Revision a10ada2a
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/object/RubikObject.java | ||
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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.Static3D; |
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import org.distorted.library.type.Static4D; |
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import static org.distorted.object.RubikObjectList.*; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public abstract class RubikObject extends DistortedNode |
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{ |
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static final float OBJECT_SCREEN_RATIO = 0.5f; |
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static final int TEXTURE_SIZE = 100; |
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final float[] LEGAL_QUATS; |
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private static final int POST_ROTATION_MILLISEC = 500; |
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final float[] LEGAL_QUATS; |
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private final int NUM_CUBITS; |
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private final int[][] CUBIT_POSITIONS; |
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private int mRotAxis, mRotRow; |
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private Static3D mMove, mScale, mNodeMove, mNodeScale; |
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private Static4D mQuatAccumulated; |
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private DistortedTexture mNodeTexture; |
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int mSize, mRotAxis, mRotRow;
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int mSize; |
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Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal; |
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DistortedTexture mTexture; |
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MatrixEffectQuaternion mQuatCEffect; |
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MatrixEffectQuaternion mQuatAEffect; |
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private Cubit[] mCubits; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikObject(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects) |
... | ... | |
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super(texture,effects,mesh); |
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LEGAL_QUATS = getLegalQuats(); |
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NUM_CUBITS = getNumCubits(size); |
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CUBIT_POSITIONS = getCubitPositions(size); |
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mNodeTexture = texture; |
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mSize = size; |
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effects.apply(nodeScaleEffect); |
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effects.apply(nodeMoveEffect); |
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mCubits = new Cubit[NUM_CUBITS]; |
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mTexture = new DistortedTexture(TEXTURE_SIZE,TEXTURE_SIZE); |
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int vertices = (int)(24.0f/mSize + 2.0f); |
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for(int i=0; i<NUM_CUBITS; i++) |
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{ |
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int x = CUBIT_POSITIONS[i][0]; |
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int y = CUBIT_POSITIONS[i][1]; |
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int z = CUBIT_POSITIONS[i][2]; |
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mCubits[i] = new Cubit( this ,createMesh(vertices,x,y,z), new Static3D(x,y,z) ); |
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attach(mCubits[i].mNode); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void resetRotationAngle(Dynamic1D rotationAngle) |
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private void resetRotationAngle(Dynamic1D rotationAngle)
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{ |
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rotationAngle.setDuration(POST_ROTATION_MILLISEC); |
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rotationAngle.resetToBeginning(); |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract float[] getLegalQuats(); |
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public void savePreferences(SharedPreferences.Editor editor) |
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{ |
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].savePreferences(editor); |
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} |
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public abstract void savePreferences(SharedPreferences.Editor editor); |
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public abstract void restorePreferences(SharedPreferences preferences); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public abstract void beginNewRotation(int vector, int row );
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public abstract long addNewRotation(int vector, int row, int angle, long durationMillis, EffectListener listener );
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public abstract long finishRotationNow(EffectListener listener);
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public abstract void removeRotationNow();
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public void restorePreferences(SharedPreferences preferences)
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{
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].restorePreferences(preferences);
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}
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public abstract void apply(Effect effect, int position); |
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public abstract void remove(long effectID); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public abstract void releaseResources(); |
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public abstract void createTexture(); |
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public long finishRotationNow(EffectListener listener) |
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{ |
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boolean first = true; |
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long effectID=0; |
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for(int i=0; i<NUM_CUBITS; i++) |
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{ |
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if( belongsToRotation(mCubits[i].mCurrentPosition,mRotAxis,mRotRow) ) |
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{ |
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if( first ) |
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{ |
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first=false; |
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effectID = mCubits[i].finishRotationNow(listener); |
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} |
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resetRotationAngle(mCubits[i].mRotationAngle); |
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} |
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} |
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return effectID; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void releaseResources() |
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{ |
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mTexture.markForDeletion(); |
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].releaseResources(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void apply(Effect effect, int position) |
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{ |
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.apply(effect, position); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void remove(long effectID) |
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{ |
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.abortById(effectID); |
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} |
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public abstract void solve(); |
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public abstract boolean isSolved(); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void solve() |
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{ |
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for(int i=0; i<NUM_CUBITS; i++) mCubits[i].solve(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public boolean isSolved() |
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{ |
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Static4D q = mCubits[0].mQuatScramble; |
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float x = q.get0(); |
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float y = q.get1(); |
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float z = q.get2(); |
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float w = q.get3(); |
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for(int i=0; i<NUM_CUBITS; i++) |
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{ |
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q = mCubits[i].mQuatScramble; |
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if( q.get0()!=x || q.get1()!=y || q.get2()!=z || q.get3()!=w ) return false; |
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} |
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return true; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void beginNewRotation(int vector, int row ) |
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{ |
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Static3D axis = VectX; |
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switch(vector) |
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{ |
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case VECTX: axis = VectX; break; |
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case VECTY: axis = VectY; break; |
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case VECTZ: axis = VectZ; break; |
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} |
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mRotAxis = vector; |
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mRotRow = row; |
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mRotationAngleStatic.set0(0.0f); |
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for(int i=0; i<NUM_CUBITS; i++) |
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if( belongsToRotation( mCubits[i].mCurrentPosition,vector,mRotRow) ) |
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{ |
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mCubits[i].beginNewRotation(axis); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public long addNewRotation(int vector, int row, int angle, long durationMillis, EffectListener listener ) |
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{ |
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Static3D axis = VectX; |
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long effectID=0; |
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boolean first = true; |
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switch(vector) |
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{ |
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case VECTX: axis = VectX; break; |
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case VECTY: axis = VectY; break; |
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case VECTZ: axis = VectZ; break; |
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} |
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mRotAxis = vector; |
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mRotRow = row; |
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mRotationAngleStatic.set0(0.0f); |
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for(int i=0; i<NUM_CUBITS; i++) |
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if( belongsToRotation(mCubits[i].mCurrentPosition,vector,mRotRow) ) |
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{ |
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mCubits[i].addNewRotation(axis,durationMillis,angle); |
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if( first ) |
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{ |
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first = false; |
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effectID = mCubits[i].setUpCallback(listener); |
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} |
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} |
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return effectID; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void removeRotationNow() |
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{ |
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float qx=0,qy=0,qz=0; |
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boolean first = true; |
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Static4D quat = null; |
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switch(mRotAxis) |
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{ |
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case VECTX: qx=1; break; |
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case VECTY: qy=1; break; |
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case VECTZ: qz=1; break; |
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} |
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for(int i=0; i<NUM_CUBITS; i++) |
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if( belongsToRotation(mCubits[i].mCurrentPosition,mRotAxis,mRotRow) ) |
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{ |
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if( first ) |
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{ |
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first = false; |
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quat = mCubits[i].returnRotationQuat(qx,qy,qz); |
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} |
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mCubits[i].removeRotationNow(quat); |
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} |
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mRotationAngleStatic.set0(0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract int getNumCubits(int size); |
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abstract int[][] getCubitPositions(int size); |
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abstract float[] getLegalQuats(); |
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abstract boolean belongsToRotation(Static3D position, int axis, int row); |
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abstract MeshCubes createMesh(int vertices,int x, int y, int z); |
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public abstract void createTexture(); |
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} |
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