Revision ebb64a1d
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/magic/RubikCube.java | ||
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53 | 53 |
private static final Static3D VectY = new Static3D(0,1,0); |
54 | 54 |
private static final Static3D VectZ = new Static3D(0,0,1); |
55 | 55 |
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private static final float SQ2 = 0.5f*((float)Math.sqrt(2)); |
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private static final float[] LEGAL = { 0.0f , 0.5f , -0.5f , 1.0f , -1.0f , SQ2 , -SQ2 }; |
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public static final int VECTX = 0; // |
60 | 57 |
public static final int VECTY = 1; // don't change this |
61 | 58 |
public static final int VECTZ = 2; // |
... | ... | |
548 | 545 |
// We also have to remember that the group of unit quaternions is a double-cover of rotations |
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// in 3D ( q represents the same rotation as -q ) - so invert if needed. |
550 | 547 |
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private static final float SQ2 = 0.5f*((float)Math.sqrt(2)); |
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private static final float[] LEGAL = { 0.0f , 0.5f , -0.5f , 1.0f , -1.0f , SQ2 , -SQ2 }; |
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private void normalizeScrambleQuat(int i, int j, int k) |
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{ |
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Static4D quat = mQuatScramble[i][j][k]; |
Also available in: Unified diff
RubikCube: add skeleton WinEffects (for now only one effect - 'Spin' copied from Solve)