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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.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.ScrambleState;
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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 org.distorted.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRedi extends TwistyObject
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{
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// the four rotation axis of a Redi. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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private static final int FACES_PER_CUBIT =9;
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private int mCurrState;
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private int mIndexExcluded;
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private final ScrambleState[] mStates;
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private int[][] mScrambleTable;
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private int[] mNumOccurences;
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private int[] mBasicAngle;
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private Static4D[] mQuats;
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private float[][] mCenters;
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private int[][] mFaceMap;
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private ObjectSticker[] mStickers;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRedi(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.REDI, res, scrWidth);
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] { {0,1,1,0,-1,1, 2,1,2,2,-1,2},{0,1,3,0,-1,3, 2,1,4,2,-1,4},{0,1,5,0,-1,5, 2,1,6,2,-1,6},{0,1,7,0,-1,7, 2,1,8,2,-1,8} } ),
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new ScrambleState( new int[][] { { },{0,1,3,0,-1,3 },{0,1,5,0,-1,5, },{ 2,1,8,2,-1,8} } ),
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new ScrambleState( new int[][] { { },{ 2,1,4,2,-1,4},{ 2,1,6,2,-1,6},{0,1,7,0,-1,7 } } ),
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new ScrambleState( new int[][] { {0,1,1,0,-1,1 },{ },{ 2,1,6,2,-1,6},{0,1,7,0,-1,7 } } ),
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new ScrambleState( new int[][] { { 2,1,2,2,-1,2},{ },{0,1,5,0,-1,5, },{ 2,1,8,2,-1,8} } ),
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new ScrambleState( new int[][] { {0,1,1,0,-1,1 },{ 2,1,4,2,-1,4},{ },{0,1,7,0,-1,7 } } ),
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new ScrambleState( new int[][] { { 2,1,2,2,-1,2},{0,1,3,0,-1,3 },{ },{ 2,1,8,2,-1,8} } ),
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new ScrambleState( new int[][] { { 2,1,2,2,-1,2},{0,1,3,0,-1,3 },{0,1,5,0,-1,5, },{ } } ),
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new ScrambleState( new int[][] { {0,1,1,0,-1,1 },{ 2,1,4,2,-1,4},{ 2,1,6,2,-1,6},{ } } ),
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeQuats()
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{
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mQuats = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getSolvedQuats(int cubit, int numLayers)
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{
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if( mQuats==null ) initializeQuats();
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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(MovementRedi.FACE_AXIS[status],mQuats);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.50f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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if( mQuats==null ) initializeQuats();
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return mQuats;
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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 getSolvedFunctionIndex()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int size)
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{
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float C = +SQ3/3 +0.05f;
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float[] cut = new float[] {-C,+C};
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return new float[][] { cut,cut,cut,cut };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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if( mCenters==null )
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{
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final float DIST_CORNER = 1.0f;
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final float DIST_EDGE = 1.5f;
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mCenters = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{ 0.0f, DIST_EDGE, DIST_EDGE },
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{ DIST_EDGE, 0.0f, DIST_EDGE },
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{ 0.0f,-DIST_EDGE, DIST_EDGE },
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{-DIST_EDGE, 0.0f, DIST_EDGE },
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{ DIST_EDGE, DIST_EDGE, 0.0f },
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{ DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE, DIST_EDGE, 0.0f },
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{ 0.0f, DIST_EDGE,-DIST_EDGE },
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{ DIST_EDGE, 0.0f,-DIST_EDGE },
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{ 0.0f,-DIST_EDGE,-DIST_EDGE },
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{-DIST_EDGE, 0.0f,-DIST_EDGE }
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};
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}
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return mCenters;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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if( variant==0 )
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{
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double[][] vertices = new double[][]
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{
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{ 0.0f, 0.0f, 0.0f },
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{-0.5f, 0.5f, 0.5f },
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{-0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f,-0.5f },
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{ 0.5f,-0.5f,-0.5f },
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{-0.5f, 0.5f,-0.5f },
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};
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int[][] vert_indices = new int[][]
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{
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{ 2,4,3,1 },
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{ 1,3,5,7 },
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{ 4,6,5,3 },
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{ 2,4,0 },
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{ 5,7,0 },
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{ 4,6,0 },
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{ 7,1,0 },
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{ 1,2,0 },
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{ 6,5,0 }
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};
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float[][] bands = new float[][] { {0.06f,35,0.5f,0.7f,5,2,2}, {0.01f,35,0.2f,0.4f,5,2,2} };
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int[] bandIndices = new int[] { 0,0,0,1,1,1,1,1,1 };
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float[][] corners = new float[][] { {0.06f,0.12f} };
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int[] cornerIndices = new int[] { -1,0,-1,0,0,0,-1,-1 };
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float[][] centers = new float[][] { { 0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { -1,0,-1,0,0,0,-1,-1 };
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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else
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{
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double[][] vertices = new double[][]
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{
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{-0.5f, 0.0f, 0.0f},
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{ 0.5f, 0.0f, 0.0f},
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{-0.5f,-1.0f, 0.0f},
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{ 0.5f,-1.0f, 0.0f},
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{ 0.0f,-1.5f, 0.0f},
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{-0.5f, 0.0f,-1.0f},
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{ 0.5f, 0.0f,-1.0f},
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{ 0.0f, 0.0f,-1.5f},
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};
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int[][] vert_indices = new int[][]
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{
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{ 0,2,4,3,1 },
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{ 0,1,6,7,5 },
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{ 1,3,6 },
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{ 0,2,5 },
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{ 4,7,6,3 },
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{ 4,7,5,2 }
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};
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float[][] bands = new float[][] { {0.038f,35,0.250f,0.7f,7,2,2}, {0.020f,35,0.125f,0.2f,3,1,2}, {0.020f,35,0.125f,0.2f,3,1,1} };
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int[] bandIndices = new int[] { 0,0,1,1,2,2 };
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float[][] corners = new float[][] { {0.06f,0.20f} };
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int[] cornerIndices = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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float[][] centers = new float[][] { { 0.0f,-0.75f,-0.75f} };
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int[] centerIndices = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuat(int cubit, int numLayers)
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{
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if( mQuats==null ) initializeQuats();
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switch(cubit)
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{
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case 0: return mQuats[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return mQuats[1]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return mQuats[2]; // 180 along Y
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case 6: return mQuats[3]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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case 8: return mQuats[0];
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case 9: return mQuats[5];
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case 10: return mQuats[3];
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case 11: return mQuats[11];
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case 12: return mQuats[4];
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case 13: return mQuats[7];
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case 14: return mQuats[9];
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case 15: return mQuats[10];
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case 16: return mQuats[2];
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case 17: return mQuats[8];
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case 18: return mQuats[1];
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case 19: return mQuats[6];
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitVariants(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit, int numLayers)
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{
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return cubit<8 ? 0:1;
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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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if( mFaceMap==null )
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{
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// Colors of the faces of cubits.
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// YELLOW 0 WHITE 1 BLUE 2 GREEN 3 RED 4 ORANGE 5
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// YELLOW 6 WHITE 7 BLUE 8 GREEN 9 RED 10 ORANGE 11
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mFaceMap = new int[][]
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{
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{ 4, 2, 0 },
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{ 2, 5, 0 },
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{ 3, 4, 0 },
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{ 5, 3, 0 },
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{ 1, 2, 4 },
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{ 5, 2, 1 },
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{ 4, 3, 1 },
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{ 1, 3, 5 },
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{ 10, 8,12 },
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{ 6,10,12 },
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{ 10, 9,12 },
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{ 7,10,12 },
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{ 8, 6,12 },
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{ 9, 6,12 },
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{ 9, 7,12 },
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{ 8, 7,12 },
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{ 11, 8,12 },
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{ 6,11,12 },
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{ 11, 9,12 },
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{ 7,11,12 },
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};
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}
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return cubitface<3 ? mFaceMap[cubit][cubitface] : NUM_TEXTURES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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381
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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388
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ObjectSticker retSticker(int face)
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390
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{
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if( mStickers==null )
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{
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float[][] STICKERS = new float[][]
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{
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{ -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f },
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396
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{ -0.3125f, 0.4375f, -0.3125f, -0.1875f, 0.0f, -0.5f, 0.3125f, -0.1875f, 0.3125f, 0.4375f }
|
397
|
};
|
398
|
|
399
|
final float R0 = 0.09f;
|
400
|
final float R1 = 0.06f;
|
401
|
final float[][] radii = { {R0,R0,R0,R0},{R1,R1,R1,R1,R1} };
|
402
|
final float[] strokes = { 0.09f,0.06f };
|
403
|
|
404
|
mStickers = new ObjectSticker[STICKERS.length];
|
405
|
|
406
|
for(int s=0; s<STICKERS.length; s++)
|
407
|
{
|
408
|
mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
|
409
|
}
|
410
|
}
|
411
|
|
412
|
return mStickers[face/NUM_FACES];
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
|
417
|
float returnMultiplier()
|
418
|
{
|
419
|
return 2.0f;
|
420
|
}
|
421
|
|
422
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
|
|
424
|
private void initializeScrambling()
|
425
|
{
|
426
|
int numLayers = getNumLayers();
|
427
|
|
428
|
if( mScrambleTable ==null )
|
429
|
{
|
430
|
mScrambleTable = new int[NUM_AXIS][numLayers];
|
431
|
}
|
432
|
if( mNumOccurences ==null )
|
433
|
{
|
434
|
int max=0;
|
435
|
|
436
|
for (ScrambleState mState : mStates)
|
437
|
{
|
438
|
int tmp = mState.getTotal(-1);
|
439
|
if (max < tmp) max = tmp;
|
440
|
}
|
441
|
|
442
|
mNumOccurences = new int[max];
|
443
|
}
|
444
|
|
445
|
for(int i=0; i<NUM_AXIS; i++)
|
446
|
for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 0;
|
447
|
}
|
448
|
|
449
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
450
|
// PUBLIC API
|
451
|
|
452
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles)
|
453
|
{
|
454
|
if( curr==0 )
|
455
|
{
|
456
|
mCurrState = 0;
|
457
|
mIndexExcluded =-1;
|
458
|
initializeScrambling();
|
459
|
}
|
460
|
|
461
|
int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences);
|
462
|
|
463
|
scramble[curr][0] = info[0];
|
464
|
scramble[curr][1] = info[1];
|
465
|
scramble[curr][2] = info[2];
|
466
|
|
467
|
mCurrState = info[3];
|
468
|
mIndexExcluded = info[0];
|
469
|
}
|
470
|
|
471
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
472
|
|
473
|
public Static3D[] getRotationAxis()
|
474
|
{
|
475
|
return ROT_AXIS;
|
476
|
}
|
477
|
|
478
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479
|
|
480
|
public int[] getBasicAngle()
|
481
|
{
|
482
|
if( mBasicAngle ==null ) mBasicAngle = new int[] { 3,3,3,3 };
|
483
|
return mBasicAngle;
|
484
|
}
|
485
|
|
486
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
487
|
|
488
|
public int getObjectName(int numLayers)
|
489
|
{
|
490
|
return R.string.redi2;
|
491
|
}
|
492
|
|
493
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
494
|
|
495
|
public int getInventor(int numLayers)
|
496
|
{
|
497
|
return R.string.redi2_inventor;
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
|
502
|
public int getComplexity(int numLayers)
|
503
|
{
|
504
|
return 4;
|
505
|
}
|
506
|
}
|