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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.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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public class TwistyPyraminx 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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private static final float SQ6 = (float)Math.sqrt(6);
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3),
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 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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COLOR_GREEN , COLOR_YELLOW,
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COLOR_BLUE , COLOR_RED
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};
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// computed with res/raw/compute_quats.c
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private 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( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, 0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, 0.5f),
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new Static4D( SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, -0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, -0.5f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f)
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};
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private static MeshBase mOctaMesh, mTetraMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyPyraminx(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, 30, quat, texture, mesh, effects, moves, ObjectList.PYRA, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addTetrahedralLattice(int size, int index, Static3D[] pos)
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{
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final float DX = 1.0f;
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final float DY = SQ2/2;
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final float DZ = 1.0f;
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float startX = 0.0f;
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float startY =-DY*(size-1)/2;
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float startZ = DZ*(size-1)/2;
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for(int layer=0; layer<size; layer++)
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{
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float currX = startX;
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float currY = startY;
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for(int x=0; x<layer+1; x++)
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{
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float currZ = startZ;
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for(int z=0; z<size-layer; z++)
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{
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pos[index] = new Static3D(currX,currY,currZ);
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index++;
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currZ -= DZ;
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}
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currX += DX;
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}
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startX-=DX/2;
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startY+=DY;
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startZ-=DZ/2;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// there are (n^3-n)/6 octahedrons and ((n+1)^3 - (n+1))/6 tetrahedrons
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Static3D[] getCubitPositions(int size)
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{
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int numOcta = (size-1)*size*(size+1)/6;
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int numTetra= size*(size+1)*(size+2)/6;
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Static3D[] ret = new Static3D[numOcta+numTetra];
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addTetrahedralLattice(size-1, 0,ret);
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addTetrahedralLattice(size ,numOcta,ret);
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return ret;
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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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int getNumStickerTypes()
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getBasicStep()
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{
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return SQ6/3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.82f;
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}
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int faceColor(int cubit, int axis)
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{
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float row = CUBITS[cubit].mRotationRow[axis];
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return row*row < 0.1f ? axis : NUM_FACES;
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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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if( cubit< (size-1)*size*(size+1)/6 )
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{
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switch( cubitface )
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{
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case 0: return faceColor(cubit,0);
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case 2: return faceColor(cubit,1);
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case 5: return faceColor(cubit,3);
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case 7: return faceColor(cubit,2);
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default:return NUM_FACES;
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}
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}
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else
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{
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return cubitface<NUM_FACES ? faceColor(cubit,cubitface) : NUM_FACES;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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int size = getSize();
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if( cubit< (size-1)*size*(size+1)/6 )
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{
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if( mOctaMesh==null ) mOctaMesh = CubitFactory.getInstance().createOctaMesh();
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return mOctaMesh.copy(true);
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}
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else
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{
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if( mTetraMesh==null ) mTetraMesh = CubitFactory.getInstance().createTetraMesh();
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return mTetraMesh.copy(true);
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}
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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 = 0.044f*side;
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float OFF = STROKE/2 -1;
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float OFF2 = 0.5f*side + OFF;
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float HEIGHT = side - OFF;
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float RADIUS = side/12.0f;
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float ARC1_H = 0.2f*side;
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float ARC1_W = side*0.5f;
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float ARC2_W = 0.153f*side;
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float ARC2_H = 0.905f*side;
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float ARC3_W = side-ARC2_W;
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float M = SQ3/2;
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float D = (M/2 - 0.51f)*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( left, M*HEIGHT+D, side +left, M*HEIGHT+D, paint);
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canvas.drawLine( OFF +left, M*side +D, OFF2 +left, D, paint);
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canvas.drawLine((side-OFF)+left, M*side +D, (side-OFF2) +left, D, paint);
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canvas.drawArc( ARC1_W-RADIUS+left, M*(ARC1_H-RADIUS)+D, ARC1_W+RADIUS+left, M*(ARC1_H+RADIUS)+D, 225, 90, false, paint);
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canvas.drawArc( ARC2_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC2_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 105, 90, false, paint);
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canvas.drawArc( ARC3_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC3_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 345, 90, false, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SQ6/3 = height of the tetrahedron
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float returnMultiplier()
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{
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return getSize()/(SQ6/3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances()
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{
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int size = getSize();
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int total = size*(size+1)/2;
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float running=0.0f;
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float[] chances = new float[size];
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for(int i=0; i<size; i++)
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{
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running += (size-i);
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chances[i] = running / total;
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}
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
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{
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int numAxis = ROTATION_AXIS.length;
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if( oldRotAxis == START_AXIS )
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{
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return rnd.nextInt(numAxis);
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}
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else
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{
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int newVector = rnd.nextInt(numAxis-1);
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return (newVector>=oldRotAxis ? newVector+1 : newVector);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
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{
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] ) return row;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isSolved()
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{
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int index = CUBITS[0].mQuatIndex;
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for(int i=1; i<NUM_CUBITS; i++)
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{
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if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
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// then if it were rotated by quaternion 'quat'.
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// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
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// middle squares get interchanged. No visible difference!
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//
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// So: this is true iff the cubit
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// a) is a corner or edge and the quaternions are the same
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// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
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private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
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{
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if ( cubit.mQuatIndex == quatIndex ) return true;
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int belongsToHowManyFaces = 0;
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int size = getSize()-1;
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float row;
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final float MAX_ERROR = 0.01f;
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for(int i=0; i<NUM_AXIS; i++)
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{
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row = cubit.mRotationRow[i];
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if( (row <MAX_ERROR && row >-MAX_ERROR) ||
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(row-size<MAX_ERROR && row-size>-MAX_ERROR) ) belongsToHowManyFaces++;
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}
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switch(belongsToHowManyFaces)
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{
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case 0 : return true ; // 'inside' cubit that does not lie on any face
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case 1 : // cubit that lies inside one of the faces
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Static3D orig = cubit.getOrigPosition();
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Static4D quat1 = QUATS[quatIndex];
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Static4D quat2 = QUATS[cubit.mQuatIndex];
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Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
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Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
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Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
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float row1, row2, row3, row4;
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float ax,ay,az;
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Static3D axis;
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float x1 = rotated1.get0();
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float y1 = rotated1.get1();
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float z1 = rotated1.get2();
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float x2 = rotated2.get0();
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float y2 = rotated2.get1();
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float z2 = rotated2.get2();
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for(int i=0; i<NUM_AXIS; i++)
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{
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axis = ROTATION_AXIS[i];
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ax = axis.get0();
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ay = axis.get1();
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az = axis.get2();
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row1 = ((x1*ax + y1*ay + z1*az) - mStart) / mStep;
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row2 = ((x2*ax + y2*ay + z2*az) - mStart) / mStep;
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row3 = row1 - size;
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row4 = row2 - size;
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if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
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(row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR) )
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{
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return true;
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}
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}
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return false;
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default: return false; // edge or corner
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Pyraminx solvers ATM)
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public String retObjectString()
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{
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return "";
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}
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}
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