Revision aa26ba7f
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/objects/TwistyMinx.java | ||
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import android.content.res.Resources; |
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import org.distorted.helpers.ScrambleState; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedTexture; |
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import org.distorted.library.mesh.MeshSquare; |
... | ... | |
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36, 34, 56, 32, 43, 21, 48, 28, 42, 23 |
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}; |
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static final boolean[][] OPPOSITE_ROWS = |
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{ |
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{false, true, false, true, false, false}, |
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{ true, false, false, true, true, true}, |
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{false, false, false, true, false, true}, |
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{ true, true, true, false, false, true}, |
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{false, true, false, false, false, true}, |
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{false, true, true, true, true, false} |
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}; |
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// the quadruple ( corner1, corner2, face1, face2 ) defining an edge. |
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// In fact the 2 corners already define it, the faces only provide easy |
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// way to get to know the colors. Order: arbitrary. Face1 arbitrarily on |
... | ... | |
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mBasicCornerV[2] = new Static4D( 0, -0.500f, 0.0f, 0.0f ); |
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} |
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private static int[][] mScrambleTable; |
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private static int[] mPossibleAxis, mPossibleLayers; |
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private static int[] mNumOccurences; |
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private int mCurrState; |
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private int mIndexExcluded; |
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private ScrambleState[] mStates; |
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private int[][] mScrambleTable; |
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private int[] mNumOccurences; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
... | ... | |
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DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth) |
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{ |
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super(numLayers, realSize, quat, texture, mesh, effects, moves, obj, res, scrWidth); |
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initializeScrambleStates(numLayers); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int[] getSolvedQuats(int cubit, int numLayers)
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private int[] generateL(int numLayers, int index)
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{ |
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int status = retCubitSolvedStatus(cubit,numLayers); |
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return status<0 ? null : buildSolvedQuats(MovementMinx.FACE_AXIS[mFaceMap[status]],QUATS); |
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int rows = (numLayers-1)/2; |
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int[] ret = new int[3*4*rows]; |
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for(int i=0; i<rows; i++) |
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{ |
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ret[12*i ] = i; |
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ret[12*i+ 1] =-2; |
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ret[12*i+ 2] = index; |
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ret[12*i+ 3] = i; |
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ret[12*i+ 4] =-1; |
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ret[12*i+ 5] = index; |
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ret[12*i+ 6] = i; |
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ret[12*i+ 7] =+1; |
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ret[12*i+ 8] = index; |
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ret[12*i+ 9] = i; |
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ret[12*i+10] =+2; |
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ret[12*i+11] = index; |
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} |
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return ret; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Static4D[] getQuats()
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private int[] generateR(int numLayers, int index)
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{ |
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return QUATS; |
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int rows = (numLayers-1)/2; |
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int[] ret = new int[3*4*rows]; |
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for(int i=0; i<rows; i++) |
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{ |
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int lay = rows+i+1; |
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ret[12*i ] = lay; |
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ret[12*i+ 1] =-2; |
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ret[12*i+ 2] = index; |
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ret[12*i+ 3] = lay; |
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ret[12*i+ 4] =-1; |
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ret[12*i+ 5] = index; |
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ret[12*i+ 6] = lay; |
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ret[12*i+ 7] =+1; |
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ret[12*i+ 8] = index; |
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ret[12*i+ 9] = lay; |
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ret[12*i+10] =+2; |
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ret[12*i+11] = index; |
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} |
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return ret; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNumFaces()
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private int[] generateB(int numLayers, int index)
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{ |
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return FACE_COLORS.length; |
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int rows = (numLayers-1); |
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int half = rows/2; |
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int[] ret = new int[3*4*rows]; |
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for(int i=0; i<rows; i++) |
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{ |
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int ind = i<half? index : index+1; |
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int lay = i<half? i : i+1; |
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ret[12*i ] = lay; |
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ret[12*i+ 1] =-2; |
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ret[12*i+ 2] = ind; |
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ret[12*i+ 3] = lay; |
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ret[12*i+ 4] =-1; |
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ret[12*i+ 5] = ind; |
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ret[12*i+ 6] = lay; |
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ret[12*i+ 7] =+1; |
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ret[12*i+ 8] = ind; |
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ret[12*i+ 9] = lay; |
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ret[12*i+10] =+2; |
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ret[12*i+11] = ind; |
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} |
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return ret; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getSolvedFunctionIndex()
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private void initializeScrambleStates(int numLayers)
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{ |
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return 0; |
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int[] LEFT0 = generateL(numLayers,1); |
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int[] RIGH0 = generateR(numLayers,2); |
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int[] LEFT1 = generateL(numLayers,3); |
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int[] RIGH1 = generateR(numLayers,4); |
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int[] LEFT2 = generateL(numLayers,5); |
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int[] RIGH2 = generateR(numLayers,6); |
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int[] LEFT3 = generateL(numLayers,7); |
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int[] RIGH3 = generateR(numLayers,8); |
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int[] LEFT4 = generateL(numLayers,9); |
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int[] RIGH4 = generateR(numLayers,10); |
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int[] LEFT5 = generateL(numLayers,11); |
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int[] RIGH5 = generateR(numLayers,12); |
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int[] BOTH1 = generateB(numLayers,1); |
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int[] BOTH3 = generateB(numLayers,3); |
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int[] BOTH5 = generateB(numLayers,5); |
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int[] BOTH7 = generateB(numLayers,7); |
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int[] BOTH9 = generateB(numLayers,9); |
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int[] BOTH11= generateB(numLayers,11); |
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mStates = new ScrambleState[] |
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{ |
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new ScrambleState( new int[][] { BOTH1,BOTH3,BOTH5,BOTH7,BOTH9,BOTH11 } ), // beg |
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new ScrambleState( new int[][] { {} ,RIGH1,LEFT2,RIGH3,LEFT4,LEFT5 } ), // 0L |
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new ScrambleState( new int[][] { {} ,LEFT1,RIGH2,LEFT3,RIGH4,RIGH5 } ), // 0R |
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new ScrambleState( new int[][] { RIGH0,{} ,LEFT2,RIGH3,RIGH4,RIGH5 } ), // 1L |
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new ScrambleState( new int[][] { LEFT0,{} ,RIGH2,LEFT3,LEFT4,LEFT5 } ), // 1R |
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new ScrambleState( new int[][] { LEFT0,LEFT1,{} ,RIGH3,LEFT4,RIGH5 } ), // 2L |
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new ScrambleState( new int[][] { RIGH0,RIGH1,{} ,LEFT3,RIGH4,LEFT5 } ), // 2R |
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new ScrambleState( new int[][] { RIGH0,RIGH1,RIGH2,{} ,LEFT4,RIGH5 } ), // 3L |
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new ScrambleState( new int[][] { LEFT0,LEFT1,LEFT2,{} ,RIGH4,LEFT5 } ), // 3R |
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new ScrambleState( new int[][] { LEFT0,RIGH1,LEFT2,LEFT3,{} ,RIGH5 } ), // 4L |
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new ScrambleState( new int[][] { RIGH0,LEFT1,RIGH2,RIGH3,{} ,LEFT5 } ), // 4R |
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new ScrambleState( new int[][] { LEFT0,RIGH1,RIGH2,RIGH3,RIGH4,{} } ), // 5L |
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new ScrambleState( new int[][] { RIGH0,LEFT1,LEFT2,LEFT3,LEFT4,{} } ), // 5R |
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}; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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boolean shouldResetTextureMaps()
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int[] getSolvedQuats(int cubit, int numLayers)
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{ |
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return false; |
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int status = retCubitSolvedStatus(cubit,numLayers); |
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return status<0 ? null : buildSolvedQuats(MovementMinx.FACE_AXIS[mFaceMap[status]],QUATS); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNumCubitFaces()
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Static4D[] getQuats()
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{ |
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return FACES_PER_CUBIT;
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return QUATS;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float returnMultiplier()
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int getNumFaces()
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{ |
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return 2.0f;
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return FACE_COLORS.length;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void initializeScrambleTable(int[] first, int numLayers)
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int getSolvedFunctionIndex()
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{ |
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if( mScrambleTable ==null ) mScrambleTable = new int[NUM_AXIS][2]; |
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if( mPossibleAxis ==null ) mPossibleAxis = new int[NUM_AXIS-1]; |
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if( mPossibleLayers==null ) mPossibleLayers= new int[NUM_AXIS-1]; |
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if( mNumOccurences ==null ) mNumOccurences = new int[NUM_AXIS-1]; |
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for(int i=0; i<NUM_AXIS; i++) |
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for(int j=0; j<2; j++) |
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{ |
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mScrambleTable[i][j] = 0; |
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} |
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int layer = convertRowIntoLayer(first[1],numLayers); |
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mScrambleTable[first[0]][layer] = 1; |
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return 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int convertRowIntoLayer(int row, int numLayers)
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boolean shouldResetTextureMaps()
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{ |
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return row>(numLayers-1)/2 ? 1 : 0;
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return false;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int convertLayerIntoRow(Random rnd, int layer, int numLayers)
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int getNumCubitFaces()
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{ |
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int ran = numLayers>3 ? rnd.nextInt((numLayers-1)/2) : 0; |
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return layer==0 ? ran : numLayers-1-ran; |
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return FACES_PER_CUBIT; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private boolean areOpposite(int oldAxis, int newAxis, int oldRow, int nom)
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float returnMultiplier()
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{ |
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return OPPOSITE_ROWS[oldAxis][newAxis]^(oldRow<nom);
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return 2.0f;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int retNewRotationIndex(Random rnd, int nom, int[] oldRot)
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private void initializeScrambling()
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{ |
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int index=0, max=0;
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int numLayers = getNumLayers();
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for(int ax=0; ax<NUM_AXIS; ax++)
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if( mScrambleTable ==null )
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{ |
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if( ax!=oldRot[0] ) |
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{ |
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mPossibleAxis[index] = ax; |
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mPossibleLayers[index] = areOpposite(oldRot[0],ax,oldRot[1],nom) ? 0:1; |
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int tmp = mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]]; |
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if( tmp>max ) max=tmp; |
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index++; |
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} |
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mScrambleTable = new int[NUM_AXIS][numLayers]; |
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} |
450 |
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for(int ax=0; ax<NUM_AXIS-1; ax++) |
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if( mNumOccurences ==null ) |
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{ |
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int value = mScrambleTable[mPossibleAxis[ax]][mPossibleLayers[ax]]; |
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mNumOccurences[ax] = max - value + (ax==0 ? 0 : mNumOccurences[ax-1]); |
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} |
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int max=0; |
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float random= rnd.nextFloat()*mNumOccurences[NUM_AXIS-2]; |
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for(int ax=0; ax<NUM_AXIS-1; ax++) |
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{ |
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if( random <= mNumOccurences[ax] ) |
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for (ScrambleState mState : mStates) |
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{ |
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index=ax;
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break;
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int tmp = mState.getTotal(-1);
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if (max < tmp) max = tmp;
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465 | 530 |
} |
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} |
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467 | 531 |
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mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]]++; |
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mNumOccurences = new int[max]; |
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} |
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return index; |
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for(int i=0; i<NUM_AXIS; i++) |
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for(int j=0; j<numLayers; j++) mScrambleTable[i][j] = 0; |
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471 | 537 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
475 | 541 |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total) |
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles)
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{ |
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int numLayers = getNumLayers(); |
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int nom = (numLayers-1)/2; |
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if( curr==0 ) |
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{ |
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int lf = rnd.nextInt(2); |
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int row= rnd.nextInt(nom); |
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scramble[curr][0] = rnd.nextInt(NUM_AXIS); |
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scramble[curr][1] = (lf==0 ? row : numLayers-1-row); |
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initializeScrambleTable(scramble[curr],numLayers); |
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} |
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else |
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{ |
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int index = retNewRotationIndex(rnd,nom,scramble[curr-1]); |
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scramble[curr][0] = mPossibleAxis[index]; |
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scramble[curr][1] = convertLayerIntoRow(rnd, mPossibleLayers[index], numLayers); |
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mCurrState = 0; |
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mIndexExcluded =-1; |
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initializeScrambling(); |
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494 | 549 |
} |
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switch( rnd.nextInt(4) ) |
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{ |
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case 0: scramble[curr][2] = -2; break; |
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case 1: scramble[curr][2] = -1; break; |
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case 2: scramble[curr][2] = 1; break; |
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case 3: scramble[curr][2] = 2; break; |
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} |
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int[] info= mStates[mCurrState].getRandom(rnd, mIndexExcluded, mScrambleTable, mNumOccurences); |
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scramble[curr][0] = info[0]; |
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scramble[curr][1] = info[1]; |
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scramble[curr][2] = info[2]; |
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mCurrState = info[3]; |
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mIndexExcluded = info[0]; |
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503 | 559 |
} |
504 | 560 |
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505 | 561 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Convert the 4 Minx'es to the new scrambling paradigm.