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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.object;
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import android.content.SharedPreferences;
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import android.graphics.Bitmap;
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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.Effect;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectScale;
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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.DistortedNode;
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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.MeshRectangles;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Dynamic1D;
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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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import static org.distorted.magic.RubikRenderer.NODE_FBO_SIZE;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObject extends DistortedNode
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{
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static final int TEXTURE_HEIGHT = 128;
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static final float OBJECT_SCREEN_RATIO = 0.5f;
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final float[] LEGAL_QUATS;
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final Static3D[] ROTATION_AXIS;
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private static final int POST_ROTATION_MILLISEC = 500;
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private final int NUM_CUBITS;
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private int mRotRow;
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private int mRotAxis;
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private Static3D[] mOrigPos;
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private Static3D mScale, mNodeScale;
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private Static4D mQuatAccumulated;
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private Cubit[] mCubits;
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private int mSize;
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float mStart, mStep;
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Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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DistortedTexture mTexture;
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VertexEffectSink mSinkEffect;
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MatrixEffectScale mScaleEffect;
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MatrixEffectQuaternion mQuatCEffect;
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MatrixEffectQuaternion mQuatAEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikObject(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture nodeTexture, MeshRectangles nodeMesh, DistortedEffects nodeEffects)
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{
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super(nodeTexture,nodeEffects,nodeMesh);
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resizeFBO(NODE_FBO_SIZE, NODE_FBO_SIZE);
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mOrigPos = getCubitPositions(size);
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LEGAL_QUATS = getLegalQuats();
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NUM_CUBITS = mOrigPos.length;
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ROTATION_AXIS = getRotationAxis();
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mSize = size;
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computeStartAndStep(mOrigPos);
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mRotationAngleStatic = new Static1D(0);
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mRotationAngleMiddle = new Static1D(0);
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mRotationAngleFinal = new Static1D(0);
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mScale = new Static3D(1,1,1);
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mNodeScale= new Static3D(1,1,1);
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mQuatAccumulated = quatAcc;
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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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mSinkEffect = new VertexEffectSink( new Static1D(getSinkStrength()), center, region );
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mScaleEffect = new MatrixEffectScale(mScale);
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mQuatCEffect = new MatrixEffectQuaternion(quatCur, center);
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mQuatAEffect = new MatrixEffectQuaternion(quatAcc, center);
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MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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nodeEffects.apply(nodeScaleEffect);
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mCubits = new Cubit[NUM_CUBITS];
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mTexture = new DistortedTexture();
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int vertices = (int)(24.0f/mSize + 2.0f);
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for(int i=0; i<NUM_CUBITS; i++)
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{
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MeshBase cubitMesh = createCubitMesh(i,vertices);
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mCubits[i] = new Cubit(this,cubitMesh,mOrigPos[i]);
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textureCubitMesh(cubitMesh,i);
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attach(mCubits[i].mNode);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void textureCubitMesh(MeshBase mesh, int cubit)
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{
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boolean belongs;
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final int numFaces = getNumFaces();
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final Static4D[] maps = new Static4D[numFaces];
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final float ratio = 1.0f/(numFaces+1);
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if( 2*ROTATION_AXIS.length == numFaces ) // i.e. there are faces on both ends of the axis (cube)
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{
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for(int i=0; i<numFaces; i++)
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{
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belongs = belongsToRotation(cubit, i/2, i%2==0 ? mSize-1:0 );
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maps[i] = new Static4D( (belongs?i:6)*ratio, 0.0f, ratio, 1.0f);
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}
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}
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else if( ROTATION_AXIS.length == numFaces ) // just a single face on the right end of an axis (pyraminx)
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{
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for(int i=0; i<numFaces; i++)
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{
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belongs = belongsToRotation(cubit, i, 0 );
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maps[i] = new Static4D( (belongs?i:6)*ratio, 0.0f, ratio, 1.0f);
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}
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}
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mesh.setTextureMap(maps);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Cast centers of all Cubits on the first rotation Axis and compute the leftmost and rightmost
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// one. From there compute the 'start' (i.e. the leftmost) and 'step' (i.e. distance between two
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// consecutive).
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// it is assumed that other rotation axis have the same 'start' and 'step' - this is the case with
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// the Cube and the Pyraminx.
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// Start and Step are then needed to compute which rotation row (with respect to a given axis) a
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// given Cubit belongs to.
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private void computeStartAndStep(Static3D[] pos)
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{
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float min = Float.MAX_VALUE;
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float max = Float.MIN_VALUE;
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float axisX = ROTATION_AXIS[0].get0();
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float axisY = ROTATION_AXIS[0].get1();
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float axisZ = ROTATION_AXIS[0].get2();
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float tmp;
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for(int i=0; i<NUM_CUBITS; i++)
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{
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tmp = pos[i].get0()*axisX + pos[i].get1()*axisY + pos[i].get2()*axisZ;
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if( tmp<min ) min=tmp;
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if( tmp>max ) max=tmp;
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}
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mStart = min;
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mStep = (max-min+1.0f)/mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean belongsToRotation( int cubit, int axis, int row)
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{
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return mCubits[cubit].mRotationRow[axis]==row;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void resetRotationAngle(Dynamic1D rotationAngle)
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{
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rotationAngle.setDuration(POST_ROTATION_MILLISEC);
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rotationAngle.resetToBeginning();
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rotationAngle.removeAll();
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rotationAngle.add(mRotationAngleStatic);
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rotationAngle.add(mRotationAngleMiddle);
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rotationAngle.add(mRotationAngleFinal);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getSinkStrength()
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{
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switch(mSize)
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{
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case 1 : return 1.1f;
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case 2 : return 1.5f;
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case 3 : return 1.8f;
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case 4 : return 2.0f;
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default: return 3.0f - 4.0f/mSize;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Clamp all rotated positions to one of those original ones to avoid accumulating errors.
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void clampPos(Static3D pos)
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{
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float currError, minError = Float.MAX_VALUE;
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int minErrorIndex= -1;
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float x = pos.get0();
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float y = pos.get1();
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float z = pos.get2();
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float xo,yo,zo;
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for(int i=0; i<NUM_CUBITS; i++)
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{
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xo = mOrigPos[i].get0();
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yo = mOrigPos[i].get1();
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zo = mOrigPos[i].get2();
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currError = (xo-x)*(xo-x) + (yo-y)*(yo-y) + (zo-z)*(zo-z);
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if( currError<minError )
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{
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minError = currError;
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minErrorIndex = i;
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}
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}
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pos.set( mOrigPos[minErrorIndex] );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the getFaceColors + final black in a horizontal strip.
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public void createTexture()
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{
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Bitmap bitmap;
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final int numColors = getNumFaces();
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Paint paint = new Paint();
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bitmap = Bitmap.createBitmap( (numColors+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, Bitmap.Config.ARGB_8888);
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Canvas canvas = new Canvas(bitmap);
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paint.setAntiAlias(true);
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paint.setTextAlign(Paint.Align.CENTER);
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paint.setStyle(Paint.Style.FILL);
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paint.setColor(0xff000000);
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canvas.drawRect(0, 0, (numColors+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, paint);
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for(int i=0; i<numColors; i++)
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{
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createFaceTexture(canvas,paint,i);
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}
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mTexture.setTexture(bitmap);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getSize()
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{
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return mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void continueRotation(float angleInDegrees)
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{
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mRotationAngleStatic.set0(angleInDegrees);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getRotationQuat()
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{
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return mQuatAccumulated;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void recomputeScaleFactor(int scrWidth, int scrHeight)
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{
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float factor = scrWidth>scrHeight ? scrHeight : scrWidth;
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float scaleFactor = OBJECT_SCREEN_RATIO*NODE_FBO_SIZE/mSize;
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mNodeScale.set(factor,factor,factor);
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mScale.set(scaleFactor,scaleFactor,scaleFactor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void savePreferences(SharedPreferences.Editor editor)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].savePreferences(editor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void restorePreferences(SharedPreferences preferences)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].restorePreferences(preferences);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public long finishRotationNow(EffectListener listener)
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{
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boolean first = true;
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long effectID=0;
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for(int i=0; i<NUM_CUBITS; i++)
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{
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if( belongsToRotation(i,mRotAxis,mRotRow) )
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{
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if( first )
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{
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first=false;
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effectID = mCubits[i].finishRotationNow(listener);
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}
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resetRotationAngle(mCubits[i].mRotationAngle);
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}
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}
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return effectID;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void releaseResources()
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{
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mTexture.markForDeletion();
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].releaseResources();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void apply(Effect effect, int position)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.apply(effect, position);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void remove(long effectID)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.abortById(effectID);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void solve()
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].solve();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isSolved()
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{
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Static4D q = mCubits[0].mQuatScramble;
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float x = q.get0();
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float y = q.get1();
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float z = q.get2();
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float w = q.get3();
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for(int i=0; i<NUM_CUBITS; i++)
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{
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q = mCubits[i].mQuatScramble;
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if( q.get0()!=x || q.get1()!=y || q.get2()!=z || q.get3()!=w ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void beginNewRotation(int axis, int row )
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{
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mRotAxis = axis;
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mRotRow = row;
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mRotationAngleStatic.set0(0.0f);
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for(int i=0; i<NUM_CUBITS; i++)
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if( belongsToRotation(i,mRotAxis,mRotRow) )
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{
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mCubits[i].beginNewRotation(axis);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public long addNewRotation( int axis, int row, int angle, long durationMillis, EffectListener listener )
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{
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long effectID=0;
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boolean first = true;
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mRotAxis = axis;
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mRotRow = row;
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mRotationAngleStatic.set0(0.0f);
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for(int i=0; i<NUM_CUBITS; i++)
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if( belongsToRotation(i,mRotAxis,mRotRow) )
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{
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mCubits[i].addNewRotation(axis,durationMillis,angle);
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if( first )
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{
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first = false;
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effectID = mCubits[i].setUpCallback(listener);
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}
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}
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return effectID;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void removeRotationNow()
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{
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boolean first = true;
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Static4D quat = null;
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for(int i=0; i<NUM_CUBITS; i++)
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if( belongsToRotation(i,mRotAxis,mRotRow) )
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{
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if( first )
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{
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first = false;
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quat = mCubits[i].returnRotationQuat(mRotAxis);
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}
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mCubits[i].removeRotationNow(quat);
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}
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mRotationAngleStatic.set0(0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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|
public int getNumAxis()
|
462
|
{
|
463
|
return ROTATION_AXIS.length;
|
464
|
}
|
465
|
|
466
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
467
|
|
468
|
abstract Static3D[] getCubitPositions(int size);
|
469
|
abstract float[] getLegalQuats();
|
470
|
abstract int getNumFaces();
|
471
|
abstract void createFaceTexture(Canvas canvas, Paint paint, int face);
|
472
|
abstract MeshBase createCubitMesh(int cubit, int vertices);
|
473
|
abstract Static3D[] getRotationAxis();
|
474
|
public abstract int getBasicAngle();
|
475
|
}
|