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ee35e63c
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Leszek Koltunski
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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.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.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.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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9c2f0c91
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Leszek Koltunski
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public class TwistyHelicopter extends TwistyObject
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ee35e63c
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Leszek Koltunski
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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private static final int FACES_PER_CUBIT =6;
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// the six rotation axis of a Helicopter. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0, +SQ2/2, -SQ2/2),
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new Static3D( 0, -SQ2/2, -SQ2/2),
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new Static3D(+SQ2/2, 0, -SQ2/2),
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new Static3D(-SQ2/2, 0, -SQ2/2),
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new Static3D(+SQ2/2, -SQ2/2, 0),
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new Static3D(-SQ2/2, -SQ2/2, 0)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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ece1b58d
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Leszek Koltunski
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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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ee35e63c
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Leszek Koltunski
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};
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// All legal rotation quats of a HELICOPTER (same as the Cube!)
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.00f, 0.00f, 0.00f, 1.00f ),
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new Static4D( 1.00f, 0.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 1.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 0.00f, 1.00f, 0.00f ),
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new Static4D( SQ2/2, SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, -SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, 0.00f, SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, -SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, 0.00f, SQ2/2 ),
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new Static4D( SQ2/2, 0.00f, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, -SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, 0.00f, SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, -SQ2/2 ),
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new Static4D( 0.50f, 0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, -0.50f )
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};
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private static final float DIST_CORNER = 0.50f;
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b0a56742
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Leszek Koltunski
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private static final float DIST_CENTER = 0.50f;
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ee35e63c
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Leszek Koltunski
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private static final float XY_CENTER = DIST_CORNER/3;
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// centers of the 8 corners + 6*4 face triangles ( i.e. of the all 32 cubits)
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( DIST_CORNER, DIST_CORNER, DIST_CORNER ),
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new Static3D( DIST_CORNER, DIST_CORNER, -DIST_CORNER ),
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new Static3D( DIST_CORNER, -DIST_CORNER, DIST_CORNER ),
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new Static3D( DIST_CORNER, -DIST_CORNER, -DIST_CORNER ),
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new Static3D( -DIST_CORNER, DIST_CORNER, DIST_CORNER ),
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new Static3D( -DIST_CORNER, DIST_CORNER, -DIST_CORNER ),
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new Static3D( -DIST_CORNER, -DIST_CORNER, DIST_CORNER ),
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new Static3D( -DIST_CORNER, -DIST_CORNER, -DIST_CORNER ),
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new Static3D( DIST_CENTER, XY_CENTER, XY_CENTER ),
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new Static3D( DIST_CENTER, XY_CENTER, -XY_CENTER ),
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new Static3D( DIST_CENTER, -XY_CENTER, XY_CENTER ),
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new Static3D( DIST_CENTER, -XY_CENTER, -XY_CENTER ),
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new Static3D( -DIST_CENTER, XY_CENTER, XY_CENTER ),
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new Static3D( -DIST_CENTER, XY_CENTER, -XY_CENTER ),
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new Static3D( -DIST_CENTER, -XY_CENTER, XY_CENTER ),
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new Static3D( -DIST_CENTER, -XY_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , DIST_CENTER, XY_CENTER ),
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new Static3D( XY_CENTER , DIST_CENTER, -XY_CENTER ),
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new Static3D( -XY_CENTER , DIST_CENTER, XY_CENTER ),
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new Static3D( -XY_CENTER , DIST_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , -DIST_CENTER, XY_CENTER ),
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new Static3D( XY_CENTER , -DIST_CENTER, -XY_CENTER ),
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new Static3D( -XY_CENTER , -DIST_CENTER, XY_CENTER ),
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new Static3D( -XY_CENTER , -DIST_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , XY_CENTER, DIST_CENTER ),
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new Static3D( XY_CENTER , -XY_CENTER, DIST_CENTER ),
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new Static3D( -XY_CENTER , XY_CENTER, DIST_CENTER ),
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new Static3D( -XY_CENTER , -XY_CENTER, DIST_CENTER ),
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new Static3D( XY_CENTER , XY_CENTER, -DIST_CENTER ),
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new Static3D( XY_CENTER , -XY_CENTER, -DIST_CENTER ),
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new Static3D( -XY_CENTER , XY_CENTER, -DIST_CENTER ),
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new Static3D( -XY_CENTER , -XY_CENTER, -DIST_CENTER ),
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};
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// Colors of the faces of cubits. Each cubit has 6 faces
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4,2,0, 6,6,6 },
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20a0214b
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Leszek Koltunski
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{ 0,2,5, 6,6,6 },
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{ 4,0,3, 6,6,6 },
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ee35e63c
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Leszek Koltunski
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{ 5,3,0, 6,6,6 },
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{ 1,2,4, 6,6,6 },
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{ 5,2,1, 6,6,6 },
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{ 4,3,1, 6,6,6 },
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{ 1,3,5, 6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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};
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20a0214b
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Leszek Koltunski
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private static int[] QUAT_INDICES =
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{ 0,13,14,1,12,2,3,7,20,6,13,17,7,23,18,12,22,10,8,16,11,21,19,9,3,15,14,0,5,2,1,4 };
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ee35e63c
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Leszek Koltunski
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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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193 |
9c2f0c91
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Leszek Koltunski
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TwistyHelicopter(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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ee35e63c
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Leszek Koltunski
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{
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9c2f0c91
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Leszek Koltunski
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super(size, 60, quat, texture, mesh, effects, moves, ObjectList.HELI, res, scrWidth);
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ee35e63c
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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203 |
7403cdfa
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Leszek Koltunski
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return 1.5f;
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ee35e63c
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Leszek Koltunski
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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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eaee1ddc
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean shouldResetTextureMaps()
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{
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return false;
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}
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220 |
ee35e63c
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Leszek Koltunski
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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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int getNumStickerTypes()
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{
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return 1;
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}
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234 |
7403cdfa
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getBasicStep()
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{
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return SQ2/2;
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}
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ee35e63c
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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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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MeshBase mesh;
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if( cubit<8 )
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{
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ac940e24
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Leszek Koltunski
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if( mCornerMesh==null ) mCornerMesh = CubitFactory.getInstance().createHelicopterCornerMesh();
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ee35e63c
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Leszek Koltunski
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mesh = mCornerMesh.copy(true);
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}
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else
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{
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ac940e24
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Leszek Koltunski
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if( mFaceMesh==null ) mFaceMesh = CubitFactory.getInstance().createHelicopterFaceMesh();
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ee35e63c
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Leszek Koltunski
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mesh = mFaceMesh.copy(true);
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}
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20a0214b
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Leszek Koltunski
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int index = QUAT_INDICES[cubit];
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ee35e63c
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Leszek Koltunski
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[index], 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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int getFaceColor(int cubit, int cubitface, int size)
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{
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return mFaceMap[cubit][cubitface];
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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 = 0.035f*side;
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float L= left+0.125f*side;
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float H= 0.375f*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+LEN, H , paint);
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canvas.drawLine( L , H, L+LEN, H+LEN, paint);
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canvas.drawLine( L+LEN, H, L+LEN, H+LEN, paint);
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float S1 = 0.125f*side;
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float S2 = 0.070f*side;
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float X = 0.7f*S2;
|
312 |
|
|
|
313 |
|
|
float LA = left+0.625f*side;
|
314 |
|
|
float RA = left+0.125f*side;
|
315 |
|
|
float TA = 0.375f*side;
|
316 |
|
|
float BA = 0.875f*side;
|
317 |
|
|
|
318 |
|
|
canvas.drawArc( LA-S1, TA , LA , TA+S1, 270, 90, false, paint);
|
319 |
|
|
canvas.drawArc( RA+X , TA , RA+X+S2, TA+S2, 135,135, false, paint);
|
320 |
|
|
canvas.drawArc( LA-S2, BA-X-S2, LA , BA-X , 0,135, false, paint);
|
321 |
|
|
}
|
322 |
|
|
|
323 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
324 |
|
|
|
325 |
|
|
float returnMultiplier()
|
326 |
|
|
{
|
327 |
|
|
return 2.0f;
|
328 |
|
|
}
|
329 |
|
|
|
330 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
331 |
|
|
|
332 |
|
|
float[] getRowChances()
|
333 |
|
|
{
|
334 |
475cbfe7
|
Leszek Koltunski
|
float[] chances = new float[3];
|
335 |
ee35e63c
|
Leszek Koltunski
|
|
336 |
|
|
chances[0] = 0.5f;
|
337 |
|
|
chances[1] = 0.5f;
|
338 |
475cbfe7
|
Leszek Koltunski
|
chances[2] = 1.0f;
|
339 |
ee35e63c
|
Leszek Koltunski
|
|
340 |
|
|
return chances;
|
341 |
|
|
}
|
342 |
|
|
|
343 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
344 |
|
|
// PUBLIC API
|
345 |
|
|
|
346 |
|
|
public Static3D[] getRotationAxis()
|
347 |
|
|
{
|
348 |
|
|
return ROT_AXIS;
|
349 |
|
|
}
|
350 |
|
|
|
351 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
352 |
|
|
|
353 |
|
|
public int getBasicAngle()
|
354 |
|
|
{
|
355 |
|
|
return 2;
|
356 |
|
|
}
|
357 |
|
|
|
358 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
359 |
|
|
|
360 |
|
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
361 |
|
|
{
|
362 |
|
|
int numAxis = ROTATION_AXIS.length;
|
363 |
|
|
|
364 |
|
|
if( oldRotAxis == START_AXIS )
|
365 |
|
|
{
|
366 |
|
|
return rnd.nextInt(numAxis);
|
367 |
|
|
}
|
368 |
|
|
else
|
369 |
|
|
{
|
370 |
|
|
int newVector = rnd.nextInt(numAxis-2);
|
371 |
|
|
|
372 |
|
|
switch(oldRotAxis)
|
373 |
|
|
{
|
374 |
|
|
case 0:
|
375 |
|
|
case 1: return newVector+2;
|
376 |
|
|
case 2:
|
377 |
|
|
case 3: return (newVector==0 || newVector==1) ? newVector:newVector+2;
|
378 |
|
|
default: return newVector;
|
379 |
|
|
}
|
380 |
|
|
}
|
381 |
|
|
}
|
382 |
|
|
|
383 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
384 |
|
|
|
385 |
|
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
386 |
|
|
{
|
387 |
|
|
float rowFloat = rnd.nextFloat();
|
388 |
|
|
|
389 |
|
|
for(int row=0; row<mRowChances.length; row++)
|
390 |
|
|
{
|
391 |
|
|
if( rowFloat<=mRowChances[row] ) return row;
|
392 |
|
|
}
|
393 |
|
|
|
394 |
|
|
return 0;
|
395 |
|
|
}
|
396 |
|
|
|
397 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
398 |
|
|
// remember about the double cover or unit quaternions!
|
399 |
|
|
|
400 |
|
|
private int mulQuat(int q1, int q2)
|
401 |
|
|
{
|
402 |
|
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
403 |
|
|
|
404 |
|
|
float rX = result.get0();
|
405 |
|
|
float rY = result.get1();
|
406 |
|
|
float rZ = result.get2();
|
407 |
|
|
float rW = result.get3();
|
408 |
|
|
|
409 |
|
|
final float MAX_ERROR = 0.1f;
|
410 |
|
|
float dX,dY,dZ,dW;
|
411 |
|
|
|
412 |
|
|
for(int i=0; i<QUATS.length; i++)
|
413 |
|
|
{
|
414 |
|
|
dX = QUATS[i].get0() - rX;
|
415 |
|
|
dY = QUATS[i].get1() - rY;
|
416 |
|
|
dZ = QUATS[i].get2() - rZ;
|
417 |
|
|
dW = QUATS[i].get3() - rW;
|
418 |
|
|
|
419 |
|
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
420 |
|
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
421 |
|
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
422 |
|
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
423 |
|
|
|
424 |
|
|
dX = QUATS[i].get0() + rX;
|
425 |
|
|
dY = QUATS[i].get1() + rY;
|
426 |
|
|
dZ = QUATS[i].get2() + rZ;
|
427 |
|
|
dW = QUATS[i].get3() + rW;
|
428 |
|
|
|
429 |
|
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
430 |
|
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
431 |
|
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
432 |
|
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
433 |
|
|
}
|
434 |
|
|
|
435 |
|
|
return -1;
|
436 |
|
|
}
|
437 |
|
|
|
438 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
439 |
|
|
// The Helicopter is solved if and only if:
|
440 |
|
|
//
|
441 |
|
|
// 1) all of its corner cubits are rotated with the same quat
|
442 |
|
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
443 |
|
|
// and optionally they also might be turned by a multiple of 90 degrees along
|
444 |
|
|
// a vector perpendicular to the face they lie on.
|
445 |
|
|
//
|
446 |
|
|
// i.e.
|
447 |
|
|
// cubits 8, 9,10,11,12,13,14,15 - might be extra QUAT 1,8,9
|
448 |
|
|
// cubits 16,17,18,19,20,21,22,23 - might be extra QUAT 2,12,13
|
449 |
|
|
// cubits 24,25,26,27,28,29,30,31 - might be extra QUAT 3,14,15
|
450 |
|
|
|
451 |
|
|
public boolean isSolved()
|
452 |
|
|
{
|
453 |
|
|
int q = CUBITS[0].mQuatIndex;
|
454 |
|
|
|
455 |
|
|
if ( CUBITS[1].mQuatIndex == q &&
|
456 |
|
|
CUBITS[2].mQuatIndex == q &&
|
457 |
|
|
CUBITS[3].mQuatIndex == q &&
|
458 |
|
|
CUBITS[4].mQuatIndex == q &&
|
459 |
|
|
CUBITS[5].mQuatIndex == q &&
|
460 |
|
|
CUBITS[6].mQuatIndex == q &&
|
461 |
|
|
CUBITS[7].mQuatIndex == q )
|
462 |
|
|
{
|
463 |
|
|
int q1 = mulQuat(q,1);
|
464 |
|
|
int q2 = mulQuat(q,8);
|
465 |
|
|
int q3 = mulQuat(q,9);
|
466 |
|
|
|
467 |
|
|
for(int index=8; index<16; index++)
|
468 |
|
|
{
|
469 |
|
|
int qIndex = CUBITS[index].mQuatIndex;
|
470 |
|
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
471 |
|
|
}
|
472 |
|
|
|
473 |
|
|
q1 = mulQuat(q, 2);
|
474 |
|
|
q2 = mulQuat(q,12);
|
475 |
|
|
q3 = mulQuat(q,13);
|
476 |
|
|
|
477 |
|
|
for(int index=16; index<24; index++)
|
478 |
|
|
{
|
479 |
|
|
int qIndex = CUBITS[index].mQuatIndex;
|
480 |
|
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
481 |
|
|
}
|
482 |
|
|
|
483 |
|
|
q1 = mulQuat(q, 3);
|
484 |
|
|
q2 = mulQuat(q,14);
|
485 |
|
|
q3 = mulQuat(q,15);
|
486 |
|
|
|
487 |
|
|
for(int index=24; index<32; index++)
|
488 |
|
|
{
|
489 |
|
|
int qIndex = CUBITS[index].mQuatIndex;
|
490 |
|
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
491 |
|
|
}
|
492 |
|
|
|
493 |
|
|
return true;
|
494 |
|
|
}
|
495 |
|
|
|
496 |
|
|
return false;
|
497 |
|
|
}
|
498 |
|
|
|
499 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
500 |
|
|
// only needed for solvers - there are no Helicopter solvers ATM)
|
501 |
|
|
|
502 |
|
|
public String retObjectString()
|
503 |
|
|
{
|
504 |
|
|
return "";
|
505 |
|
|
}
|
506 |
|
|
|
507 |
|
|
}
|