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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 TwistyHelicopter extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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// the six rotation axis of a Helicopter. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0, +SQ2/2, -SQ2/2),
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new Static3D( 0, -SQ2/2, -SQ2/2),
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new Static3D(+SQ2/2, 0, -SQ2/2),
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new Static3D(-SQ2/2, 0, -SQ2/2),
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new Static3D(+SQ2/2, -SQ2/2, 0),
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new Static3D(-SQ2/2, -SQ2/2, 0)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a HELICOPTER (same as the Cube!)
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.00f, 0.00f, 0.00f, 1.00f ),
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new Static4D( 1.00f, 0.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 1.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 0.00f, 1.00f, 0.00f ),
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new Static4D( SQ2/2, SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, -SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, 0.00f, SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, -SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, 0.00f, SQ2/2 ),
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new Static4D( SQ2/2, 0.00f, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, -SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, 0.00f, SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, -SQ2/2 ),
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new Static4D( 0.50f, 0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, -0.50f )
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};
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private static final float DIST_CORNER = 0.50f;
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private static final float DIST_CENTER = 0.50f;
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private static final float XY_CENTER = DIST_CORNER/3;
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// centers of the 8 corners + 6*4 face triangles ( i.e. of the all 32 cubits)
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private static final float[][] CENTERS = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER, -DIST_CORNER },
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{ DIST_CORNER, -DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
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{ -DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ -DIST_CORNER, DIST_CORNER, -DIST_CORNER },
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{ -DIST_CORNER, -DIST_CORNER, DIST_CORNER },
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{ -DIST_CORNER, -DIST_CORNER, -DIST_CORNER },
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{ DIST_CENTER, XY_CENTER, XY_CENTER },
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{ DIST_CENTER, XY_CENTER, -XY_CENTER },
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{ DIST_CENTER, -XY_CENTER, XY_CENTER },
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{ DIST_CENTER, -XY_CENTER, -XY_CENTER },
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{ -DIST_CENTER, XY_CENTER, XY_CENTER },
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{ -DIST_CENTER, XY_CENTER, -XY_CENTER },
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{ -DIST_CENTER, -XY_CENTER, XY_CENTER },
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{ -DIST_CENTER, -XY_CENTER, -XY_CENTER },
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{ XY_CENTER , DIST_CENTER, XY_CENTER },
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{ XY_CENTER , DIST_CENTER, -XY_CENTER },
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{ -XY_CENTER , DIST_CENTER, XY_CENTER },
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{ -XY_CENTER , DIST_CENTER, -XY_CENTER },
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{ XY_CENTER , -DIST_CENTER, XY_CENTER },
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{ XY_CENTER , -DIST_CENTER, -XY_CENTER },
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{ -XY_CENTER , -DIST_CENTER, XY_CENTER },
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{ -XY_CENTER , -DIST_CENTER, -XY_CENTER },
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{ XY_CENTER , XY_CENTER, DIST_CENTER },
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{ XY_CENTER , -XY_CENTER, DIST_CENTER },
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{ -XY_CENTER , XY_CENTER, DIST_CENTER },
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{ -XY_CENTER , -XY_CENTER, DIST_CENTER },
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{ XY_CENTER , XY_CENTER, -DIST_CENTER },
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{ XY_CENTER , -XY_CENTER, -DIST_CENTER },
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{ -XY_CENTER , XY_CENTER, -DIST_CENTER },
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{ -XY_CENTER , -XY_CENTER, -DIST_CENTER },
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};
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// Colors of the faces of cubits. Each cubit has 6 faces
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4,2,0, 6,6,6 },
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{ 0,2,5, 6,6,6 },
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{ 4,0,3, 6,6,6 },
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{ 5,3,0, 6,6,6 },
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{ 1,2,4, 6,6,6 },
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{ 5,2,1, 6,6,6 },
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{ 4,3,1, 6,6,6 },
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{ 1,3,5, 6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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};
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private static final int[] QUAT_INDICES =
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{ 0,13,14,1,12,2,3,7,20,6,13,17,7,23,18,12,22,10,8,16,11,21,19,9,3,15,14,0,5,2,1,4 };
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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyHelicopter(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.HELI, 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 1.6f;
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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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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 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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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 size)
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{
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float[] cuts = new float[2];
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cuts[0] = -SQ2/4;
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cuts[1] = +SQ2/4;
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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MeshBase mesh;
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if( cubit<8 )
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createHelicopterCornerMesh();
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mesh = mCornerMesh.copy(true);
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}
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else
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{
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if( mFaceMesh==null ) mFaceMesh = FactoryCubit.getInstance().createHelicopterFaceMesh();
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mesh = mFaceMesh.copy(true);
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}
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int index = QUAT_INDICES[cubit];
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[index], new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getFaceColor(int cubit, int cubitface, int size)
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{
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return mFaceMap[cubit][cubitface];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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float R = 0.023f;
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float S = 0.035f;
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float E = 0.5f;
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float[] vertices = { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
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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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float returnMultiplier()
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{
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return 2.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[3];
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chances[0] = 0.5f;
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chances[1] = 0.5f;
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chances[2] = 1.0f;
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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{
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if( num==0 )
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{
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scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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}
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else
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{
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int newVector = rnd.nextInt(ROTATION_AXIS.length-2);
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switch(scramble[num-1][0])
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{
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case 0:
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case 1: scramble[num][0] = newVector+2;
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break;
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case 2:
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case 3: scramble[num][0] = (newVector==0 || newVector==1) ? newVector:newVector+2;
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break;
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default: scramble[num][0] = newVector;
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break;
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}
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}
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] )
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{
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scramble[num][1] = row;
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break;
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}
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}
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switch( rnd.nextInt(2) )
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{
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case 0: scramble[num][2] = -1; break;
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case 1: scramble[num][2] = 1; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// remember about the double cover or unit quaternions!
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private int mulQuat(int q1, int q2)
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{
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Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
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float rX = result.get0();
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float rY = result.get1();
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float rZ = result.get2();
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float rW = result.get3();
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final float MAX_ERROR = 0.1f;
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float dX,dY,dZ,dW;
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for(int i=0; i<QUATS.length; i++)
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{
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dX = QUATS[i].get0() - rX;
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dY = QUATS[i].get1() - rY;
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dZ = QUATS[i].get2() - rZ;
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dW = QUATS[i].get3() - rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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dX = QUATS[i].get0() + rX;
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dY = QUATS[i].get1() + rY;
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dZ = QUATS[i].get2() + rZ;
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dW = QUATS[i].get3() + rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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}
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return -1;
|
418
|
}
|
419
|
|
420
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
421
|
// The Helicopter is solved if and only if:
|
422
|
//
|
423
|
// 1) all of its corner cubits are rotated with the same quat
|
424
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
425
|
// and optionally they also might be turned by a multiple of 90 degrees along
|
426
|
// a vector perpendicular to the face they lie on.
|
427
|
//
|
428
|
// i.e.
|
429
|
// cubits 8, 9,10,11,12,13,14,15 - might be extra QUAT 1,8,9
|
430
|
// cubits 16,17,18,19,20,21,22,23 - might be extra QUAT 2,12,13
|
431
|
// cubits 24,25,26,27,28,29,30,31 - might be extra QUAT 3,14,15
|
432
|
|
433
|
public boolean isSolved()
|
434
|
{
|
435
|
int q = CUBITS[0].mQuatIndex;
|
436
|
|
437
|
if ( CUBITS[1].mQuatIndex == q &&
|
438
|
CUBITS[2].mQuatIndex == q &&
|
439
|
CUBITS[3].mQuatIndex == q &&
|
440
|
CUBITS[4].mQuatIndex == q &&
|
441
|
CUBITS[5].mQuatIndex == q &&
|
442
|
CUBITS[6].mQuatIndex == q &&
|
443
|
CUBITS[7].mQuatIndex == q )
|
444
|
{
|
445
|
int q1 = mulQuat(q,1);
|
446
|
int q2 = mulQuat(q,8);
|
447
|
int q3 = mulQuat(q,9);
|
448
|
|
449
|
for(int index=8; index<16; index++)
|
450
|
{
|
451
|
int qIndex = CUBITS[index].mQuatIndex;
|
452
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
453
|
}
|
454
|
|
455
|
q1 = mulQuat(q, 2);
|
456
|
q2 = mulQuat(q,12);
|
457
|
q3 = mulQuat(q,13);
|
458
|
|
459
|
for(int index=16; index<24; index++)
|
460
|
{
|
461
|
int qIndex = CUBITS[index].mQuatIndex;
|
462
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
463
|
}
|
464
|
|
465
|
q1 = mulQuat(q, 3);
|
466
|
q2 = mulQuat(q,14);
|
467
|
q3 = mulQuat(q,15);
|
468
|
|
469
|
for(int index=24; index<32; index++)
|
470
|
{
|
471
|
int qIndex = CUBITS[index].mQuatIndex;
|
472
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
473
|
}
|
474
|
|
475
|
return true;
|
476
|
}
|
477
|
|
478
|
return false;
|
479
|
}
|
480
|
|
481
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
482
|
// only needed for solvers - there are no Helicopter solvers ATM)
|
483
|
|
484
|
public String retObjectString()
|
485
|
{
|
486
|
return "";
|
487
|
}
|
488
|
|
489
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
490
|
|
491
|
public int getObjectName(int numLayers)
|
492
|
{
|
493
|
return R.string.heli3;
|
494
|
}
|
495
|
|
496
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
497
|
|
498
|
public int getInventor(int numLayers)
|
499
|
{
|
500
|
return R.string.heli3_inventor;
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
|
505
|
public int getComplexity(int numLayers)
|
506
|
{
|
507
|
return 8;
|
508
|
}
|
509
|
}
|