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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.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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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 java.util.Random;
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import static org.distorted.helpers.FactoryCubit.REX_D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRex extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikRex. 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[] 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 RubikRex
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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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( 0.5f, -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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};
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private static final int[][] mFaceMap =
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{
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 6, 18,18,18,18,18 },
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{ 7, 18,18,18,18,18 },
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{ 8, 18,18,18,18,18 },
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{ 9, 18,18,18,18,18 },
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{ 10, 18,18,18,18,18 },
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{ 11, 18,18,18,18,18 },
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{ 16,14, 18,18,18,18 },
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{ 16,12, 18,18,18,18 },
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{ 16,15, 18,18,18,18 },
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{ 16,13, 18,18,18,18 },
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{ 12,14, 18,18,18,18 },
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{ 15,12, 18,18,18,18 },
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{ 15,13, 18,18,18,18 },
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{ 13,14, 18,18,18,18 },
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{ 14,17, 18,18,18,18 },
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{ 12,17, 18,18,18,18 },
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{ 17,15, 18,18,18,18 },
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{ 13,17, 18,18,18,18 },
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};
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private static MeshBase mCornerMesh, mFaceMesh, mEdgeMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRex(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, size, quat, texture, mesh, effects, moves, ObjectList.REX, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// don't use this
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double[][] getVertices(int cubitType)
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// don't use this
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int[][] getVertIndexes(int cubitType)
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitTypes(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.5f;
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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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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int numLayers)
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{
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float C = SQ3*0.15f; // bit less than 1/6 of the length of the main diagonal
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return new float[] {-C,+C};
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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 numLayers)
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{
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final float DIST = 0.50f;
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final float DIST2= (1+2*REX_D)/6;
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final float[][] CENTERS = new float[42][];
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CENTERS[ 0] = new float[] { +DIST , +DIST2, +DIST2};
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CENTERS[ 1] = new float[] { +DIST , +DIST2, -DIST2};
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CENTERS[ 2] = new float[] { +DIST , -DIST2, -DIST2};
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CENTERS[ 3] = new float[] { +DIST , -DIST2, +DIST2};
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CENTERS[ 4] = new float[] { -DIST , +DIST2, +DIST2};
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CENTERS[ 5] = new float[] { -DIST , +DIST2, -DIST2};
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CENTERS[ 6] = new float[] { -DIST , -DIST2, -DIST2};
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CENTERS[ 7] = new float[] { -DIST , -DIST2, +DIST2};
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CENTERS[ 8] = new float[] { +DIST2, +DIST , +DIST2};
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CENTERS[ 9] = new float[] { +DIST2, +DIST , -DIST2};
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CENTERS[10] = new float[] { -DIST2, +DIST , -DIST2};
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CENTERS[11] = new float[] { -DIST2, +DIST , +DIST2};
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CENTERS[12] = new float[] { +DIST2, -DIST , +DIST2};
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CENTERS[13] = new float[] { +DIST2, -DIST , -DIST2};
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CENTERS[14] = new float[] { -DIST2, -DIST , -DIST2};
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CENTERS[15] = new float[] { -DIST2, -DIST , +DIST2};
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CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST };
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CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST };
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CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST };
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CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST };
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CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST };
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CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST };
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CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST };
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CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST };
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CENTERS[24] = new float[] { +DIST , +0.00f, +0.00f};
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CENTERS[25] = new float[] { -DIST , +0.00f, +0.00f};
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CENTERS[26] = new float[] { +0.00f, +DIST , +0.00f};
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CENTERS[27] = new float[] { +0.00f, -DIST , +0.00f};
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CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST };
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CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST };
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CENTERS[30] = new float[] { +0.00f, +DIST , +DIST };
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CENTERS[31] = new float[] { +DIST , +0.00f, +DIST };
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CENTERS[32] = new float[] { +0.00f, -DIST , +DIST };
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CENTERS[33] = new float[] { -DIST , +0.00f, +DIST };
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CENTERS[34] = new float[] { +DIST , +DIST , +0.00f};
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CENTERS[35] = new float[] { +DIST , -DIST , +0.00f};
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CENTERS[36] = new float[] { -DIST , -DIST , +0.00f};
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CENTERS[37] = new float[] { -DIST , +DIST , +0.00f};
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CENTERS[38] = new float[] { +0.00f, +DIST , -DIST };
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CENTERS[39] = new float[] { +DIST , +0.00f, -DIST };
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CENTERS[40] = new float[] { +0.00f, -DIST , -DIST };
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CENTERS[41] = new float[] { -DIST , +0.00f, -DIST };
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit)
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{
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switch(cubit)
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{
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case 0: return new Static4D(+SQ2/2, 0,+SQ2/2, 0);
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case 1: return QUATS[5];
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case 2: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 3: return QUATS[8];
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case 4: return QUATS[6];
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case 5: return new Static4D(-SQ2/2, 0,+SQ2/2, 0);
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case 6: return QUATS[11];
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case 7: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 8: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 9: return QUATS[10];
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case 10: return new Static4D( 0,+SQ2/2,+SQ2/2, 0);
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case 11: return QUATS[4];
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case 12: return QUATS[9];
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case 13: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
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case 14: return QUATS[7];
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case 15: return new Static4D( 0,-SQ2/2,+SQ2/2, 0);
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case 16: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
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case 17: return QUATS[0];
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case 18: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
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case 19: return QUATS[3];
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case 20: return QUATS[1];
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case 21: return new Static4D(+SQ2/2,-SQ2/2, 0, 0);
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case 22: return QUATS[2];
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case 23: return new Static4D(+SQ2/2,+SQ2/2, 0, 0);
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case 24: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 25: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 26: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 27: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
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case 28: return QUATS[0];
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case 29: return QUATS[1];
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case 30: return QUATS[0];
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case 31: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
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case 32: return QUATS[3];
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case 33: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
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case 34: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 35: return QUATS[7];
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case 36: return QUATS[9];
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case 37: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 38: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 39: return QUATS[8];
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case 40: return QUATS[1];
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case 41: return QUATS[6];
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}
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return QUATS[0];
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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<24 )
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createRexCornerMesh();
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mesh = mCornerMesh.copy(true);
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}
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else if( cubit<30 )
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{
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if( mFaceMesh==null ) mFaceMesh = FactoryCubit.getInstance().createRexFaceMesh();
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mesh = mFaceMesh.copy(true);
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}
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else
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{
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if( mEdgeMesh==null ) mEdgeMesh = FactoryCubit.getInstance().createRexEdgeMesh();
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mesh = mEdgeMesh.copy(true);
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}
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), 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 numLayers)
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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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int COLORS = FACE_COLORS.length;
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FactorySticker factory = FactorySticker.getInstance();
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float S1 = 0.050f;
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float S2 = 0.051f;
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float R1 = 0.07f;
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float R2 = 0.02f;
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float R3 = 0.06f;
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float R4 = 0.04f;
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if( face<COLORS )
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{
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factory.drawRexCornerSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S1, R2, R3);
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}
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else if( face<2*COLORS )
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{
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float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S1, FACE_COLORS[face%COLORS], R4);
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}
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else
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{
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factory.drawRexEdgeSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S2, R1);
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}
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}
|
387
|
|
388
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
389
|
|
390
|
float returnMultiplier()
|
391
|
{
|
392
|
return 2.0f;
|
393
|
}
|
394
|
|
395
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
396
|
|
397
|
float[] getRowChances(int numLayers)
|
398
|
{
|
399
|
return new float[] { 0.5f, 0.5f, 1.0f };
|
400
|
}
|
401
|
|
402
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
403
|
// PUBLIC API
|
404
|
|
405
|
public Static3D[] getRotationAxis()
|
406
|
{
|
407
|
return ROT_AXIS;
|
408
|
}
|
409
|
|
410
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
411
|
|
412
|
public int getBasicAngle()
|
413
|
{
|
414
|
return 3;
|
415
|
}
|
416
|
|
417
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418
|
|
419
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
420
|
{
|
421
|
if( num==0 )
|
422
|
{
|
423
|
scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
|
424
|
}
|
425
|
else
|
426
|
{
|
427
|
int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
|
428
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
429
|
}
|
430
|
|
431
|
float rowFloat = rnd.nextFloat();
|
432
|
|
433
|
for(int row=0; row<mRowChances.length; row++)
|
434
|
{
|
435
|
if( rowFloat<=mRowChances[row] )
|
436
|
{
|
437
|
scramble[num][1] = row;
|
438
|
break;
|
439
|
}
|
440
|
}
|
441
|
|
442
|
switch( rnd.nextInt(2) )
|
443
|
{
|
444
|
case 0: scramble[num][2] = -1; break;
|
445
|
case 1: scramble[num][2] = 1; break;
|
446
|
}
|
447
|
}
|
448
|
|
449
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
450
|
// The Rex is solved if and only if:
|
451
|
//
|
452
|
// 1) all 12 of its edge cubits are rotated with the same quat
|
453
|
// 2) all its face & corner cubits are rotated with the same quat like the edge ones,
|
454
|
// and optionally they also might be upside down.
|
455
|
//
|
456
|
// i.e.
|
457
|
// corners ( 0, 1, 2, 3, 4, 5, 6, 7) and faces (24,25) - might be extra QUAT[1]
|
458
|
// corners ( 8, 9,10,11,12,13,14,15) and faces (26,27) - might be extra QUAT[2]
|
459
|
// corners (16,17,18,19,20,21,22,23) and faces (28,29) - might be extra QUAT[3]
|
460
|
|
461
|
public boolean isSolved()
|
462
|
{
|
463
|
int q1,q = CUBITS[30].mQuatIndex;
|
464
|
|
465
|
for(int i=31; i<42; i++)
|
466
|
{
|
467
|
if( CUBITS[i].mQuatIndex != q) return false;
|
468
|
}
|
469
|
|
470
|
q1 = mulQuat(q,1);
|
471
|
|
472
|
for(int i=0; i<8; i++)
|
473
|
{
|
474
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
475
|
}
|
476
|
|
477
|
if( CUBITS[24].mQuatIndex != q && CUBITS[24].mQuatIndex != q1 ) return false;
|
478
|
if( CUBITS[25].mQuatIndex != q && CUBITS[25].mQuatIndex != q1 ) return false;
|
479
|
|
480
|
q1 = mulQuat(q,2);
|
481
|
|
482
|
for(int i=8; i<16; i++)
|
483
|
{
|
484
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
485
|
}
|
486
|
|
487
|
if( CUBITS[26].mQuatIndex != q && CUBITS[26].mQuatIndex != q1 ) return false;
|
488
|
if( CUBITS[27].mQuatIndex != q && CUBITS[27].mQuatIndex != q1 ) return false;
|
489
|
|
490
|
q1 = mulQuat(q,3);
|
491
|
|
492
|
for(int i=16; i<24; i++)
|
493
|
{
|
494
|
if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
|
495
|
}
|
496
|
|
497
|
if( CUBITS[28].mQuatIndex != q && CUBITS[28].mQuatIndex != q1 ) return false;
|
498
|
if( CUBITS[29].mQuatIndex != q && CUBITS[29].mQuatIndex != q1 ) return false;
|
499
|
|
500
|
return true;
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
// only needed for solvers - there are no Rex solvers ATM
|
505
|
|
506
|
public String retObjectString()
|
507
|
{
|
508
|
return "";
|
509
|
}
|
510
|
|
511
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
512
|
|
513
|
public int getObjectName(int numLayers)
|
514
|
{
|
515
|
return R.string.rex3;
|
516
|
}
|
517
|
|
518
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
519
|
|
520
|
public int getInventor(int numLayers)
|
521
|
{
|
522
|
return R.string.rex3_inventor;
|
523
|
}
|
524
|
|
525
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
526
|
|
527
|
public int getComplexity(int numLayers)
|
528
|
{
|
529
|
return 3;
|
530
|
}
|
531
|
}
|