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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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 org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyBandaged3Plate extends TwistyBandagedAbstract
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{
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private int mCurrState;
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private boolean mUseX;
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private boolean mUseY;
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private boolean mUseZ;
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private static class State
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{
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private final int mNumX, mNumY, mNumZ;
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private final int[] mInfo;
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private final int[] mTmp;
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private final int LEN = 4;
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State(int[] x, int[] y, int[] z)
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{
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mTmp = new int[LEN];
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mNumX = x==null ? 0 : x.length/(LEN-1);
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mNumY = y==null ? 0 : y.length/(LEN-1);
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mNumZ = z==null ? 0 : z.length/(LEN-1);
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mInfo = new int[LEN*(mNumX+mNumY+mNumZ)];
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int start = 0;
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for(int i=0; i<mNumX; i++)
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{
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mInfo[LEN*i + start] = 0;
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mInfo[LEN*i+1 + start] = x[(LEN-1)*i ];
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mInfo[LEN*i+2 + start] = x[(LEN-1)*i+1];
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mInfo[LEN*i+3 + start] = x[(LEN-1)*i+2];
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}
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start = LEN*mNumX;
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for(int i=0; i<mNumY; i++)
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{
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mInfo[LEN*i + start] = 1;
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mInfo[LEN*i+1 + start] = y[(LEN-1)*i ];
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mInfo[LEN*i+2 + start] = y[(LEN-1)*i+1];
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mInfo[LEN*i+3 + start] = y[(LEN-1)*i+2];
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}
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start = LEN*(mNumX+mNumY);
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for(int i=0; i<mNumZ; i++)
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{
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mInfo[LEN*i + start] = 2;
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mInfo[LEN*i+1 + start] = z[(LEN-1)*i ];
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mInfo[LEN*i+2 + start] = z[(LEN-1)*i+1];
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mInfo[LEN*i+3 + start] = z[(LEN-1)*i+2];
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}
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}
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private int getIndex(int num, boolean useX, boolean useY, boolean useZ)
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{
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int current= -1, total= mNumX + mNumY + mNumZ;
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for(int i=0; i<total; i++)
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{
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if( (mInfo[LEN*i]==0 && useX) || (mInfo[LEN*i]==1 && useY) || (mInfo[LEN*i]==2 && useZ) )
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{
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if( ++current==num ) return i;
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}
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}
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return -1;
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}
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int getTotal(boolean useX, boolean useY, boolean useZ)
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{
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int total = 0;
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if( useX ) total += mNumX;
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if( useY ) total += mNumY;
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if( useZ ) total += mNumZ;
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return total;
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}
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int[] getInfo(int num, boolean useX, boolean useY, boolean useZ)
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{
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int index = getIndex(num,useX,useY,useZ);
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mTmp[0] = mInfo[LEN*index ]; // axis
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mTmp[1] = mInfo[LEN*index+1]; // row
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mTmp[2] = mInfo[LEN*index+2]; // angle
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mTmp[3] = mInfo[LEN*index+3]; // next state
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return mTmp;
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}
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}
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// The 16 'significant' states of the 3Plate bandaged cube.
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// One State means one arrangement of the three 2x2 'plates'. Such State precisely defines which
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// rotations of the Cube are possible.
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// There are 27 such states in total, but 2 of them are unreachable from the initial State, and
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// 9 more and 'insignificant' - i.e. States which only permit rotation along a single axis.
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// When doing an automatic scramble, we never want to enter such 'insignificant' states because
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// that would mean we'd have to do two rotations in a row along the same axis.
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//
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// 4th State's first ('x') array being '2,-1,10, 2, 2,13' means the following:
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// if we are in the 4th state, and make move (2,-1) [i.e. rotation along the X axis, 2nd row, -1 angle]
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// then we will land in state 10. If we make move (2,2), we will land in state 13. There are no other
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// 'x' moves that lead to a 'significant' state.
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private final State[] mStates = new State[]
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{
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new State( new int[] { 2,-1, 1, 2, 1, 6 }, new int[] { 0,-1, 5, 0, 1, 3 }, new int[] { 2,-1, 2, 2, 1, 4 } ),
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new State( new int[] { 2, 1, 0 }, null , new int[] { 2, 1,10, 2, 2, 7 } ),
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new State( null , new int[] { 0,-1,11, 0, 2, 8 }, new int[] { 2, 1, 0 } ),
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new State( new int[] { 2, 1,12, 2, 2, 9 }, new int[] { 0,-1, 0 }, null ),
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new State( new int[] { 2,-1,10, 2, 2,13 }, null , new int[] { 2,-1, 0 } ),
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new State( null , new int[] { 0, 1, 0 }, new int[] { 2,-1,11, 2, 2,14 } ),
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new State( new int[] { 2,-1, 0 }, new int[] { 0, 1,12, 0, 2,15 }, null ),
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new State( null , new int[] { 2,-2, 7, 2,-1, 7, 2, 1, 7, 2, 2, 7}, new int[] { 2,-1,10, 2, 2, 1 } ),
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new State( new int[] { 0,-2, 8, 0,-1, 8, 0, 1, 8, 0, 2, 8}, new int[] { 0, 1,11, 0, 2, 2 }, null ),
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new State( new int[] { 2,-1,12, 2, 2, 3 }, null , new int[] { 0,-2, 9, 0,-1, 9, 0, 1, 9, 0, 2, 9} ),
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new State( new int[] { 2,-1,13, 2, 1, 4 }, new int[] { 2,-2,10, 2,-1,10, 2, 1,10, 2, 2,10}, new int[] { 2,-1, 1, 2, 1, 7 } ),
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new State( new int[] { 0,-2,11, 0,-1,11, 0, 1,11, 0, 2,11}, new int[] { 0,-1, 8, 0, 1, 2 }, new int[] { 2,-1,14, 2, 1, 5 } ),
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new State( new int[] { 2,-1, 3, 2, 1, 9 }, new int[] { 0,-1, 6, 0, 1,15 }, new int[] { 0,-2,12, 0,-1,12, 0, 1,12, 0, 2,12} ),
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new State( new int[] { 2, 1,10, 2, 2, 4 }, new int[] { 2,-2,13, 2,-1,13, 2, 1,13, 2, 2,13}, null ),
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new State( new int[] { 0,-2,14, 0,-1,14, 0, 1,14, 0, 2,14}, null , new int[] { 2, 1,11, 2, 2, 5 } ),
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new State( null , new int[] { 0, 1,12, 0, 2, 6 }, new int[] { 0,-2,15, 0,-1,15, 0, 1,15, 0, 2,15} )
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyBandaged3Plate(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, quat, texture, mesh, effects, moves, ObjectList.BAN3, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit)
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{
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return cubit<=2 ? 3:0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubits()
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{
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return 17;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCubitPosition(int cubit)
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{
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switch(cubit)
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{
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case 0: return new float[] {-1.0f, 1.0f, 1.0f,
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-1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f};
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case 1: return new float[] { 1.0f, 0.0f, -1.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 0.0f};
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case 2: return new float[] {-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 0.0f,
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0.0f, -1.0f, -1.0f,
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0.0f, -1.0f, 0.0f};
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case 3: return new float[] { 1.0f, 1.0f, 1.0f};
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case 4: return new float[] { 1.0f, 0.0f, 1.0f};
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case 5: return new float[] { 1.0f, -1.0f, 1.0f};
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case 6: return new float[] {-1.0f, -1.0f, 1.0f};
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case 7: return new float[] { 0.0f, -1.0f, 1.0f};
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case 8: return new float[] { 1.0f, -1.0f, 0.0f};
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case 9: return new float[] { 1.0f, -1.0f, -1.0f};
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case 10: return new float[] {-1.0f, 1.0f, -1.0f};
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case 11: return new float[] {-1.0f, 1.0f, 0.0f};
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case 12: return new float[] { 0.0f, 1.0f, -1.0f};
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case 13: return new float[] { 0.0f, 1.0f, 0.0f};
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case 14: return new float[] {-1.0f, 0.0f, -1.0f};
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case 15: return new float[] {-1.0f, 0.0f, 0.0f};
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case 16: return new float[] { 0.0f, 0.0f, -1.0f};
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getQuatIndex(int cubit)
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{
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switch(cubit)
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{
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case 0: return 1;
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case 1: return 3;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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{
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if( num==0 )
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{
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mCurrState = 0;
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mUseX = true;
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mUseY = true;
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mUseZ = true;
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}
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int total = mStates[mCurrState].getTotal(mUseX,mUseY,mUseZ);
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int random= rnd.nextInt(total);
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int[] info= mStates[mCurrState].getInfo(random,mUseX,mUseY,mUseZ);
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scramble[num][0] = info[0];
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scramble[num][1] = info[1];
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scramble[num][2] = info[2];
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mCurrState = info[3];
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switch(info[0])
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{
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case 0: mUseX = false; mUseY = true ; mUseZ = true ; break;
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case 1: mUseX = true ; mUseY = false; mUseZ = true ; break;
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case 2: mUseX = true ; mUseY = true ; mUseZ = false; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getObjectName(int numLayers)
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{
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return R.string.bandaged_3plate;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getInventor(int numLayers)
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{
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return R.string.bandaged_3plate_inventor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity(int numLayers)
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{
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return 8;
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}
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}
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