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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.objects;
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import android.content.res.Resources;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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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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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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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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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TwistyDino extends TwistyObject
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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private static final float SQ3 = (float)Math.sqrt(3);
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// the four rotation axis of a RubikDino. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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// the six axis that determine the faces
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), new Static3D(0,0,-1)
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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_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_BROWN
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};
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// All legal rotation quats of a RubikDino
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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( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f )
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};
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// centers of the 12 edges. Must be in the same order like QUATs above.
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( 0.0f, 1.5f, 1.5f ),
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new Static3D( 1.5f, 0.0f, 1.5f ),
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new Static3D( 0.0f,-1.5f, 1.5f ),
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new Static3D(-1.5f, 0.0f, 1.5f ),
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new Static3D( 1.5f, 1.5f, 0.0f ),
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new Static3D( 1.5f,-1.5f, 0.0f ),
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new Static3D(-1.5f,-1.5f, 0.0f ),
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new Static3D(-1.5f, 1.5f, 0.0f ),
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new Static3D( 0.0f, 1.5f,-1.5f ),
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new Static3D( 1.5f, 0.0f,-1.5f ),
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new Static3D( 0.0f,-1.5f,-1.5f ),
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new Static3D(-1.5f, 0.0f,-1.5f )
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};
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private static MeshBase mMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDino(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth)
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{
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super(size, 60, quat, texture, mesh, effects, moves, obj, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createBasicMesh()
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{
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final float ANGLE = (float)((180/Math.PI)*(Math.atan(SQ2)));
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final int MESHES=4;
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float D = 0.02f;
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float E = 0.5f*SQ2;
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float F = 0.5f;
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float[] bands0 = { 1.0f , 0,
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1.0f-2*D, D*0.25f,
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1.0f-4*D, D*0.35f,
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1.0f-8*D, D*0.6f,
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0.60f , D*1.0f,
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0.30f , D*1.375f,
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0.0f , D*1.4f };
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float[] vertices0 = { -F,F/3, 0,-2*F/3, +F,F/3 };
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MeshBase[] meshes = new MeshPolygon[MESHES];
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meshes[0] = new MeshPolygon(vertices0, bands0, 2, 5);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = meshes[0].copy(true);
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meshes[1].setEffectAssociation(0,2,0);
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float[] bands1 = { 1.0f , 0,
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0.50f , 0.10f,
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0.0f , 0.20f };
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float[] vertices1 = { -E/2,-E*(SQ3/6), E/2,-E*(SQ3/6), 0,E*(SQ3/3) };
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meshes[2] = new MeshPolygon(vertices1, bands1, 1, 2);
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meshes[2].setEffectAssociation(0,4,0);
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meshes[3] = meshes[2].copy(true);
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meshes[3].setEffectAssociation(0,8,0);
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mMesh = new MeshJoined(meshes);
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Static3D a0 = new Static3D( 0,-3*F, 0 );
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Static3D a1 = new Static3D( 0, 0, -3*F );
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Static3D a2 = new Static3D( -3*F, 0, 0 );
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Static3D a3 = new Static3D( +3*F, 0, 0 );
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Static3D v0 = new Static3D( 0,-3*F/2, 3*F/2 );
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Static3D v1 = new Static3D( 0, 3*F/2,-3*F/2 );
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Static3D v2 = new Static3D( -3*F, 3*F/2, 3*F/2 );
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Static3D v3 = new Static3D( +3*F, 3*F/2, 3*F/2 );
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float d1 = 1.0f;
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float d2 =-0.10f;
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float d3 =-0.10f;
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float d4 = 0.40f;
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Static3D dCen0 = new Static3D( d1*a0.get0(), d1*a0.get1(), d1*a0.get2() );
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Static3D dCen1 = new Static3D( d1*a1.get0(), d1*a1.get1(), d1*a1.get2() );
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Static3D dCen2 = new Static3D( d1*a2.get0(), d1*a2.get1(), d1*a2.get2() );
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Static3D dCen3 = new Static3D( d1*a3.get0(), d1*a3.get1(), d1*a3.get2() );
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Static3D dVec0 = new Static3D( d3*v0.get0(), d3*v0.get1(), d3*v0.get2() );
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Static3D dVec1 = new Static3D( d3*v1.get0(), d3*v1.get1(), d3*v1.get2() );
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Static3D dVec2 = new Static3D( d2*v2.get0(), d2*v2.get1(), d2*v2.get2() );
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Static3D dVec3 = new Static3D( d2*v3.get0(), d2*v3.get1(), d2*v3.get2() );
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Static4D dReg = new Static4D(0,0,0,d4);
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Static1D dRad = new Static1D(1);
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Static1D angle1 = new Static1D(+ANGLE);
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Static1D angle2 = new Static1D(-ANGLE);
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Static3D axisX = new Static3D(1,0,0);
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisZ = new Static3D(0,-1,1);
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Static3D center0= new Static3D(0,0,0);
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Static3D center1= new Static3D(0,-3*F,0);
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VertexEffectScale effect0 = new VertexEffectScale ( new Static3D(3,3,3) );
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VertexEffectMove effect1 = new VertexEffectMove ( new Static3D(0,-F,0) );
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VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D(90), axisX, center0 );
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VertexEffectScale effect3 = new VertexEffectScale ( new Static3D(1,-1,1) );
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VertexEffectMove effect4 = new VertexEffectMove ( new Static3D(3*E/2,E*(SQ3/2)-3*F,0) );
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VertexEffectRotate effect5 = new VertexEffectRotate( new Static1D(+90), axisY, center1 );
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VertexEffectScale effect6 = new VertexEffectScale ( new Static3D(-1,1,1) );
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VertexEffectRotate effect7 = new VertexEffectRotate( new Static1D( 45), axisX, center1 );
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VertexEffectRotate effect8 = new VertexEffectRotate( angle1 , axisZ, center1 );
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VertexEffectRotate effect9 = new VertexEffectRotate( angle2 , axisZ, center1 );
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VertexEffectDeform effect10= new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
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VertexEffectDeform effect11= new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
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VertexEffectDeform effect12= new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
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VertexEffectDeform effect13= new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
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effect0.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect1.setMeshAssociation( 3,-1); // apply to meshes 0,1
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effect2.setMeshAssociation( 2,-1); // apply to mesh 1
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effect3.setMeshAssociation( 2,-1); // apply to mesh 0
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effect4.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect5.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect6.setMeshAssociation( 8,-1); // apply to mesh 3
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effect7.setMeshAssociation(12,-1); // apply to meshes 2,3
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effect8.setMeshAssociation( 4,-1); // apply to mesh 2
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effect9.setMeshAssociation( 8,-1); // apply to mesh 3
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effect10.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect11.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect12.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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effect13.setMeshAssociation(15,-1); // apply to meshes 0,1,2,3
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mMesh.apply(effect0);
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mMesh.apply(effect1);
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mMesh.apply(effect2);
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mMesh.apply(effect3);
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mMesh.apply(effect4);
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mMesh.apply(effect5);
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mMesh.apply(effect6);
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mMesh.apply(effect7);
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mMesh.apply(effect8);
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mMesh.apply(effect9);
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mMesh.apply(effect10);
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mMesh.apply(effect11);
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mMesh.apply(effect12);
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mMesh.apply(effect13);
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mMesh.mergeEffComponents();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int mulQuat(int q1, int q2)
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{
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Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
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float rX = result.get0();
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float rY = result.get1();
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float rZ = result.get2();
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float rW = result.get3();
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final float MAX_ERROR = 0.1f;
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float dX,dY,dZ,dW;
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for(int i=0; i<QUATS.length; i++)
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{
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dX = QUATS[i].get0() - rX;
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dY = QUATS[i].get1() - rY;
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dZ = QUATS[i].get2() - rZ;
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dW = QUATS[i].get3() - rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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dX = QUATS[i].get0() + rX;
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dY = QUATS[i].get1() + rY;
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dZ = QUATS[i].get2() + rZ;
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dW = QUATS[i].get3() + rW;
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if( dX<MAX_ERROR && dX>-MAX_ERROR &&
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dY<MAX_ERROR && dY>-MAX_ERROR &&
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dZ<MAX_ERROR && dZ>-MAX_ERROR &&
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dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getBasicStep()
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{
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return SQ3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes()
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int size)
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{
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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if( mMesh==null ) createBasicMesh();
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MeshBase mesh = mMesh.copy(true);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[cubit], new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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float STROKE = 0.04f*side;
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float L= left;
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float H= 0.333f*side;
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float LEN = 0.5f*side;
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paint.setAntiAlias(true);
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paint.setStrokeWidth(STROKE);
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paint.setColor(FACE_COLORS[face]);
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paint.setStyle(Paint.Style.FILL);
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canvas.drawRect(left,top,left+side,top+side,paint);
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paint.setColor(INTERIOR_COLOR);
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paint.setStyle(Paint.Style.STROKE);
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canvas.drawLine( L , H, L+2*LEN, H , paint);
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canvas.drawLine( L , H, L+ LEN, H+LEN, paint);
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canvas.drawLine( L+2*LEN, H, L+ LEN, H+LEN, paint);
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float S1 = 0.150f*side;
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float S2 = 0.090f*side;
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float X = 0.7f*S2;
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float Y = 0.2f*S1;
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378
|
|
379
|
float LA = left+0.500f*side;
|
380
|
float RA = left;
|
381
|
float TA = 0.333f*side;
|
382
|
float BA = 0.833f*side;
|
383
|
|
384
|
canvas.drawArc( RA+X , TA , RA+X+S2 , TA+S2, 135,135, false, paint);
|
385
|
canvas.drawArc( RA+side-S2-X, TA , RA+side-X, TA+S2, 270,135, false, paint);
|
386
|
canvas.drawArc( LA-S1/2 , BA-S1-Y, LA+S1/2 , BA-Y , 45, 90, false, paint);
|
387
|
}
|
388
|
|
389
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
390
|
|
391
|
float returnMultiplier()
|
392
|
{
|
393
|
return 2.0f;
|
394
|
}
|
395
|
|
396
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
397
|
|
398
|
float[] getRowChances()
|
399
|
{
|
400
|
float[] chances = new float[3];
|
401
|
|
402
|
chances[0] = 0.5f;
|
403
|
chances[1] = 0.5f;
|
404
|
chances[2] = 1.0f;
|
405
|
|
406
|
return chances;
|
407
|
}
|
408
|
|
409
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
410
|
// PUBLIC API
|
411
|
|
412
|
public Static3D[] getRotationAxis()
|
413
|
{
|
414
|
return ROT_AXIS;
|
415
|
}
|
416
|
|
417
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418
|
|
419
|
public int getBasicAngle()
|
420
|
{
|
421
|
return 3;
|
422
|
}
|
423
|
|
424
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
425
|
|
426
|
public int computeRowFromOffset(float offset)
|
427
|
{
|
428
|
return offset<0.5f ? 0:2;
|
429
|
}
|
430
|
|
431
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
432
|
|
433
|
public float returnRotationFactor(float offset)
|
434
|
{
|
435
|
return 1.0f;
|
436
|
}
|
437
|
|
438
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
439
|
|
440
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
441
|
{
|
442
|
int numAxis = ROTATION_AXIS.length;
|
443
|
|
444
|
if( oldRotAxis == START_AXIS )
|
445
|
{
|
446
|
return rnd.nextInt(numAxis);
|
447
|
}
|
448
|
else
|
449
|
{
|
450
|
int newVector = rnd.nextInt(numAxis-1);
|
451
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
452
|
}
|
453
|
}
|
454
|
|
455
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
456
|
// only needed for solvers - there are no Dino solvers ATM)
|
457
|
|
458
|
public String retObjectString()
|
459
|
{
|
460
|
return "";
|
461
|
}
|
462
|
|
463
|
}
|