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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.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.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.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.MeshCubes;
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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 org.distorted.magic.RubikSurfaceView;
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import static org.distorted.object.RubikObjectList.VECTX;
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import static org.distorted.object.RubikObjectList.VECTY;
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import static org.distorted.object.RubikObjectList.VECTZ;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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private static final Static3D VectX = new Static3D(1,0,0);
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private static final Static3D VectY = new Static3D(0,1,0);
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private static final Static3D VectZ = new Static3D(0,0,1);
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private DistortedNode[][][] mNodes;
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private MeshCubes[][][] mCubes;
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private DistortedEffects[][][] mEffects;
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private Static4D[][][] mQuatScramble;
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private Static3D[][][] mRotationAxis;
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private Dynamic1D[][][] mRotationAngle;
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private Static3D[][][] mCurrentPosition;
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private MatrixEffectRotate[][][] mRotateEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// All legal rotation quats must have all four of their components equal to either
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// 0, 1, -1, 0.5, -0.5 or +-sqrt(2)/2.
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//
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// Because of quatMultiplication, errors can accumulate - so to avoid this, we
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// correct the value of the 'scramble' quat to what it should be.
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//
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// We also have to remember that the group of unit quaternions is a double-cover of rotations
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// in 3D ( q represents the same rotation as -q ) - so invert if needed.
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private static final float SQ2 = 0.5f*((float)Math.sqrt(2));
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private static final float[] LEGAL = { 0.0f , 0.5f , -0.5f , 1.0f , -1.0f , SQ2 , -SQ2 };
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private void normalizeScrambleQuat(int i, int j, int k)
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{
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Static4D quat = mQuatScramble[i][j][k];
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float x = quat.get0();
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float y = quat.get1();
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float z = quat.get2();
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float w = quat.get3();
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float diff;
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for(float legal: LEGAL)
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{
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diff = x-legal;
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if( diff*diff<0.01f ) x = legal;
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diff = y-legal;
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if( diff*diff<0.01f ) y = legal;
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diff = z-legal;
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if( diff*diff<0.01f ) z = legal;
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diff = w-legal;
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if( diff*diff<0.01f ) w = legal;
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}
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if( w<0 )
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{
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w = -w;
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z = -z;
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y = -y;
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x = -x;
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}
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else if( w==0 )
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{
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if( z<0 )
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{
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z = -z;
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y = -y;
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x = -x;
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}
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else if( z==0 )
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{
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if( y<0 )
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{
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y = -y;
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x = -x;
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}
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else if( y==0 )
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{
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if( x<0 )
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{
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x = -x;
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}
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}
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}
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}
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mQuatScramble[i][j][k].set(x,y,z,w);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean belongsToRotation(int x, int y, int z, int vector, int row)
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{
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switch(vector)
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{
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case VECTX: return mCurrentPosition[x][y][z].get0()==row;
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case VECTY: return mCurrentPosition[x][y][z].get1()==row;
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case VECTZ: return mCurrentPosition[x][y][z].get2()==row;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void modifyCurrentPosition(int x, int y, int z, Static4D quat)
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{
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Static3D current = mCurrentPosition[x][y][z];
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float diff = 0.5f*(mSize-1);
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float cubitCenterX = current.get0() - diff;
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float cubitCenterY = current.get1() - diff;
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float cubitCenterZ = current.get2() - diff;
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Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
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float rotatedX = rotatedCenter.get0() + diff;
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float rotatedY = rotatedCenter.get1() + diff;
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float rotatedZ = rotatedCenter.get2() + diff;
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int roundedX = (int)(rotatedX+0.1f);
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int roundedY = (int)(rotatedY+0.1f);
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int roundedZ = (int)(rotatedZ+0.1f);
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mCurrentPosition[x][y][z].set0(roundedX);
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mCurrentPosition[x][y][z].set1(roundedY);
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mCurrentPosition[x][y][z].set2(roundedZ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
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{
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super(size,quatCur,quatAcc,texture,mesh,effects);
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mRotAxis = VECTX;
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mTexture = new DistortedTexture(TEXTURE_SIZE,TEXTURE_SIZE);
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mNodes = new DistortedNode[mSize][mSize][mSize];
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mCubes = new MeshCubes[mSize][mSize][mSize];
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mEffects = new DistortedEffects[mSize][mSize][mSize];
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mQuatScramble = new Static4D[mSize][mSize][mSize];
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mRotationAxis = new Static3D[mSize][mSize][mSize];
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mRotationAngle = new Dynamic1D[mSize][mSize][mSize];
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mCurrentPosition= new Static3D[mSize][mSize][mSize];
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mRotateEffect = new MatrixEffectRotate[mSize][mSize][mSize];
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Static3D[][][] cubeVectors = new Static3D[mSize][mSize][mSize];
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Static3D matrCenter = new Static3D(0,0,0);
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// 3x2 bitmap = 6 squares:
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//
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// RED GREEN BLUE
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// YELLOW WHITE BROWN
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final float ze = 0.0f;
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final float ot = 1.0f/3.0f;
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final float tt = 2.0f/3.0f;
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final float oh = 1.0f/2.0f;
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final float of = 1.0f/40.0f;
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final Static4D mapFront = new Static4D(ze,oh, ze+ot,oh+oh);
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final Static4D mapBack = new Static4D(tt,ze, tt+ot,ze+oh);
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final Static4D mapLeft = new Static4D(ot,ze, ot+ot,ze+oh);
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final Static4D mapRight = new Static4D(ze,ze, ze+ot,ze+oh);
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final Static4D mapTop = new Static4D(tt,oh, tt+ot,oh+oh);
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final Static4D mapBottom= new Static4D(ot,oh, ot+ot,oh+oh);
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final Static4D mapBlack = new Static4D(ze,ze, ze+of,ze+of);
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Static4D tmpFront, tmpBack, tmpLeft, tmpRight, tmpTop, tmpBottom;
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float nc = 0.5f*mSize;
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int vertices = (int)(24.0f/mSize + 2.0f);
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for(int x = 0; x< mSize; x++)
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for(int y = 0; y< mSize; y++)
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for(int z = 0; z< mSize; z++)
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{
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if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 ) // only the external walls
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{
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tmpLeft = (x== 0 ? mapLeft :mapBlack);
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tmpRight = (x== mSize-1 ? mapRight :mapBlack);
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tmpFront = (z== mSize-1 ? mapFront :mapBlack);
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tmpBack = (z== 0 ? mapBack :mapBlack);
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tmpTop = (y== mSize-1 ? mapTop :mapBlack);
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tmpBottom= (y== 0 ? mapBottom:mapBlack);
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mCubes[x][y][z] = new MeshCubes(vertices,vertices,vertices, tmpFront, tmpBack, tmpLeft, tmpRight, tmpTop, tmpBottom);
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cubeVectors[x][y][z] = new Static3D( TEXTURE_SIZE*(x-nc), TEXTURE_SIZE*(y-nc), TEXTURE_SIZE*(z-nc) );
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mQuatScramble[x][y][z] = new Static4D(0,0,0,1);
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mRotationAngle[x][y][z] = new Dynamic1D();
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mRotationAxis[x][y][z] = new Static3D(1,0,0);
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mCurrentPosition[x][y][z] = new Static3D(x,y,z);
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mRotateEffect[x][y][z] = new MatrixEffectRotate(mRotationAngle[x][y][z], mRotationAxis[x][y][z], matrCenter);
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mEffects[x][y][z] = new DistortedEffects();
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mEffects[x][y][z].apply(mSinkEffect);
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mEffects[x][y][z].apply( new MatrixEffectMove(cubeVectors[x][y][z]) );
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mEffects[x][y][z].apply( new MatrixEffectQuaternion(mQuatScramble[x][y][z], matrCenter));
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mEffects[x][y][z].apply(mRotateEffect[x][y][z]);
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mEffects[x][y][z].apply(mQuatAEffect);
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mEffects[x][y][z].apply(mQuatCEffect);
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mEffects[x][y][z].apply(mScaleEffect);
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mEffects[x][y][z].apply(mMoveEffect);
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mNodes[x][y][z] = new DistortedNode(mTexture,mEffects[x][y][z],mCubes[x][y][z]);
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attach(mNodes[x][y][z]);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// mSize already saved as RubikStatePlay.mButton
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public void savePreferences(SharedPreferences.Editor editor)
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{
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float qx,qy,qz,qw;
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for(int x=0; x<mSize; x++)
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for(int y=0; y<mSize; y++)
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for(int z=0; z<mSize; z++)
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if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
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{
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qx = mQuatScramble[x][y][z].get0();
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qy = mQuatScramble[x][y][z].get1();
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qz = mQuatScramble[x][y][z].get2();
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qw = mQuatScramble[x][y][z].get3();
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editor.putFloat("qx_"+x+"_"+y+"_"+z, qx);
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editor.putFloat("qy_"+x+"_"+y+"_"+z, qy);
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editor.putFloat("qz_"+x+"_"+y+"_"+z, qz);
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editor.putFloat("qw_"+x+"_"+y+"_"+z, qw);
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}
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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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float qx,qy,qz,qw;
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for(int x=0; x<mSize; x++)
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for(int y=0; y<mSize; y++)
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for(int z=0; z<mSize; z++)
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if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
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{
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qx = preferences.getFloat("qx_"+x+"_"+y+"_"+z, 0.0f);
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qy = preferences.getFloat("qy_"+x+"_"+y+"_"+z, 0.0f);
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qz = preferences.getFloat("qz_"+x+"_"+y+"_"+z, 0.0f);
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qw = preferences.getFloat("qw_"+x+"_"+y+"_"+z, 1.0f);
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mQuatScramble[x][y][z].set(qx,qy,qz,qw);
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modifyCurrentPosition(x, y, z, mQuatScramble[x][y][z]);
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}
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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 x=0; x<mSize; x++)
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for(int y=0; y<mSize; y++)
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for(int z=0; z<mSize; z++)
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if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
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{
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if( belongsToRotation(x,y,z,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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mRotateEffect[x][y][z].notifyWhenFinished(listener);
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effectID = mRotateEffect[x][y][z].getID();
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int pointNum = mRotationAngle[x][y][z].getNumPoints();
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if( pointNum>=1 )
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{
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float startingAngle = mRotationAngle[x][y][z].getPoint(pointNum-1).get0();
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int nearestAngleInDegrees = computeNearestAngle(startingAngle);
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mRotationAngleStatic.set0(startingAngle);
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mRotationAngleFinal.set0(nearestAngleInDegrees);
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mRotationAngleMiddle.set0( nearestAngleInDegrees + (nearestAngleInDegrees-startingAngle)*0.2f );
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}
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else
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{
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android.util.Log.e("cube", "ERROR finishing rotation!");
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return 0;
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}
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}
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mRotationAngle[x][y][z].setDuration(POST_ROTATION_MILLISEC);
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mRotationAngle[x][y][z].resetToBeginning();
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mRotationAngle[x][y][z].removeAll();
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mRotationAngle[x][y][z].add(mRotationAngleStatic);
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mRotationAngle[x][y][z].add(mRotationAngleMiddle);
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mRotationAngle[x][y][z].add(mRotationAngleFinal);
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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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// all DistortedTextures, DistortedNodes, DistortedFramebuffers, DistortedScreens and all types of
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// Meshes HAVE TO be markedForDeletion when they are no longer needed- otherwise we have a major
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// memory leak.
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public void releaseResources()
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{
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mTexture.markForDeletion();
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for(int x=0; x<mSize; x++)
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for(int y=0; y<mSize; y++)
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for(int z=0; z<mSize; z++)
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{
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if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
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{
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mCubes[x][y][z].markForDeletion();
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mNodes[x][y][z].markForDeletion();
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void createTexture()
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{
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Bitmap bitmap;
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final int S = 128;
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final int W = 3*S;
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final int H = 2*S;
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final int R = S/10;
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final int M = S/20;
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Paint paint = new Paint();
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bitmap = Bitmap.createBitmap(W,H, 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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392
|
|
393
|
// 3x2 bitmap = 6 squares:
|
394
|
//
|
395
|
// RED GREEN BLUE
|
396
|
// YELLOW WHITE BROWN
|
397
|
|
398
|
paint.setColor(0xff000000); // BLACK BACKGROUND
|
399
|
canvas.drawRect(0, 0, W, H, paint); //
|
400
|
|
401
|
paint.setColor(0xffff0000); // RED
|
402
|
canvas.drawRoundRect( M, M, S-M, S-M, R, R, paint); //
|
403
|
paint.setColor(0xff00ff00); // GREEN
|
404
|
canvas.drawRoundRect( S+M, M, 2*S-M, S-M, R, R, paint); //
|
405
|
paint.setColor(0xff0000ff); // BLUE
|
406
|
canvas.drawRoundRect(2*S+M, M, 3*S-M, S-M, R, R, paint); //
|
407
|
paint.setColor(0xffffff00); // YELLOW
|
408
|
canvas.drawRoundRect( M, S+M, S-M, 2*S-M, R, R, paint); //
|
409
|
paint.setColor(0xffffffff); // WHITE
|
410
|
canvas.drawRoundRect( S+M, S+M, 2*S-M, 2*S-M, R, R, paint); //
|
411
|
paint.setColor(0xffb5651d); // BROWN
|
412
|
canvas.drawRoundRect(2*S+M, S+M, 3*S-M, 2*S-M, R, R, paint); //
|
413
|
|
414
|
mTexture.setTexture(bitmap);
|
415
|
}
|
416
|
|
417
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418
|
|
419
|
public void apply(Effect effect, int position)
|
420
|
{
|
421
|
for(int x=0; x<mSize; x++)
|
422
|
for(int y=0; y<mSize; y++)
|
423
|
for(int z=0; z<mSize; z++)
|
424
|
{
|
425
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
426
|
{
|
427
|
mEffects[x][y][z].apply(effect, position);
|
428
|
}
|
429
|
}
|
430
|
}
|
431
|
|
432
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
433
|
|
434
|
public void remove(long effectID)
|
435
|
{
|
436
|
for(int x=0; x<mSize; x++)
|
437
|
for(int y=0; y<mSize; y++)
|
438
|
for(int z=0; z<mSize; z++)
|
439
|
{
|
440
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
441
|
{
|
442
|
mEffects[x][y][z].abortById(effectID);
|
443
|
}
|
444
|
}
|
445
|
}
|
446
|
|
447
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
448
|
|
449
|
public void solve()
|
450
|
{
|
451
|
for(int x=0; x<mSize; x++)
|
452
|
for(int y=0; y<mSize; y++)
|
453
|
for(int z=0; z<mSize; z++)
|
454
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
455
|
{
|
456
|
mQuatScramble[x][y][z].set(0,0,0,1);
|
457
|
mCurrentPosition[x][y][z].set(x,y,z);
|
458
|
}
|
459
|
}
|
460
|
|
461
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
462
|
|
463
|
public boolean isSolved()
|
464
|
{
|
465
|
Static4D q = mQuatScramble[0][0][0];
|
466
|
|
467
|
float x = q.get0();
|
468
|
float y = q.get1();
|
469
|
float z = q.get2();
|
470
|
float w = q.get3();
|
471
|
|
472
|
for(int i = 0; i< mSize; i++)
|
473
|
for(int j = 0; j< mSize; j++)
|
474
|
for(int k = 0; k< mSize; k++)
|
475
|
{
|
476
|
if( i==0 || i==mSize-1 || j==0 || j==mSize-1 || k==0 || k==mSize-1 )
|
477
|
{
|
478
|
q = mQuatScramble[i][j][k];
|
479
|
|
480
|
if( q.get0()!=x || q.get1()!=y || q.get2()!=z || q.get3()!=w )
|
481
|
{
|
482
|
return false;
|
483
|
}
|
484
|
}
|
485
|
}
|
486
|
|
487
|
return true;
|
488
|
}
|
489
|
|
490
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
491
|
|
492
|
public void beginNewRotation(int vector, int row )
|
493
|
{
|
494
|
Static3D axis = VectX;
|
495
|
|
496
|
switch(vector)
|
497
|
{
|
498
|
case VECTX: axis = VectX; break;
|
499
|
case VECTY: axis = VectY; break;
|
500
|
case VECTZ: axis = VectZ; break;
|
501
|
}
|
502
|
|
503
|
mRotAxis = vector;
|
504
|
mRotRow = row;
|
505
|
|
506
|
mRotationAngleStatic.set0(0.0f);
|
507
|
|
508
|
for(int x=0; x<mSize; x++)
|
509
|
for(int y=0; y<mSize; y++)
|
510
|
for(int z=0; z<mSize; z++)
|
511
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
512
|
{
|
513
|
if( belongsToRotation(x,y,z,vector,mRotRow) )
|
514
|
{
|
515
|
mRotationAxis[x][y][z].set(axis);
|
516
|
mRotationAngle[x][y][z].add(mRotationAngleStatic);
|
517
|
}
|
518
|
}
|
519
|
}
|
520
|
|
521
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
522
|
|
523
|
public long addNewRotation(int vector, int row, int angle, long durationMillis, EffectListener listener )
|
524
|
{
|
525
|
Static3D axis = VectX;
|
526
|
long effectID=0;
|
527
|
boolean first = true;
|
528
|
|
529
|
switch(vector)
|
530
|
{
|
531
|
case VECTX: axis = VectX; break;
|
532
|
case VECTY: axis = VectY; break;
|
533
|
case VECTZ: axis = VectZ; break;
|
534
|
}
|
535
|
|
536
|
mRotAxis = vector;
|
537
|
mRotRow = row;
|
538
|
|
539
|
mRotationAngleStatic.set0(0.0f);
|
540
|
|
541
|
for(int x=0; x<mSize; x++)
|
542
|
for(int y=0; y<mSize; y++)
|
543
|
for(int z=0; z<mSize; z++)
|
544
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
545
|
{
|
546
|
if( belongsToRotation(x,y,z,vector,mRotRow) )
|
547
|
{
|
548
|
mRotationAxis[x][y][z].set(axis);
|
549
|
mRotationAngle[x][y][z].setDuration(durationMillis);
|
550
|
mRotationAngle[x][y][z].resetToBeginning();
|
551
|
mRotationAngle[x][y][z].add(new Static1D(0));
|
552
|
mRotationAngle[x][y][z].add(new Static1D(angle));
|
553
|
|
554
|
if( first )
|
555
|
{
|
556
|
first = false;
|
557
|
effectID = mRotateEffect[x][y][z].getID();
|
558
|
mRotateEffect[x][y][z].notifyWhenFinished(listener);
|
559
|
}
|
560
|
}
|
561
|
}
|
562
|
|
563
|
return effectID;
|
564
|
}
|
565
|
|
566
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
567
|
|
568
|
public void removeRotationNow()
|
569
|
{
|
570
|
float qx=0,qy=0,qz=0;
|
571
|
boolean first = true;
|
572
|
Static4D quat = null;
|
573
|
|
574
|
switch(mRotAxis)
|
575
|
{
|
576
|
case VECTX: qx=1; break;
|
577
|
case VECTY: qy=1; break;
|
578
|
case VECTZ: qz=1; break;
|
579
|
}
|
580
|
|
581
|
for(int x=0; x<mSize; x++)
|
582
|
for(int y=0; y<mSize; y++)
|
583
|
for(int z=0; z<mSize; z++)
|
584
|
if( x==0 || x==mSize-1 || y==0 || y==mSize-1 || z==0 || z==mSize-1 )
|
585
|
{
|
586
|
if( belongsToRotation(x,y,z,mRotAxis,mRotRow) )
|
587
|
{
|
588
|
if( first )
|
589
|
{
|
590
|
first = false;
|
591
|
int pointNum = mRotationAngle[x][y][z].getNumPoints();
|
592
|
|
593
|
if( pointNum>=1 )
|
594
|
{
|
595
|
float startingAngle = mRotationAngle[x][y][z].getPoint(pointNum-1).get0();
|
596
|
int nearestAngleInDegrees = computeNearestAngle(startingAngle);
|
597
|
double nearestAngleInRadians = nearestAngleInDegrees*Math.PI/180;
|
598
|
float sinA =-(float)Math.sin(nearestAngleInRadians*0.5);
|
599
|
float cosA = (float)Math.cos(nearestAngleInRadians*0.5);
|
600
|
quat = new Static4D(qx*sinA, qy*sinA, qz*sinA, cosA);
|
601
|
}
|
602
|
else
|
603
|
{
|
604
|
android.util.Log.e("cube", "ERROR removing rotation!");
|
605
|
return;
|
606
|
}
|
607
|
}
|
608
|
|
609
|
mRotationAngle[x][y][z].removeAll();
|
610
|
mQuatScramble[x][y][z].set(RubikSurfaceView.quatMultiply(quat,mQuatScramble[x][y][z]));
|
611
|
normalizeScrambleQuat(x,y,z);
|
612
|
modifyCurrentPosition(x,y,z,quat);
|
613
|
}
|
614
|
}
|
615
|
|
616
|
mRotationAngleStatic.set0(0);
|
617
|
}
|
618
|
}
|