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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.object;
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import android.content.SharedPreferences;
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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.MatrixEffectScale;
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import org.distorted.library.effect.VertexEffectSink;
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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.MeshBase;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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private final int NUM_CUBITS;
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private int mRotRow;
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private Static3D mRotAxis;
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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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private Cubit[] mCubits;
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int mSize;
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Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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DistortedTexture mTexture;
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VertexEffectSink mSinkEffect;
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MatrixEffectMove mMoveEffect;
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MatrixEffectScale mScaleEffect;
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MatrixEffectQuaternion mQuatCEffect;
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MatrixEffectQuaternion mQuatAEffect;
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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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{
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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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mNodeTexture = texture;
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mSize = size;
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mRotationAngleStatic = new Static1D(0);
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mRotationAngleMiddle = new Static1D(0);
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mRotationAngleFinal = new Static1D(0);
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mMove = new Static3D(0,0,0);
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mScale = new Static3D(1,1,1);
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mNodeMove = new Static3D(0,0,0);
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mNodeScale= new Static3D(1,1,1);
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mQuatAccumulated = quatAcc;
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Static3D sinkCenter = new Static3D(TEXTURE_SIZE*0.5f, TEXTURE_SIZE*0.5f, TEXTURE_SIZE*0.5f);
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Static3D matrCenter = new Static3D(0,0,0);
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Static4D region = new Static4D(0,0,0, TEXTURE_SIZE*0.72f);
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mSinkEffect = new VertexEffectSink( new Static1D(getSinkStrength()), sinkCenter, region );
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mMoveEffect = new MatrixEffectMove(mMove);
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mScaleEffect = new MatrixEffectScale(mScale);
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mQuatCEffect = new MatrixEffectQuaternion(quatCur, matrCenter);
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mQuatAEffect = new MatrixEffectQuaternion(quatAcc, matrCenter);
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MatrixEffectMove nodeMoveEffect = new MatrixEffectMove(mNodeMove);
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MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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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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int[][] positions = getCubitPositions(size);
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for(int i=0; i<NUM_CUBITS; i++)
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{
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int x = positions[i][0];
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int y = positions[i][1];
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int z = positions[i][2];
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mCubits[i] = new Cubit( this ,createCubitMesh(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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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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rotationAngle.removeAll();
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rotationAngle.add(mRotationAngleStatic);
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rotationAngle.add(mRotationAngleMiddle);
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rotationAngle.add(mRotationAngleFinal);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getSinkStrength()
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{
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switch(mSize)
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{
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case 1 : return 1.1f;
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case 2 : return 1.5f;
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case 3 : return 1.8f;
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case 4 : return 2.0f;
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default: return 3.0f - 4.0f/mSize;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getSize()
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{
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return mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void continueRotation(float angleInDegrees)
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{
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mRotationAngleStatic.set0(angleInDegrees);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getRotationQuat()
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{
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return mQuatAccumulated;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void recomputeScaleFactor(int screenWidth, int screenHeight)
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{
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int texW = mNodeTexture.getWidth();
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int texH = mNodeTexture.getHeight();
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if( (float)texH/texW > (float)screenHeight/screenWidth )
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{
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int w = (screenHeight*texW)/texH;
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float factor = (float)screenHeight/texH;
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mNodeMove.set((screenWidth-w)*0.5f ,0, 0);
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mNodeScale.set(factor,factor,factor);
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}
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else
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{
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int h = (screenWidth*texH)/texW;
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float factor = (float)screenWidth/texW;
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mNodeMove.set(0,(screenHeight-h)*0.5f,0);
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mNodeScale.set(factor,factor,factor);
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}
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float scaleFactor = (OBJECT_SCREEN_RATIO*texW/(TEXTURE_SIZE*mSize));
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mMove.set( texW*0.5f , texH*0.5f , 0.0f );
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mScale.set(scaleFactor,scaleFactor,scaleFactor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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(Static3D axis, int row )
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{
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mRotAxis = axis;
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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,axis,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( Static3D axis, int row, int angle, long durationMillis, EffectListener listener )
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{
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long effectID=0;
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boolean first = true;
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mRotAxis = axis;
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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,axis,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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boolean first = true;
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Static4D quat = null;
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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(mRotAxis);
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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, Static3D axis, int row);
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abstract MeshBase createCubitMesh(int vertices, int x, int y, int z);
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public abstract void createTexture();
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}
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