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magiccube / src / main / java / org @ b376bfd7

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# Date Author Comment
b376bfd7 09/07/2020 11:29 PM Leszek Koltunski

Fix for a crasher.

efa8aa48 08/28/2020 12:37 AM Leszek Koltunski

Rename Meshes.

dfbb340a 08/27/2020 12:51 PM Leszek Koltunski

Fix: nwo we need to explicitly set mesh center to negative Z if we want to GLOW a flat object.

74b08185 08/26/2020 09:18 PM Leszek Koltunski

Fix for Samsung Android 5

49595e4b 08/26/2020 02:53 PM Leszek Koltunski

Fix for one bug seen in Firebase and additional debugging for another.

6b6504fe 08/26/2020 12:55 PM Leszek Koltunski

Finally fix the Dino's 'isSolved()' - Dino can be mirrored and then it is also solved!

1ebc4767 08/19/2020 09:10 PM Leszek Koltunski

Fix detecting if an Object is solved. Before, the generic Cubit.thereIsNoVisibleDifference(0 would not work correctly in case of the Dino.

7c969a6d 08/16/2020 06:34 PM Leszek Koltunski

Adjust randomizing new rotations so that:

1) it works for basicAngle=5 (Megaminx) (so now basicAngle=2,3,4,5 supported)
2) it leaves the decision as to what can be the next rotation to the Object class, as in case of certain Objects (the Dino, or the Helicopter, the Megaminx) the next rotation doesn't have to 'intersect' the old rotation always when oldRotAxis != newRotAxis (that's so simple only in case of the Cube and - only partly - the Pyraminx!)

f05807f7 08/11/2020 08:33 PM Leszek Koltunski

Add the Dino dmesh file.

935f3663 08/11/2020 06:12 PM Leszek Koltunski

Fix the way we continue rotation: when rotating a layer, we need to be doing it with respect to the RotAxis which has been first casted to the touched face, and only then this casted one is casted to the surface of the screen.

Before we were casting the rotAxis directly to the screen without the intermediate casting to the face, which doesn't really work in case of the Dino: if the touched face is rotated away by quite a lot, the rotAxis is then completely counterintuitive.

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