;
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return (short) (s%2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// permutation of the UD-slice edges FR,FL,BL and BR
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short getFRtoBR()
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{
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int a = 0, x = 0;
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// compute the index a < (12 choose 4) and the permutation array perm.
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for(int j = SolverEdge.BR; j >= SolverEdge.UR; j--)
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if (SolverEdge.FR <= ep[j] && ep[j] <= SolverEdge.BR)
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{
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a += Cnk(11-j, x+1);
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tmpEdge4[3-x++] = ep[j];
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}
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int b = 0;
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for( int j=3; j>0; j--) // compute the index b < 4! for the permutation in perm
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{
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int k = 0;
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while (tmpEdge4[j] != j+8)
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{
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rotateLeft(tmpEdge4,j);
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k++;
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}
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b = (j+1)*b + k;
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}
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return (short) (24*a+b);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Permutation of all corners except DBL and DRB
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short getURFtoDLF()
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{
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int a = 0, x = 0;
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// compute the index a < (8 choose 6) and the corner permutation.
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for(int j = SolverCorner.URF; j<= SolverCorner.DRB; j++)
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if( cp[j] <= SolverCorner.DLF )
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{
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a += Cnk(j, x+1);
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tmpCorner6[x++] = cp[j];
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}
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int b = 0;
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for( int j=5; j>0; j--) // compute the index b < 6! for the permutation in corner6
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{
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int k = 0;
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while (tmpCorner6[j] != j)
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{
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rotateLeft(tmpCorner6,j);
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k++;
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}
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b = (j+1)*b + k;
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}
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return (short) (720*a+b);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Permutation of the six edges UR,UF,UL,UB,DR,DF.
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int getURtoDF()
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{
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int a = 0, x = 0;
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// compute the index a < (12 choose 6) and the edge permutation.
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for(int j = SolverEdge.UR; j<= SolverEdge.BR; j++)
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if (ep[j] <= SolverEdge.DF)
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{
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a += Cnk(j, x+1);
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tmpEdge6[x++] = ep[j];
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}
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int b = 0;
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for (int j=5; j>0; j--)// compute the index b < 6! for the permutation in edge6
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{
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int k = 0;
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while (tmpEdge6[j] != j)
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{
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rotateLeft(tmpEdge6,j);
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k++;
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}
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b = (j+1)*b + k;
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}
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return 720*a+b;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Permutation of the three edges UR,UF,UL
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short getURtoUL()
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{
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int a=0, x=0;
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// compute the index a < (12 choose 3) and the edge permutation.
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for(int j = SolverEdge.UR; j<= SolverEdge.BR; j++)
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if (ep[j] <= SolverEdge.UL)
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{
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a += Cnk(j, x + 1);
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tmpEdge3[x++] = ep[j];
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}
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int b=0;
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393
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for( int j=2; j>0; j--)// compute the index b < 3! for the permutation in edge3
|
394
|
{
|
395
|
int k = 0;
|
396
|
while (tmpEdge3[j] != j)
|
397
|
{
|
398
|
rotateLeft(tmpEdge3,j);
|
399
|
k++;
|
400
|
}
|
401
|
b = (j+1)*b+k;
|
402
|
}
|
403
|
|
404
|
return (short) (6*a+b);
|
405
|
}
|
406
|
|
407
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
408
|
// Permutation of the three edges UB,DR,DF
|
409
|
|
410
|
short getUBtoDF()
|
411
|
{
|
412
|
int a=0, x=0;
|
413
|
// compute the index a < (12 choose 3) and the edge permutation.
|
414
|
|
415
|
for(int j = SolverEdge.UR; j<= SolverEdge.BR; j++)
|
416
|
if (SolverEdge.UB <= ep[j] && ep[j] <= SolverEdge.DF)
|
417
|
{
|
418
|
a += Cnk(j, x+1);
|
419
|
tmpEdge3[x++] = ep[j];
|
420
|
}
|
421
|
|
422
|
int b=0;
|
423
|
|
424
|
for (int j=2; j>0; j--) // compute the index b < 3! for the permutation in edge3
|
425
|
{
|
426
|
int k=0;
|
427
|
|
428
|
while (tmpEdge3[j] != SolverEdge.UB + j)
|
429
|
{
|
430
|
rotateLeft(tmpEdge3,j);
|
431
|
k++;
|
432
|
}
|
433
|
b = (j+1)*b+k;
|
434
|
}
|
435
|
|
436
|
return (short) (6*a+b);
|
437
|
}
|
438
|
|
439
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
440
|
|
441
|
void setURFtoDLB(int idx)
|
442
|
{
|
443
|
int[] perm = { SolverCorner.URF, SolverCorner.UFL, SolverCorner.ULB, SolverCorner.UBR, SolverCorner.DFR, SolverCorner.DLF, SolverCorner.DBL, SolverCorner.DRB };
|
444
|
int k;
|
445
|
|
446
|
for( int j=1; j<8; j++)
|
447
|
{
|
448
|
k = idx % (j+1);
|
449
|
idx /= j+1;
|
450
|
while (k-- > 0) rotateRight(perm,j);
|
451
|
}
|
452
|
|
453
|
int x=7;// set corners
|
454
|
|
455
|
for( int j=7; j>=0; j--) cp[j] = perm[x--];
|
456
|
}
|
457
|
|
458
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
459
|
|
460
|
void setURtoBR(int idx)
|
461
|
{
|
462
|
int[] perm = { SolverEdge.UR, SolverEdge.UF, SolverEdge.UL, SolverEdge.UB, SolverEdge.DR, SolverEdge.DF, SolverEdge.DL, SolverEdge.DB, SolverEdge.FR, SolverEdge.FL, SolverEdge.BL, SolverEdge.BR };
|
463
|
int k;
|
464
|
|
465
|
for( int j=1; j<12; j++)
|
466
|
{
|
467
|
k = idx % (j+1);
|
468
|
idx /= j+1;
|
469
|
|
470
|
while (k-- > 0) rotateRight(perm,j);
|
471
|
}
|
472
|
|
473
|
int x=11;// set edges
|
474
|
|
475
|
for( int j=11; j>=0; j--) ep[j] = perm[x--];
|
476
|
}
|
477
|
|
478
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479
|
// Check a cubie cube for solvability. Return the error code.
|
480
|
// 0: Cube is solvable
|
481
|
// -2: Not all 12 edges exist exactly once
|
482
|
// -3: Flip error: One edge has to be flipped
|
483
|
// -4: Not all corners exist exactly once
|
484
|
// -5: Twist error: One corner has to be twisted
|
485
|
// -6: Parity error: Two corners ore two edges have to be exchanged
|
486
|
|
487
|
int verify()
|
488
|
{
|
489
|
int sum = 0;
|
490
|
int[] edgeCount = new int[12];
|
491
|
|
492
|
for (int e = SolverEdge.UR; e <= SolverEdge.BR; e++) edgeCount[ep[e]]++;
|
493
|
|
494
|
for( int i=0; i<12; i++)
|
495
|
if (edgeCount[i] != 1) return -2;
|
496
|
|
497
|
for( int i=0; i<12; i++) sum += eo[i];
|
498
|
|
499
|
if( (sum%2) != 0) return -3;
|
500
|
|
501
|
int[] cornerCount = new int[8];
|
502
|
|
503
|
for(int c = SolverCorner.URF; c<= SolverCorner.DRB; c++) cornerCount[cp[c]]++;
|
504
|
|
505
|
for (int i = 0; i < 8; i++)
|
506
|
if (cornerCount[i] != 1) return -4;// missing corners
|
507
|
|
508
|
sum = 0;
|
509
|
|
510
|
for( int i=0; i<8; i++) sum += co[i];
|
511
|
|
512
|
if( (sum%3) != 0) return -5;// twisted corner
|
513
|
|
514
|
if( (edgeParity()^cornerParity()) != 0) return -6;// parity error
|
515
|
|
516
|
return 0;// cube ok
|
517
|
}
|
518
|
}
|