Revision bdbbb4c5
Added by Leszek Koltunski over 2 years ago
src/main/java/org/distorted/objects/TwistyMirror.java | ||
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package org.distorted.objects; |
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import static org.distorted.objects.Movement.TYPE_NOT_SPLIT;
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import static org.distorted.objectlb.Movement.TYPE_NOT_SPLIT;
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import android.content.res.Resources; |
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import org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.ScrambleState;
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import org.distorted.objectlb.ObjectShape;
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import org.distorted.objectlb.ObjectSticker;
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import org.distorted.objectlb.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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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
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import org.distorted.main.R; |
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import org.distorted.objectlb.Movement; |
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import org.distorted.objectlb.Movement6; |
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import org.distorted.objectlb.ObjectList; |
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import org.distorted.objectlb.Twisty6; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class TwistyMirror extends Twisty6 |
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public class TwistyMirror extends Twisty6
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{ |
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static final Static3D[] ROT_AXIS = new Static3D[] |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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TwistyMirror(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh, |
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth) |
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public TwistyMirror(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, quat, texture, mesh, effects, moves, ObjectList.MIRR, res, scrWidth); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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ScrambleState[] getScrambleStates() |
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protected ScrambleState[] getScrambleStates()
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{ |
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if( mStates==null ) |
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{ |
... | ... | |
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// we cannot do this the standard, automatic way because there's only 1 color in the FACE_COLORS |
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// table and retCubitSolvedStatus() always returns -1,-1 or 0. |
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int[] getSolvedQuats(int cubit, int numLayers) |
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protected int[] getSolvedQuats(int cubit, int numLayers)
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{ |
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if( numLayers==3 ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getFaceColor(int cubit, int cubitface, int numLayers) |
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protected int getFaceColor(int cubit, int cubitface, int numLayers)
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{ |
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if( numLayers==2 ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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ObjectSticker retSticker(int face) |
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protected ObjectSticker retSticker(int face)
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{ |
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if( mStickers==null ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNumStickerTypes(int numLayers) |
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protected int getNumStickerTypes(int numLayers)
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{ |
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return numLayers==2 ? 12 : 25; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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ObjectShape getObjectShape(int cubit, int numLayers) |
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protected ObjectShape getObjectShape(int cubit, int numLayers)
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{ |
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int extraI, extraV, num; |
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float height; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Static4D getQuat(int cubit, int numLayers) |
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protected Static4D getQuat(int cubit, int numLayers)
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{ |
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if( mQuats ==null ) initializeQuats(); |
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return mQuats[0]; |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNumCubitVariants(int numLayers) |
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protected int getNumCubitVariants(int numLayers)
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{ |
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return 6*numLayers*numLayers - 12*numLayers + 8; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getCubitVariant(int cubit, int numLayers) |
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protected int getCubitVariant(int cubit, int numLayers)
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{ |
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return cubit; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float[][] getCubitPositions(int numLayers) |
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protected float[][] getCubitPositions(int numLayers)
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{ |
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if( mPositions==null ) |
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{ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Static4D[] getQuats() |
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protected Static4D[] getQuats()
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{ |
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if( mQuats ==null ) initializeQuats(); |
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return mQuats; |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float[][] getCuts(int numLayers) |
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protected float[][] getCuts(int numLayers)
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{ |
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if( mCuts==null ) |
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{ |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getSolvedFunctionIndex() |
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protected int getSolvedFunctionIndex()
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{ |
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return 0; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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int getNumCubitFaces() |
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protected int getNumCubitFaces()
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{ |
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return 6; |
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} |
Also available in: Unified diff
Refactoring: split the 'objects' package into two, 'objects' and 'objectlib'.
The point: we're going to need to move the 'objectlib' stuff into its own library module, and that's because we're going to create a new app module which needs access to it.