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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.MatrixEffect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.VertexEffectSink;
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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.MeshJoined;
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import org.distorted.library.mesh.MeshRectangles;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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// the three rotation axis of a RubikCube. Must be normalized.
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static final Static3D[] AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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0xffffff00, 0xffffffff, // AXIS[0]right (right-YELLOW) AXIS[0]left (left -WHITE)
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0xff0000ff, 0xff00ff00, // AXIS[1]right (top -BLUE ) AXIS[1]left (bottom-GREEN)
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0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN)
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};
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// All legal rotation quats of a RubikCube of any size must have all four of their components
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// equal to either 0, +-1, +-0.5 or +-sqrt(2)/2.
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// Here's how to compute this:
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// 1) compute how many rotations there are (RubikCube of any size = 24)
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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// multiplying them and eventually you'll find all (24) legal rotations.
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// 3) linear scan through those shows that the only floats in those 24 quats are those 7 given
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// below.
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//
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// Example program in C, res/raw/compute_quats.c , is included.
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private static final float[] LEGALQUATS = new float[]
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{
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0.0f ,
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0.5f ,
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-0.5f ,
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1.0f ,
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-1.0f ,
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0.5f*((float)Math.sqrt(2)) ,
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-0.5f*((float)Math.sqrt(2))
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects, int[][] moves)
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{
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super(size, 60, quatCur,quatAcc,texture,mesh,effects,moves, RubikObjectList.CUBE);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// paint the square with upper-right cornder at (left,top) and side length 'side' with texture
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// for face 'face'.
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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final float R = side*0.10f;
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final float M = side*0.05f;
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paint.setColor(FACE_COLORS[face]);
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canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int size)
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{
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int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
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Static3D[] tmp = new Static3D[numCubits];
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float diff = 0.5f*(size-1);
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int currentPosition = 0;
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for(int x = 0; x<size; x++)
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for(int y = 0; y<size; y++)
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for(int z = 0; z<size; z++)
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if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
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{
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tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
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}
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return tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getLegalQuats()
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{
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return LEGALQUATS;
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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 getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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VertexEffectSink getSink(int size)
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{
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Static3D center = new Static3D(0,0,0);
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Static4D region = new Static4D(0,0,0,0.72f);
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float strength;
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switch(size)
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{
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case 1 : strength= 1.1f; break;
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case 2 : strength= 1.5f; break;
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case 3 : strength= 1.8f; break;
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case 4 : strength= 2.0f; break;
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default: strength= 3.0f - 4.0f/size;
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}
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return new VertexEffectSink( new Static1D(strength), center, region );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int vertices)
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{
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final int MESHES=6;
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisX = new Static3D(1,0,0);
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Static3D center = new Static3D(0,0,0);
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Static1D angle = new Static1D(0);
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MatrixEffect[] effectsY = new MatrixEffect[2];
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effectsY[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsY[1] = new MatrixEffectRotate( angle, axisY, center );
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MeshBase[] meshes = new MeshRectangles[MESHES];
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for(int i=0; i<MESHES; i++) meshes[i] = new MeshRectangles(vertices,vertices);
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angle.set(0);
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meshes[4].apply(effectsY); // front
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angle.set(90);
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meshes[0].apply(effectsY); // right
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angle.set(180);
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meshes[5].apply(effectsY); // back
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angle.set(270);
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meshes[1].apply(effectsY); // left
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MatrixEffect[] effectsX = new MatrixEffect[2];
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effectsX[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsX[1] = new MatrixEffectRotate( angle, axisX, center );
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angle.set( 90);
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meshes[3].apply(effectsX); // bottom
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angle.set(-90);
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meshes[2].apply(effectsX); // top
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return new MeshJoined(meshes);
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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 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 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnMultiplier()
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{
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return getSize();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getRowChances()
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{
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int size = getSize();
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float[] chances = new float[size];
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for(int i=0; i<size; i++)
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{
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chances[i] = (i+1.0f) / size;
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}
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(float offset)
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// order: Up --> Right --> Front --> Down --> Left --> Back
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// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
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//
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// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
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//
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// s : size of the cube; let index = a*s + b (i.e. a,b = row,column)
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//
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// Up : index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
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// Right : index --> 6*s*s - 12*s + 7 - index
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// Front : index --> if b==0 : s*s - 1 - index
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// if b==s-1: 6*s*s -11*s +6 - index
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// else
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// a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
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// else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
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// Down : index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
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// Left : index --> (s-1-a)*s + b
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// Back : index --> if b==s-1: s*(s-1-a)
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// if b==0 : 5*s*s -12*s + 8 + (s-1-a)*s
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// else
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// if a==s-1: s*s + 4*(s-2-b)*(s-1)
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// else : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
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public String retObjectString()
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{
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StringBuilder objectString = new StringBuilder();
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int size = getSize();
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int len = size*size;
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int cubitIndex, row, col;
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int color;
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final int RIGHT= 0;
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final int LEFT = 1;
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final int UP = 2;
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final int DOWN = 3;
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final int FRONT= 4;
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final int BACK = 5;
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final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B'};
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for(int i=0; i<len; i++)
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{
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row = i/size;
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col = i%size;
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cubitIndex = col<size-1 ? (size-1)*(size+4*col) + row : 6*size*size - 13*size + 8 + row;
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color = getCubitFaceColorIndex(cubitIndex,UP);
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objectString.append(FACE_NAMES[color]);
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}
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for(int i=0; i<len; i++)
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{
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cubitIndex = 6*size*size - 12*size +7 - i;
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color = getCubitFaceColorIndex(cubitIndex,RIGHT);
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objectString.append(FACE_NAMES[color]);
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}
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for(int i=0; i<len; i++)
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{
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row = i/size;
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col = i%size;
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if( col==size-1 ) cubitIndex = 6*size*size - 11*size + 6 -i;
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else if( col==0 ) cubitIndex = size*size - 1 - i;
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else
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{
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if( row==0 ) cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-2) + size;
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else cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-1-row);
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}
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color = getCubitFaceColorIndex(cubitIndex,FRONT);
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objectString.append(FACE_NAMES[color]);
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}
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for(int i=0; i<len; i++)
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{
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row = i/size;
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col = i%size;
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cubitIndex = col==0 ? size-1-row : size*size + size-1 + 4*(col-1)*(size-1) - row;
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color = getCubitFaceColorIndex(cubitIndex,DOWN);
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objectString.append(FACE_NAMES[color]);
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}
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for(int i=0; i<len; i++)
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{
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row = i/size;
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col = i%size;
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cubitIndex = (size-1-row)*size + col;
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color = getCubitFaceColorIndex(cubitIndex,LEFT);
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objectString.append(FACE_NAMES[color]);
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}
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for(int i=0; i<len; i++)
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{
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row = i/size;
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col = i%size;
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if( col==size-1 ) cubitIndex = size*(size-1-row);
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else if( col==0 ) cubitIndex = 5*size*size - 12*size + 8 + (size-1-row)*size;
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else
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{
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if( row==size-1 ) cubitIndex = size*size + 4*(size-2-col)*(size-1);
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else cubitIndex = size*size + 4*(size-2-col)*(size-1) + size + 2*(size-2-row);
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}
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color = getCubitFaceColorIndex(cubitIndex,BACK);
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objectString.append(FACE_NAMES[color]);
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}
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return objectString.toString();
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}
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}
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