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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.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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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.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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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 org.distorted.main.RubikSurfaceView;
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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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public class RubikDino extends RubikObject
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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private static final float SQ3 = (float)Math.sqrt(3);
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private static final float ANGLE_FACES = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron
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// the four rotation axis of a RubikDino. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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// the six axis that determine the faces
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), 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, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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};
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// All legal rotation quats of a RubikDino
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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( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f )
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};
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// centers of the 12 edges. Must be in the same order like QUATs above.
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( 0.0f, 1.5f, 1.5f ),
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new Static3D( 1.5f, 0.0f, 1.5f ),
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new Static3D( 0.0f,-1.5f, 1.5f ),
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new Static3D(-1.5f, 0.0f, 1.5f ),
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new Static3D( 1.5f, 1.5f, 0.0f ),
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new Static3D( 1.5f,-1.5f, 0.0f ),
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new Static3D(-1.5f,-1.5f, 0.0f ),
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new Static3D(-1.5f, 1.5f, 0.0f ),
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new Static3D( 0.0f, 1.5f,-1.5f ),
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new Static3D( 1.5f, 0.0f,-1.5f ),
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new Static3D( 0.0f,-1.5f,-1.5f ),
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new Static3D(-1.5f, 0.0f,-1.5f )
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};
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private static final int[] mFaceMap = {2,4, 4,0, 3,4, 4,1,
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0,2, 0,3, 1,3, 1,2,
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2,5, 5,0, 3,5, 5,1 };
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private static MeshBase mMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikDino(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.DINO, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private MeshBase createTetrahedronMesh()
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{
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final int MESHES=4;
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int association = 1;
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float D = 0.005f;
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float E = 0.5f - D*SQ2;
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float F = 0.5f - D*SQ2*SQ3;
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float[] bands = { 1.0f ,-D,
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1.0f-D/2,-D*0.55f,
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1.0f-D ,-D*0.25f,
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1.0f-2*D,+D*0.25f,
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0.50f, 0.040f,
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0.0f, 0.045f };
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float[] vertices = { -F,-E, +F,-E, 0.0f,E-D*SQ2};
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MeshBase[] meshes = new MeshPolygon[MESHES];
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meshes[0] = new MeshPolygon(vertices, bands, 2, 3);
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meshes[0].setEffectAssociation(0,association,0);
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for(int i=1; i<MESHES; i++)
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{
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association <<= 1;
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meshes[i] = meshes[0].copy(true);
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meshes[i].setEffectAssociation(0,association,0);
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}
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MeshBase result = new MeshJoined(meshes);
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Static3D a0 = new Static3D( 0, 1, 0 );
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Static3D a1 = new Static3D( 0, -1.0f/3, 2*SQ2/3 );
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Static3D a2 = new Static3D(-SQ2*SQ3/3, -1.0f/3, -SQ2/3 );
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Static3D a3 = new Static3D( SQ2*SQ3/3, -1.0f/3, -SQ2/3 );
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float tetraHeight = SQ2*SQ3/3;
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float d1 = 0.75f*tetraHeight;
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float d2 =-0.10f*tetraHeight;
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float d3 =-0.05f*tetraHeight;
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float d4 = 0.15f*tetraHeight;
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Static3D dCen0 = new Static3D( d1*a0.get0(), d1*a0.get1(), d1*a0.get2() );
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Static3D dCen1 = new Static3D( d1*a1.get0(), d1*a1.get1(), d1*a1.get2() );
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Static3D dCen2 = new Static3D( d1*a2.get0(), d1*a2.get1(), d1*a2.get2() );
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Static3D dCen3 = new Static3D( d1*a3.get0(), d1*a3.get1(), d1*a3.get2() );
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Static3D dVec0 = new Static3D( d3*a0.get0(), d3*a0.get1(), d3*a0.get2() );
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Static3D dVec1 = new Static3D( d3*a1.get0(), d3*a1.get1(), d3*a1.get2() );
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Static3D dVec2 = new Static3D( d2*a2.get0(), d2*a2.get1(), d2*a2.get2() );
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Static3D dVec3 = new Static3D( d2*a3.get0(), d2*a3.get1(), d2*a3.get2() );
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Static4D dReg = new Static4D(0,0,0,d4);
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Static1D dRad = new Static1D(1);
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Static1D angle = new Static1D(ANGLE_FACES);
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Static3D axis1 = new Static3D( -1, 0, 0);
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Static3D axis2 = new Static3D(0.5f, 0, -SQ3/2);
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Static3D axis3 = new Static3D(0.5f, 0, +SQ3/2);
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Static3D center1= new Static3D(0,-SQ3*SQ2/12,-SQ3/6);
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Static3D center2= new Static3D(0,-SQ3*SQ2/12,+SQ3/3);
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VertexEffectScale effect1 = new VertexEffectScale ( new Static3D(1,SQ3/2,1) );
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VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D(90), new Static3D(1,0,0), new Static3D(0,0,0) );
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VertexEffectMove effect3 = new VertexEffectMove ( new Static3D(0,-SQ3*SQ2/12,SQ3/12) );
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VertexEffectRotate effect4 = new VertexEffectRotate( new Static1D(180), new Static3D(0,0,1), center1 );
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VertexEffectRotate effect5 = new VertexEffectRotate( angle, axis1, center1 );
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VertexEffectRotate effect6 = new VertexEffectRotate( angle, axis2, center2 );
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VertexEffectRotate effect7 = new VertexEffectRotate( angle, axis3, center2 );
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VertexEffectDeform effect8 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
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VertexEffectDeform effect9 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
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VertexEffectDeform effect10= new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
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VertexEffectDeform effect11= new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
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effect4.setMeshAssociation(14,-1); // apply to mesh[1], [2] and [3]
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effect5.setMeshAssociation( 2,-1); // apply only to mesh[1]
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effect6.setMeshAssociation( 4,-1); // apply only to mesh[2]
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effect7.setMeshAssociation( 8,-1); // apply only to mesh[3]
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result.apply(effect1);
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result.apply(effect2);
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result.apply(effect3);
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result.apply(effect4);
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result.apply(effect5);
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result.apply(effect6);
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result.apply(effect7);
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result.apply(effect8);
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result.apply(effect9);
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result.apply(effect10);
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result.apply(effect11);
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result.mergeEffComponents();
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return result;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBasicMesh()
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{
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mMesh = createTetrahedronMesh();
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Static3D axis = new Static3D(1,0,0);
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Static3D cent = new Static3D(0,0,0);
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MatrixEffectMove moveEffect = new MatrixEffectMove ( new Static3D(0.0f,SQ3*SQ2/12,SQ3/6) );
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MatrixEffectRotate rot1Effect = new MatrixEffectRotate( new Static1D(180+ANGLE_FACES/2), axis, cent);
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MatrixEffectScale scalEffect = new MatrixEffectScale ( new Static3D(3.0f, 3*SQ2/2, 1.5f) );
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MatrixEffectRotate rot2Effect = new MatrixEffectRotate( new Static1D(-45), axis, cent);
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mMesh.apply(moveEffect, 0xffffffff, 0);
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mMesh.apply(rot1Effect, 0xffffffff, 0);
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mMesh.apply(scalEffect, 0xffffffff, 0);
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mMesh.apply(rot2Effect, 0xffffffff, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes()
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int size)
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{
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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if( mMesh==null ) createBasicMesh();
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MeshBase mesh = mMesh.copy(true);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[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 size)
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{
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switch(cubitface)
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{
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case 0 : return mFaceMap[2*cubit];
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case 1 : return mFaceMap[2*cubit+1];
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default: return NUM_FACES;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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float STROKE = 0.046f*side;
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float OFF = STROKE/2 -1;
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float OFF2 = 0.5f*side + OFF;
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float HEIGHT = side - OFF;
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float RADIUS = side/12.0f;
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float ARC1_H = 0.2f*side;
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float ARC1_W = side*0.5f;
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float ARC2_W = 0.153f*side;
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float ARC2_H = 0.905f*side;
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float ARC3_W = side-ARC2_W;
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paint.setAntiAlias(true);
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paint.setStrokeWidth(STROKE);
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paint.setColor(FACE_COLORS[face]);
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paint.setStyle(Paint.Style.FILL);
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canvas.drawRect(left,top,left+side,top+side,paint);
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paint.setColor(INTERIOR_COLOR);
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paint.setStyle(Paint.Style.STROKE);
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canvas.drawLine( left, HEIGHT, side +left, HEIGHT, paint);
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canvas.drawLine( OFF +left, side , OFF2 +left, 0, paint);
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canvas.drawLine((side-OFF)+left, side , (side-OFF2) +left, 0, paint);
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canvas.drawArc( ARC1_W-RADIUS+left, ARC1_H-RADIUS, ARC1_W+RADIUS+left, ARC1_H+RADIUS, 225, 90, false, paint);
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canvas.drawArc( ARC2_W-RADIUS+left, ARC2_H-RADIUS, ARC2_W+RADIUS+left, ARC2_H+RADIUS, 105, 90, false, paint);
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canvas.drawArc( ARC3_W-RADIUS+left, ARC2_H-RADIUS, ARC3_W+RADIUS+left, ARC2_H+RADIUS, 345, 90, false, paint);
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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()
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{
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float[] chances = new float[3];
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chances[0] = 0.5f;
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chances[1] = 0.5f;
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chances[2] = 1.0f;
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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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}
|
376
|
|
377
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
378
|
|
379
|
public int getBasicAngle()
|
380
|
{
|
381
|
return 3;
|
382
|
}
|
383
|
|
384
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
385
|
|
386
|
public int computeRowFromOffset(float offset)
|
387
|
{
|
388
|
return offset<0.5f ? 0:2;
|
389
|
}
|
390
|
|
391
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
392
|
|
393
|
public float returnRotationFactor(float offset)
|
394
|
{
|
395
|
return 1.0f;
|
396
|
}
|
397
|
|
398
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
399
|
|
400
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
401
|
{
|
402
|
int numAxis = ROTATION_AXIS.length;
|
403
|
|
404
|
if( oldRotAxis == START_AXIS )
|
405
|
{
|
406
|
return rnd.nextInt(numAxis);
|
407
|
}
|
408
|
else
|
409
|
{
|
410
|
int newVector = rnd.nextInt(numAxis-1);
|
411
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
412
|
}
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
|
417
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
418
|
{
|
419
|
float rowFloat = rnd.nextFloat();
|
420
|
|
421
|
switch(oldRotAxis)
|
422
|
{
|
423
|
case 0 : switch(newRotAxis)
|
424
|
{
|
425
|
case 1:
|
426
|
case 2: return oldRow;
|
427
|
case 3: return 2-oldRow;
|
428
|
default: android.util.Log.e("dino", "error: oldRotAxis="+oldRotAxis+" newRotAxis:"+newRotAxis);
|
429
|
}
|
430
|
case 1 : switch(newRotAxis)
|
431
|
{
|
432
|
case 0:
|
433
|
case 3: return oldRow;
|
434
|
case 2: return 2-oldRow;
|
435
|
default: android.util.Log.e("dino", "error: oldRotAxis="+oldRotAxis+" newRotAxis:"+newRotAxis);
|
436
|
}
|
437
|
case 2 : switch(newRotAxis)
|
438
|
{
|
439
|
case 0:
|
440
|
case 3: return oldRow;
|
441
|
case 1: return 2-oldRow;
|
442
|
default: android.util.Log.e("dino", "error: oldRotAxis="+oldRotAxis+" newRotAxis:"+newRotAxis);
|
443
|
}
|
444
|
case 3 : switch(newRotAxis)
|
445
|
{
|
446
|
case 1:
|
447
|
case 2: return oldRow;
|
448
|
case 0: return 2-oldRow;
|
449
|
default: android.util.Log.e("dino", "error: oldRotAxis="+oldRotAxis+" newRotAxis:"+newRotAxis);
|
450
|
}
|
451
|
default: return rowFloat<=0.5f ? 0:2;
|
452
|
}
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
// remember about the double cover or unit quaternions!
|
457
|
|
458
|
private int mulQuat(int q1, int q2)
|
459
|
{
|
460
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
461
|
|
462
|
float rX = result.get0();
|
463
|
float rY = result.get1();
|
464
|
float rZ = result.get2();
|
465
|
float rW = result.get3();
|
466
|
|
467
|
final float MAX_ERROR = 0.1f;
|
468
|
float dX,dY,dZ,dW;
|
469
|
|
470
|
for(int i=0; i<QUATS.length; i++)
|
471
|
{
|
472
|
dX = QUATS[i].get0() - rX;
|
473
|
dY = QUATS[i].get1() - rY;
|
474
|
dZ = QUATS[i].get2() - rZ;
|
475
|
dW = QUATS[i].get3() - rW;
|
476
|
|
477
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
478
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
479
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
480
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
481
|
|
482
|
dX = QUATS[i].get0() + rX;
|
483
|
dY = QUATS[i].get1() + rY;
|
484
|
dZ = QUATS[i].get2() + rZ;
|
485
|
dW = QUATS[i].get3() + rW;
|
486
|
|
487
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
488
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
489
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
490
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
491
|
}
|
492
|
|
493
|
return -1;
|
494
|
}
|
495
|
|
496
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
497
|
// Dino is solved if and only if:
|
498
|
//
|
499
|
// All four 'X' cubits (i.e. those whose longest edge goes along the X axis) are rotated
|
500
|
// by the same quaternion qX, similarly all four 'Y' cubits by the same qY and all four 'Z'
|
501
|
// by the same qZ, and then either:
|
502
|
//
|
503
|
// a) qX = qY = qZ
|
504
|
// b) qY = qX*Q2 and qZ = qX*Q8 (i.e. swap of WHITE and YELLOW faces)
|
505
|
// c) qX = qY*Q2 and qZ = qY*Q10 (i.e. swap of BLUE and GREEN faces)
|
506
|
// d) qX = qZ*Q8 and qY = qZ*Q10 (i.e. swap of RED and BROWN faces)
|
507
|
//
|
508
|
// BUT: cases b), c) and d) are really the same - it's all just a mirror image of the original.
|
509
|
//
|
510
|
// X cubits: 0, 2, 8, 10
|
511
|
// Y cubits: 1, 3, 9, 11
|
512
|
// Z cubits: 4, 5, 6, 7
|
513
|
|
514
|
public boolean isSolved()
|
515
|
{
|
516
|
int qX = CUBITS[0].mQuatIndex;
|
517
|
int qY = CUBITS[1].mQuatIndex;
|
518
|
int qZ = CUBITS[4].mQuatIndex;
|
519
|
|
520
|
if( CUBITS[2].mQuatIndex != qX || CUBITS[8].mQuatIndex != qX || CUBITS[10].mQuatIndex != qX ||
|
521
|
CUBITS[3].mQuatIndex != qY || CUBITS[9].mQuatIndex != qY || CUBITS[11].mQuatIndex != qY ||
|
522
|
CUBITS[5].mQuatIndex != qZ || CUBITS[6].mQuatIndex != qZ || CUBITS[ 7].mQuatIndex != qZ )
|
523
|
{
|
524
|
return false;
|
525
|
}
|
526
|
|
527
|
return ( qX==qY && qX==qZ ) || ( qY==mulQuat(qX,2) && qZ==mulQuat(qX,8) );
|
528
|
}
|
529
|
|
530
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
531
|
// TODO (only needed for solvers - there are no Dino solvers ATM)
|
532
|
|
533
|
public String retObjectString()
|
534
|
{
|
535
|
return "";
|
536
|
}
|
537
|
|
538
|
}
|