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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.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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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class TwistyMinx extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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static final float C0 = (SQ5-1)/4; // cos(72 deg)
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static final float C1 = (SQ5+1)/4; // cos(36 deg)
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static final float C2 = (SQ5+3)/4;
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static final float LEN= (float)(Math.sqrt(1.25f+0.5f*SQ5));
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// the six rotation axis of a Minx. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( C2/LEN, C1/LEN, 0 ),
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new Static3D(-C2/LEN, C1/LEN, 0 ),
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new Static3D( 0 , C2/LEN, C1/LEN ),
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new Static3D( 0 ,-C2/LEN, C1/LEN ),
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new Static3D( C1/LEN, 0 , C2/LEN ),
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new Static3D( C1/LEN, 0 ,-C2/LEN )
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};
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private static final int MINX_LGREEN = 0xff53aa00;
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private static final int MINX_PINK = 0xfffd7ab7;
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private static final int MINX_SANDY = 0xffefd48b;
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private static final int MINX_LBLUE = 0xff00a2d7;
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private static final int MINX_ORANGE = 0xffff6200;
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private static final int MINX_VIOLET = 0xff7d59a4;
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private static final int MINX_DGREEN = 0xff007a47;
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private static final int MINX_DRED = 0xffbd0000;
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private static final int MINX_DBLUE = 0xff1a29b2;
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private static final int MINX_DYELLOW= 0xffffc400;
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private static final int MINX_WHITE = 0xffffffff;
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private static final int MINX_GREY = 0xff727c7b;
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static final int[] FACE_COLORS = new int[]
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{
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MINX_LGREEN, MINX_PINK , MINX_SANDY , MINX_LBLUE,
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MINX_ORANGE, MINX_VIOLET , MINX_DGREEN, MINX_DRED ,
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MINX_DBLUE , MINX_DYELLOW, MINX_WHITE , MINX_GREY
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};
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// All 60 legal rotation quats of a Minx
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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( 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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new Static4D( 0.5f, C1, C0, 0.0f ),
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new Static4D( 0.5f, C1, -C0, 0.0f ),
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new Static4D( 0.5f, -C1, C0, 0.0f ),
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new Static4D( 0.5f, -C1, -C0, 0.0f ),
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new Static4D( C0, 0.5f, C1, 0.0f ),
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new Static4D( C0, 0.5f, -C1, 0.0f ),
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new Static4D( -C0, 0.5f, C1, 0.0f ),
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new Static4D( -C0, 0.5f, -C1, 0.0f ),
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new Static4D( C1, C0, 0.5f, 0.0f ),
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new Static4D( C1, -C0, 0.5f, 0.0f ),
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new Static4D( -C1, C0, 0.5f, 0.0f ),
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new Static4D( -C1, -C0, 0.5f, 0.0f ),
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new Static4D( 0.0f, C0, C1, 0.5f ),
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new Static4D( 0.0f, C0, -C1, 0.5f ),
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new Static4D( 0.0f, -C0, C1, 0.5f ),
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new Static4D( 0.0f, -C0, -C1, 0.5f ),
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new Static4D( C0, C1, 0.0f, 0.5f ),
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new Static4D( C0, -C1, 0.0f, 0.5f ),
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new Static4D( -C0, C1, 0.0f, 0.5f ),
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new Static4D( -C0, -C1, 0.0f, 0.5f ),
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new Static4D( C1, 0.0f, C0, 0.5f ),
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new Static4D( C1, 0.0f, -C0, 0.5f ),
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new Static4D( -C1, 0.0f, C0, 0.5f ),
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new Static4D( -C1, 0.0f, -C0, 0.5f ),
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new Static4D( 0.0f, C1, 0.5f, C0 ),
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new Static4D( 0.0f, C1, -0.5f, C0 ),
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new Static4D( 0.0f, -C1, 0.5f, C0 ),
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new Static4D( 0.0f, -C1, -0.5f, C0 ),
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new Static4D( 0.5f, 0.0f, C1, C0 ),
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new Static4D( 0.5f, 0.0f, -C1, C0 ),
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new Static4D( -0.5f, 0.0f, C1, C0 ),
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new Static4D( -0.5f, 0.0f, -C1, C0 ),
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new Static4D( C1, 0.5f, 0.0f, C0 ),
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new Static4D( C1, -0.5f, 0.0f, C0 ),
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new Static4D( -C1, 0.5f, 0.0f, C0 ),
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new Static4D( -C1, -0.5f, 0.0f, C0 ),
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new Static4D( 0.0f, 0.5f, C0, C1 ),
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new Static4D( 0.0f, 0.5f, -C0, C1 ),
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new Static4D( 0.0f, -0.5f, C0, C1 ),
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new Static4D( 0.0f, -0.5f, -C0, C1 ),
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new Static4D( 0.5f, C0, 0.0f, C1 ),
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new Static4D( 0.5f, -C0, 0.0f, C1 ),
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new Static4D( -0.5f, C0, 0.0f, C1 ),
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new Static4D( -0.5f, -C0, 0.0f, C1 ),
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new Static4D( C0, 0.0f, 0.5f, C1 ),
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new Static4D( C0, 0.0f, -0.5f, C1 ),
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new Static4D( -C0, 0.0f, 0.5f, C1 ),
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new Static4D( -C0, 0.0f, -0.5f, C1 ),
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};
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// Coordinates of all 20 corners of a Minx
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static final float[][] CORNERS = new float[][]
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{
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{ 0.0f, 0.5f, C2},
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{ 0.0f, 0.5f, -C2},
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{ 0.0f,-0.5f, C2},
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{ 0.0f,-0.5f, -C2},
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{ C2, 0.0f, 0.5f},
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{ C2, 0.0f,-0.5f},
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{ -C2, 0.0f, 0.5f},
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{ -C2, 0.0f,-0.5f},
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{ 0.5f, C2, 0.0f},
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{ 0.5f, -C2, 0.0f},
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{-0.5f, C2, 0.0f},
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{-0.5f, -C2, 0.0f},
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{ C1, C1, C1},
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{ C1, C1, -C1},
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{ C1, -C1, C1},
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{ C1, -C1, -C1},
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{ -C1, C1, C1},
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{ -C1, C1, -C1},
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{ -C1, -C1, C1},
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{ -C1, -C1, -C1},
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};
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static final int[][] mCornerFaceMap =
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{
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{ 0, 1, 8 },
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{ 6, 5,10 },
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{ 1, 0,11 },
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{ 5, 6, 3 },
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{ 0, 9, 4 },
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{ 5, 4, 9 },
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{ 7, 1, 2 },
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{ 2, 6, 7 },
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{ 10, 9, 8 },
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{ 4, 3,11 },
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{ 7,10, 8 },
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{ 3, 2,11 },
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{ 0, 8, 9 },
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{ 9,10, 5 },
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{ 0, 4,11 },
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{ 4, 5, 3 },
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{ 1, 7, 8 },
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{ 7, 6,10 },
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{ 2, 1,11 },
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{ 6, 2, 3 },
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};
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static final int[] QUAT_CORNER_INDICES =
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{
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0, 2, 3, 1, 40, 31, 41, 30, 39, 35,
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36, 34, 56, 32, 43, 21, 48, 28, 42, 23
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};
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static final boolean[][] OPPOSITE_ROWS =
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{
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{false, true, false, true, false, false},
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{ true, false, false, true, true, true},
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{false, false, false, true, false, true},
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{ true, true, true, false, false, true},
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{false, true, false, false, false, true},
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{false, true, true, true, true, false}
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyMinx(int numLayers, int realSize, 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(numLayers, realSize, quat, texture, mesh, effects, moves, obj, res, scrWidth);
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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 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 returnMultiplier()
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{
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return 2.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[numLayers];
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float denom = (float)(numLayers-1);
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int change = (numLayers-1)/2;
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for(int i= 0; i<change ; i++) chances[i] = (i+1)/denom;
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for(int i=change; i<numLayers; i++) chances[i] = (i )/denom;
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 5;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
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{
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int numAxis = ROTATION_AXIS.length;
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if( oldRotAxis == START_AXIS )
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{
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return rnd.nextInt(numAxis);
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}
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else
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{
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int newVector = rnd.nextInt(numAxis-1);
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return (newVector>=oldRotAxis ? newVector+1 : newVector);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
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{
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if( oldRotAxis<0 )
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{
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] ) return row;
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}
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return 0;
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}
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else
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{
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int size = mRowChances.length;
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int num = (size-1)/2;
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int row = rnd.nextInt(num);
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boolean opposite = OPPOSITE_ROWS[oldRotAxis][newRotAxis];
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boolean low = opposite^(oldRow<num);
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return low ? row : size-1-row;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Minx solvers ATM)
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public String retObjectString()
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{
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return "";
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}
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}
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