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e844c116
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Leszek Koltunski
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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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1f9772f3
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Leszek Koltunski
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package org.distorted.objects;
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e844c116
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Leszek Koltunski
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Leszek Koltunski
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import android.content.res.Resources;
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e844c116
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Leszek Koltunski
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import android.graphics.Canvas;
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import android.graphics.Paint;
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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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efa8aa48
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Leszek Koltunski
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import org.distorted.library.mesh.MeshSquare;
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e844c116
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Leszek Koltunski
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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6fd4a72c
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import org.distorted.main.R;
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1ebc4767
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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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e844c116
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyPyraminx extends TwistyObject
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{
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ad38d800
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3),
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0),
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ad38d800
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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_GREEN , COLOR_YELLOW,
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COLOR_BLUE , COLOR_RED
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e844c116
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};
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// computed with res/raw/compute_quats.c
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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( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, 0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, 0.5f),
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new Static4D( SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, -0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, -0.5f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f)
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};
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private static MeshBase mOctaMesh, mTetraMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyPyraminx(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, 30, quat, texture, mesh, effects, moves, ObjectList.PYRA, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addTetrahedralLattice(int size, int index, Static3D[] pos)
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{
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final float DX = 1.0f;
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final float DY = SQ2/2;
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final float DZ = 1.0f;
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float startX = 0.0f;
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float startY =-DY*(size-1)/2;
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float startZ = DZ*(size-1)/2;
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for(int layer=0; layer<size; layer++)
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{
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float currX = startX;
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float currY = startY;
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for(int x=0; x<layer+1; x++)
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{
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float currZ = startZ;
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for(int z=0; z<size-layer; z++)
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{
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pos[index] = new Static3D(currX,currY,currZ);
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index++;
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currZ -= DZ;
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}
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currX += DX;
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}
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startX-=DX/2;
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startY+=DY;
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startZ-=DZ/2;
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49f67f9b
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ac940e24
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// there are (n^3-n)/6 octahedrons and ((n+1)^3 - (n+1))/6 tetrahedrons
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Static3D[] getCubitPositions(int size)
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{
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ac940e24
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Leszek Koltunski
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int numOcta = (size-1)*size*(size+1)/6;
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int numTetra= size*(size+1)*(size+2)/6;
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Static3D[] ret = new Static3D[numOcta+numTetra];
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addTetrahedralLattice(size-1, 0,ret);
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addTetrahedralLattice(size ,numOcta,ret);
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ac940e24
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return ret;
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e844c116
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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10585385
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Leszek Koltunski
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Static4D[] getQuats()
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e844c116
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{
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10585385
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Leszek Koltunski
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return QUATS;
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e844c116
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Leszek Koltunski
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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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eab9d8f8
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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a64e07d0
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int getNumStickerTypes(int numLayers)
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eab9d8f8
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Leszek Koltunski
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{
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return 1;
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}
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7403cdfa
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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a97e02b7
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float[] getCuts(int size)
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7403cdfa
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{
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a97e02b7
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float[] cuts = new float[size-1];
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for(int i=0; i<size-1; i++)
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{
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cuts[i] = (1.0f-0.25f*size+i)*(SQ6/3);
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}
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return cuts;
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7403cdfa
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Leszek Koltunski
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}
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8f53e513
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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ac940e24
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Leszek Koltunski
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return 8;
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8f53e513
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Leszek Koltunski
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}
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f0fa83ae
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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7381193e
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Leszek Koltunski
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return 0.82f;
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f0fa83ae
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Leszek Koltunski
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}
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eaee1ddc
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Leszek Koltunski
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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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f6d06256
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ac940e24
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Leszek Koltunski
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private int faceColor(int cubit, int axis)
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f6d06256
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Leszek Koltunski
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{
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Leszek Koltunski
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float row = CUBITS[cubit].mRotationRow[axis];
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return row*row < 0.1f ? axis : NUM_FACES;
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f6d06256
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Leszek Koltunski
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}
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f0fa83ae
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ac940e24
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Leszek Koltunski
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int getFaceColor(int cubit, int cubitface, int size)
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e844c116
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{
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ac940e24
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Leszek Koltunski
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if( cubit< (size-1)*size*(size+1)/6 )
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40ab026e
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Leszek Koltunski
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{
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ac940e24
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Leszek Koltunski
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switch( cubitface )
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{
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case 0: return faceColor(cubit,0);
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case 2: return faceColor(cubit,1);
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case 5: return faceColor(cubit,3);
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case 7: return faceColor(cubit,2);
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default:return NUM_FACES;
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}
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40ab026e
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Leszek Koltunski
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}
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ac940e24
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else
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89a11f7b
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{
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217 |
ac940e24
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Leszek Koltunski
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return cubitface<NUM_FACES ? faceColor(cubit,cubitface) : NUM_FACES;
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89a11f7b
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}
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219 |
e844c116
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Leszek Koltunski
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}
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40ab026e
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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a64e07d0
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Leszek Koltunski
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MeshBase createCubitMesh(int cubit, int numLayers)
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40ab026e
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Leszek Koltunski
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{
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225 |
d99f3a48
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Leszek Koltunski
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if( cubit< (numLayers-1)*numLayers*(numLayers+1)/6 )
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40ab026e
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Leszek Koltunski
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{
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b89898c5
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Leszek Koltunski
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if( mOctaMesh==null ) mOctaMesh = FactoryCubit.getInstance().createOctaMesh();
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ac940e24
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Leszek Koltunski
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return mOctaMesh.copy(true);
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40ab026e
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Leszek Koltunski
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}
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else
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{
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b89898c5
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Leszek Koltunski
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if( mTetraMesh==null ) mTetraMesh = FactoryCubit.getInstance().createTetraMesh();
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ac940e24
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Leszek Koltunski
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return mTetraMesh.copy(true);
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40ab026e
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Leszek Koltunski
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}
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}
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7289fd6c
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///////////////////////////////////////////////////////////////////////////////////////////////////
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239 |
ae755eda
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Leszek Koltunski
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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240 |
7289fd6c
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Leszek Koltunski
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{
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241 |
ae755eda
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Leszek Koltunski
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float E = 0.75f;
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float F = 0.50f;
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243 |
76c2bd07
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Leszek Koltunski
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float R = 0.06f;
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float S = 0.08f;
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float[] vertices = { -F,-E/3, +F,-E/3, 0.0f,2*E/3};
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b89898c5
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Leszek Koltunski
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FactorySticker factory = FactorySticker.getInstance();
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248 |
ae755eda
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Leszek Koltunski
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factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face], R);
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249 |
7289fd6c
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Leszek Koltunski
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}
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250 |
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251 |
fb377dae
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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252 |
7403cdfa
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Leszek Koltunski
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// SQ6/3 = height of the tetrahedron
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253 |
fb377dae
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Leszek Koltunski
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254 |
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float returnMultiplier()
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{
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256 |
d99f3a48
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Leszek Koltunski
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return getNumLayers()/(SQ6/3);
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257 |
fb377dae
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Leszek Koltunski
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}
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258 |
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259 |
7c969a6d
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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260 |
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261 |
a64e07d0
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Leszek Koltunski
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float[] getRowChances(int numLayers)
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262 |
7c969a6d
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Leszek Koltunski
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{
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263 |
d99f3a48
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Leszek Koltunski
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int total = numLayers*(numLayers+1)/2;
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264 |
7c969a6d
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Leszek Koltunski
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float running=0.0f;
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265 |
d99f3a48
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Leszek Koltunski
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float[] chances = new float[numLayers];
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266 |
7c969a6d
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Leszek Koltunski
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267 |
d99f3a48
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Leszek Koltunski
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for(int i=0; i<numLayers; i++)
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268 |
7c969a6d
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Leszek Koltunski
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{
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269 |
d99f3a48
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Leszek Koltunski
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running += (numLayers-i);
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270 |
7c969a6d
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Leszek Koltunski
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chances[i] = running / total;
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}
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return chances;
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}
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275 |
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276 |
e844c116
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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277 |
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// PUBLIC API
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278 |
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279 |
12ad3fca
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Leszek Koltunski
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public Static3D[] getRotationAxis()
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280 |
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{
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281 |
ad38d800
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Leszek Koltunski
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return ROT_AXIS;
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282 |
12ad3fca
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Leszek Koltunski
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}
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283 |
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284 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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285 |
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286 |
e844c116
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Leszek Koltunski
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public int getBasicAngle()
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287 |
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{
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288 |
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return 3;
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289 |
|
|
}
|
290 |
39e74052
|
Leszek Koltunski
|
|
291 |
7c969a6d
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
292 |
|
|
|
293 |
|
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
294 |
|
|
{
|
295 |
|
|
int numAxis = ROTATION_AXIS.length;
|
296 |
|
|
|
297 |
|
|
if( oldRotAxis == START_AXIS )
|
298 |
5cf34c5f
|
Leszek Koltunski
|
{
|
299 |
7c969a6d
|
Leszek Koltunski
|
return rnd.nextInt(numAxis);
|
300 |
|
|
}
|
301 |
|
|
else
|
302 |
|
|
{
|
303 |
|
|
int newVector = rnd.nextInt(numAxis-1);
|
304 |
|
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
305 |
5cf34c5f
|
Leszek Koltunski
|
}
|
306 |
|
|
}
|
307 |
|
|
|
308 |
e46e17fb
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
309 |
|
|
|
310 |
7c969a6d
|
Leszek Koltunski
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
311 |
e46e17fb
|
Leszek Koltunski
|
{
|
312 |
7c969a6d
|
Leszek Koltunski
|
float rowFloat = rnd.nextFloat();
|
313 |
e46e17fb
|
Leszek Koltunski
|
|
314 |
7c969a6d
|
Leszek Koltunski
|
for(int row=0; row<mRowChances.length; row++)
|
315 |
|
|
{
|
316 |
|
|
if( rowFloat<=mRowChances[row] ) return row;
|
317 |
|
|
}
|
318 |
|
|
|
319 |
|
|
return 0;
|
320 |
e46e17fb
|
Leszek Koltunski
|
}
|
321 |
f0336037
|
Leszek Koltunski
|
|
322 |
6b6504fe
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
323 |
|
|
|
324 |
|
|
public boolean isSolved()
|
325 |
|
|
{
|
326 |
|
|
int index = CUBITS[0].mQuatIndex;
|
327 |
|
|
|
328 |
|
|
for(int i=1; i<NUM_CUBITS; i++)
|
329 |
|
|
{
|
330 |
|
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
331 |
|
|
}
|
332 |
|
|
|
333 |
|
|
return true;
|
334 |
|
|
}
|
335 |
|
|
|
336 |
1ebc4767
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
337 |
|
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
338 |
|
|
// then if it were rotated by quaternion 'quat'.
|
339 |
|
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
340 |
|
|
// middle squares get interchanged. No visible difference!
|
341 |
|
|
//
|
342 |
|
|
// So: this is true iff the cubit
|
343 |
|
|
// a) is a corner or edge and the quaternions are the same
|
344 |
|
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
345 |
|
|
|
346 |
6b6504fe
|
Leszek Koltunski
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
347 |
1ebc4767
|
Leszek Koltunski
|
{
|
348 |
|
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
349 |
|
|
|
350 |
|
|
int belongsToHowManyFaces = 0;
|
351 |
d99f3a48
|
Leszek Koltunski
|
int numLayers = getNumLayers()-1;
|
352 |
1ebc4767
|
Leszek Koltunski
|
float row;
|
353 |
|
|
final float MAX_ERROR = 0.01f;
|
354 |
|
|
|
355 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
356 |
|
|
{
|
357 |
|
|
row = cubit.mRotationRow[i];
|
358 |
d99f3a48
|
Leszek Koltunski
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
359 |
|
|
(row-numLayers<MAX_ERROR && row-numLayers>-MAX_ERROR) ) belongsToHowManyFaces++;
|
360 |
1ebc4767
|
Leszek Koltunski
|
}
|
361 |
|
|
|
362 |
|
|
switch(belongsToHowManyFaces)
|
363 |
|
|
{
|
364 |
|
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
365 |
|
|
case 1 : // cubit that lies inside one of the faces
|
366 |
|
|
Static3D orig = cubit.getOrigPosition();
|
367 |
|
|
Static4D quat1 = QUATS[quatIndex];
|
368 |
|
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
369 |
|
|
|
370 |
|
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
371 |
|
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
372 |
|
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
373 |
|
|
|
374 |
eb389a97
|
Leszek Koltunski
|
float row1, row2;
|
375 |
1ebc4767
|
Leszek Koltunski
|
float x1 = rotated1.get0();
|
376 |
|
|
float y1 = rotated1.get1();
|
377 |
|
|
float z1 = rotated1.get2();
|
378 |
|
|
float x2 = rotated2.get0();
|
379 |
|
|
float y2 = rotated2.get1();
|
380 |
|
|
float z2 = rotated2.get2();
|
381 |
|
|
|
382 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
383 |
|
|
{
|
384 |
eb389a97
|
Leszek Koltunski
|
row1 = computeRow(x1,y1,z1,i);
|
385 |
|
|
row2 = computeRow(x2,y2,z2,i);
|
386 |
|
|
|
387 |
bb490017
|
Leszek Koltunski
|
if( (row1==0 && row2==0) || (row1==numLayers && row2==numLayers) ) return true;
|
388 |
1ebc4767
|
Leszek Koltunski
|
}
|
389 |
|
|
return false;
|
390 |
|
|
|
391 |
|
|
default: return false; // edge or corner
|
392 |
|
|
}
|
393 |
|
|
}
|
394 |
|
|
|
395 |
f0336037
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
396 |
ee35e63c
|
Leszek Koltunski
|
// only needed for solvers - there are no Pyraminx solvers ATM)
|
397 |
f0336037
|
Leszek Koltunski
|
|
398 |
20931cf6
|
Leszek Koltunski
|
public String retObjectString()
|
399 |
f0336037
|
Leszek Koltunski
|
{
|
400 |
|
|
return "";
|
401 |
|
|
}
|
402 |
6fd4a72c
|
Leszek Koltunski
|
|
403 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
404 |
|
|
|
405 |
|
|
public int getObjectName(int numLayers)
|
406 |
|
|
{
|
407 |
|
|
switch(numLayers)
|
408 |
|
|
{
|
409 |
|
|
case 3: return R.string.pyra3;
|
410 |
|
|
case 4: return R.string.pyra4;
|
411 |
|
|
case 5: return R.string.pyra5;
|
412 |
|
|
}
|
413 |
|
|
return R.string.pyra3;
|
414 |
|
|
}
|
415 |
|
|
|
416 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
417 |
|
|
|
418 |
|
|
public int getInventor(int numLayers)
|
419 |
|
|
{
|
420 |
|
|
switch(numLayers)
|
421 |
|
|
{
|
422 |
|
|
case 3: return R.string.pyra3_inventor;
|
423 |
|
|
case 4: return R.string.pyra4_inventor;
|
424 |
|
|
case 5: return R.string.pyra5_inventor;
|
425 |
|
|
}
|
426 |
|
|
return R.string.pyra3_inventor;
|
427 |
|
|
}
|
428 |
|
|
|
429 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430 |
|
|
|
431 |
|
|
public int getComplexity(int numLayers)
|
432 |
|
|
{
|
433 |
|
|
switch(numLayers)
|
434 |
|
|
{
|
435 |
|
|
case 3: return 4;
|
436 |
|
|
case 4: return 6;
|
437 |
|
|
case 5: return 8;
|
438 |
|
|
}
|
439 |
|
|
return 4;
|
440 |
|
|
}
|
441 |
e844c116
|
Leszek Koltunski
|
}
|