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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 org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.ScrambleState;
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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.Static3D;
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import org.distorted.library.type.Static4D;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TwistyDino extends TwistyObject
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{
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// the four rotation axis of a RubikDino. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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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 RubikDino
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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( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f )
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};
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// centers of the 12 edges. Must be in the same order like QUATs above.
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static final float[][] CENTERS = new float[][]
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{
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{ 0.0f, 1.5f, 1.5f },
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{ 1.5f, 0.0f, 1.5f },
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{ 0.0f,-1.5f, 1.5f },
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{-1.5f, 0.0f, 1.5f },
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{ 1.5f, 1.5f, 0.0f },
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{ 1.5f,-1.5f, 0.0f },
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{-1.5f,-1.5f, 0.0f },
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{-1.5f, 1.5f, 0.0f },
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{ 0.0f, 1.5f,-1.5f },
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{ 1.5f, 0.0f,-1.5f },
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{ 0.0f,-1.5f,-1.5f },
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{-1.5f, 0.0f,-1.5f }
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};
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private static final double[][] VERTICES = new double[][]
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{
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{-1.5, 0.0, 0.0},
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{ 1.5, 0.0, 0.0},
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{ 0.0,-1.5, 0.0},
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{ 0.0, 0.0,-1.5}
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};
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private static final int[][] VERT_INDEXES = new int[][]
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{
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{2,1,0}, // counterclockwise!
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{3,0,1},
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{2,3,1},
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{3,2,0},
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ 0.0f, -1.0f/3, 0.5f, 1.0f/6, -0.5f, 1.0f/6 }
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};
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private static final ObjectSticker[] mStickers;
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static
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{
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float radius = 0.025f;
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float stroke = 0.050f;
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float[] radii = new float[] {radius,radius,radius};
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mStickers = new ObjectSticker[STICKERS.length];
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mStickers[0] = new ObjectSticker(STICKERS[0],null,radii,stroke);
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}
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private int mCurrState;
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private int mIndexExcluded;
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ScrambleState[] mStates;
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private int[][] mScrambleTable;
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private int[] mNumOccurences;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDino(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, obj, 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 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int size)
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{
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float[] cut = new float[] { -SQ3/3, +SQ3/3 };
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return new float[][] { cut,cut,cut,cut };
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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 STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 4;
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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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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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float[][] bands = new float[][] { {0.035f,30,0.16f,0.8f,6,2,2}, {0.010f,30,0.16f,0.2f,6,2,2} };
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int[] bandIndices = new int[] { 0,0,1,1 };
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float[][] corners = new float[][] { {0.07f,0.40f}, {0.05f,0.30f} };
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int[] cornerIndices = new int[] { 0,0,1,1 };
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float[][] centers = new float[][] { {0.0f, -0.75f, -0.75f} };
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int[] centerIndices = new int[] { 0,0,0,0 };
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return new ObjectShape(VERTICES,VERT_INDEXES,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuat(int cubit, int numLayers)
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{
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return QUATS[cubit];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitVariants(int numLayers)
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit, int numLayers)
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectSticker retSticker(int face)
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{
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return mStickers[face/NUM_FACES];
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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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private void initializeScrambling()
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{
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int numLayers = getNumLayers();
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if( mScrambleTable ==null )
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{
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mScrambleTable = new int[NUM_AXIS][numLayers];
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}
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if( mNumOccurences ==null )
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{
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int max=0;
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for (ScrambleState mState : mStates)
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{
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int tmp = mState.getTotal(-1);
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if (max < tmp) max = tmp;
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}
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mNumOccurences = new int[max];
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}
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for(int i=0; i<NUM_AXIS; i++)
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for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 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 curr, int totalScrambles)
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{
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if( curr==0 )
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{
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mCurrState = 0;
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mIndexExcluded =-1;
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initializeScrambling();
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}
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int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences);
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scramble[curr][0] = info[0];
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scramble[curr][1] = info[1];
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scramble[curr][2] = info[2];
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mCurrState = info[3];
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mIndexExcluded = info[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 BASIC_ANGLE;
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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 2;
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}
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}
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