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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 org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.ObjectSticker;
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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.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRedi extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =9;
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// the four rotation axis of a RubikRedi. 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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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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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_ORANGE
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};
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// All legal rotation quats of a RubikRedi
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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( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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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( 0.5f, -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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};
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private static final float DIST_CORNER = 1.0f;
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private static final float DIST_EDGE = 1.5f;
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// centers of the 8 corners + 12 edges ( i.e. of the all 20 cubits)
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private static final float[][] CENTERS = new float[][]
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{
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{ DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{ DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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{-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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{ 0.0f, DIST_EDGE, DIST_EDGE },
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{ DIST_EDGE, 0.0f, DIST_EDGE },
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{ 0.0f,-DIST_EDGE, DIST_EDGE },
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{-DIST_EDGE, 0.0f, DIST_EDGE },
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{ DIST_EDGE, DIST_EDGE, 0.0f },
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{ DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE,-DIST_EDGE, 0.0f },
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{-DIST_EDGE, DIST_EDGE, 0.0f },
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{ 0.0f, DIST_EDGE,-DIST_EDGE },
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{ DIST_EDGE, 0.0f,-DIST_EDGE },
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{ 0.0f,-DIST_EDGE,-DIST_EDGE },
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{-DIST_EDGE, 0.0f,-DIST_EDGE }
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};
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// Colors of the faces of cubits.
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// YELLOW 0 WHITE 1 BLUE 2 GREEN 3 RED 4 ORANGE 5
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// YELLOW 6 WHITE 7 BLUE 8 GREEN 9 RED 10 ORANGE 11
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4, 2, 0 },
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{ 2, 5, 0 },
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{ 3, 4, 0 },
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{ 5, 3, 0 },
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{ 1, 2, 4 },
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{ 5, 2, 1 },
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{ 4, 3, 1 },
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{ 1, 3, 5 },
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{ 10, 8,12 },
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{ 6,10,12 },
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{ 10, 9,12 },
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{ 7,10,12 },
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{ 8, 6,12 },
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{ 9, 6,12 },
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{ 9, 7,12 },
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{ 8, 7,12 },
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{ 11, 8,12 },
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{ 6,11,12 },
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{ 11, 9,12 },
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{ 7,11,12 },
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};
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private static final double[][] VERTICES_CORNER = new double[][]
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{
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{ 0.0f, 0.0f, 0.0f },
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{-0.5f, 0.5f, 0.5f },
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{-0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f,-0.5f, 0.5f },
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{ 0.5f, 0.5f,-0.5f },
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{ 0.5f,-0.5f,-0.5f },
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{-0.5f, 0.5f,-0.5f },
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};
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private static final int[][] VERT_INDEXES_CORNER = new int[][]
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{
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{ 2,4,3,1 },
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{ 1,3,5,7 },
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{ 4,6,5,3 },
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{ 2,4,0 },
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{ 5,7,0 },
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{ 4,6,0 },
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{ 7,1,0 },
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{ 1,2,0 },
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{ 6,5,0 }
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};
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private static final double[][] VERTICES_EDGE = new double[][]
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{
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{-0.5f, 0.0f, 0.0f},
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{ 0.5f, 0.0f, 0.0f},
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{-0.5f,-1.0f, 0.0f},
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{ 0.5f,-1.0f, 0.0f},
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{ 0.0f,-1.5f, 0.0f},
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{-0.5f, 0.0f,-1.0f},
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{ 0.5f, 0.0f,-1.0f},
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{ 0.0f, 0.0f,-1.5f},
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};
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private static final int[][] VERT_INDEXES_EDGE = new int[][]
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{
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{ 0,2,4,3,1 },
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{ 0,1,6,7,5 },
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{ 1,3,6 },
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{ 0,2,5 },
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{ 4,7,6,3 },
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{ 4,7,5,2 }
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f },
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{ -0.3125f, 0.4375f, -0.3125f, -0.1875f, 0.0f, -0.5f, 0.3125f, -0.1875f, 0.3125f, 0.4375f }
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};
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private static MeshBase[] mMeshes;
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private static int[][] mScrambleTable;
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private static int[] mPossibleAxis, mPossibleLayers;
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private static int[] mNumOccurences;
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private static final ObjectSticker[] mStickers;
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static
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{
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mStickers = new ObjectSticker[STICKERS.length];
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final float R0 = 0.09f;
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final float R1 = 0.06f;
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final float[][] radii = { {R0,R0,R0,R0},{R1,R1,R1,R1,R1} };
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final float[] strokes = { 0.09f,0.06f };
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for(int s=0; s<STICKERS.length; s++)
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{
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mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRedi(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.REDI, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.50f;
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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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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int size)
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{
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float[] cut = new float[] { -SQ3/3 -0.05f, +SQ3/3 +0.05f };
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return new float[][] { cut,cut,cut,cut };
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}
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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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float[][] 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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private Static4D getQuat(int cubit)
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{
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switch(cubit)
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{
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case 0: return QUATS[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return QUATS[1]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return QUATS[2]; // 180 along Y
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case 6: return QUATS[3]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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case 8: return QUATS[0];
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case 9: return QUATS[5];
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case 10: return QUATS[3];
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case 11: return QUATS[11];
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case 12: return QUATS[4];
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case 13: return QUATS[7];
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case 14: return QUATS[9];
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case 15: return QUATS[10];
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case 16: return QUATS[2];
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case 17: return QUATS[8];
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case 18: return QUATS[1];
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case 19: return QUATS[6];
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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if( mMeshes==null )
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{
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[2];
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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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if( mMeshes[0]==null )
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{
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float[][] bands= new float[][]
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{
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{0.06f,35,0.5f,0.7f,5,2,2},
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{0.01f,35,0.2f,0.4f,5,2,2}
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};
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int[] bandIndexes = new int[] { 0,0,0,1,1,1,1,1,1 };
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float[][] corners = new float[][] { {0.06f,0.12f} };
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int[] cornerIndexes = new int[] { -1,0,-1,0,0,0,-1,-1 };
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float[][] centers = new float[][] { { 0.0f, 0.0f, 0.0f} };
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int[] centerIndexes = new int[] { -1,0,-1,0,0,0,-1,-1 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER);
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mMeshes[0] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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mesh = mMeshes[0].copy(true);
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}
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else
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{
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if( mMeshes[1]==null )
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{
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float[][] bands= new float[][]
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{
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{0.038f,35,0.250f,0.7f, 7,2,2},
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{0.020f,35,0.125f,0.2f, 3,1,2},
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{0.020f,35,0.125f,0.2f, 3,1,1}
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};
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int[] bandIndexes = new int[] { 0,0,1,1,2,2 };
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float[][] corners = new float[][] { {0.06f,0.20f} };
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int[] cornerIndexes = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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float[][] centers = new float[][] { { 0.0f,-0.75f,-0.75f} };
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int[] centerIndexes = new int[] { 0,0,-1,-1,-1,-1,-1,-1 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES_EDGE,VERT_INDEXES_EDGE);
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mMeshes[1] = factory.createRoundedSolid(VERTICES_EDGE, VERT_INDEXES_EDGE,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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mesh = mMeshes[1].copy(true);
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}
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(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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int getFaceColor(int cubit, int cubitface, int size)
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{
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return cubitface<3 ? mFaceMap[cubit][cubitface] : STICKERS.length*FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectSticker retSticker(int face)
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{
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return mStickers[face/NUM_FACES];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return 2.0f;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
|
417
|
|
418
|
public int[] getBasicAngle()
|
419
|
{
|
420
|
return BASIC_ANGLE;
|
421
|
}
|
422
|
|
423
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424
|
|
425
|
private void initializeScrambleTable(int[] first)
|
426
|
{
|
427
|
if( mScrambleTable ==null ) mScrambleTable = new int[NUM_AXIS][2];
|
428
|
if( mPossibleAxis ==null ) mPossibleAxis = new int[NUM_AXIS-1];
|
429
|
if( mPossibleLayers==null ) mPossibleLayers= new int[NUM_AXIS-1];
|
430
|
if( mNumOccurences ==null ) mNumOccurences = new int[NUM_AXIS-1];
|
431
|
|
432
|
for(int i=0; i<NUM_AXIS; i++)
|
433
|
for(int j=0; j<2; j++)
|
434
|
{
|
435
|
mScrambleTable[i][j] = 0;
|
436
|
}
|
437
|
|
438
|
mScrambleTable[first[0]][first[1]/2] = 1;
|
439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
|
443
|
private boolean areOpposite(int oldAxis, int newAxis, int oldRow, int nom)
|
444
|
{
|
445
|
return (oldAxis+newAxis==3)^(oldRow<nom);
|
446
|
}
|
447
|
|
448
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
449
|
|
450
|
private int retNewRotationIndex(Random rnd, int nom, int[] oldRot)
|
451
|
{
|
452
|
int index=0, max=0;
|
453
|
|
454
|
for(int ax=0; ax<NUM_AXIS; ax++)
|
455
|
{
|
456
|
if( ax!=oldRot[0] )
|
457
|
{
|
458
|
mPossibleAxis[index] = ax;
|
459
|
mPossibleLayers[index] = areOpposite(oldRot[0],ax,oldRot[1],nom) ? 0:1;
|
460
|
int tmp = mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]];
|
461
|
if( tmp>max ) max=tmp;
|
462
|
index++;
|
463
|
}
|
464
|
}
|
465
|
|
466
|
for(int ax=0; ax<NUM_AXIS-1; ax++)
|
467
|
{
|
468
|
int value = mScrambleTable[mPossibleAxis[ax]][mPossibleLayers[ax]];
|
469
|
mNumOccurences[ax] = max - value + (ax==0 ? 0 : mNumOccurences[ax-1]);
|
470
|
}
|
471
|
|
472
|
float random= rnd.nextFloat()*mNumOccurences[NUM_AXIS-2];
|
473
|
|
474
|
for(int ax=0; ax<NUM_AXIS-1; ax++)
|
475
|
{
|
476
|
if( random <= mNumOccurences[ax] )
|
477
|
{
|
478
|
index=ax;
|
479
|
break;
|
480
|
}
|
481
|
}
|
482
|
|
483
|
mScrambleTable[mPossibleAxis[index]][mPossibleLayers[index]]++;
|
484
|
|
485
|
return index;
|
486
|
}
|
487
|
|
488
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
489
|
// PUBLIC API
|
490
|
|
491
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
|
492
|
{
|
493
|
if( curr==0 )
|
494
|
{
|
495
|
scramble[curr][0] = rnd.nextInt(NUM_AXIS);
|
496
|
scramble[curr][1] = rnd.nextFloat()<=0.5f ? 0:2;
|
497
|
initializeScrambleTable(scramble[curr]);
|
498
|
}
|
499
|
else
|
500
|
{
|
501
|
int index = retNewRotationIndex(rnd,1,scramble[curr-1]);
|
502
|
scramble[curr][0] = mPossibleAxis[index];
|
503
|
scramble[curr][1] = 2*mPossibleLayers[index];
|
504
|
}
|
505
|
|
506
|
switch( rnd.nextInt(2) )
|
507
|
{
|
508
|
case 0: scramble[curr][2] = -1; break;
|
509
|
case 1: scramble[curr][2] = 1; break;
|
510
|
}
|
511
|
}
|
512
|
|
513
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
514
|
// The Redi is solved if and only if all cubits are rotated with the same quat.
|
515
|
|
516
|
public boolean isSolved()
|
517
|
{
|
518
|
int q = CUBITS[0].mQuatIndex;
|
519
|
|
520
|
return ( CUBITS[ 1].mQuatIndex == q &&
|
521
|
CUBITS[ 2].mQuatIndex == q &&
|
522
|
CUBITS[ 3].mQuatIndex == q &&
|
523
|
CUBITS[ 4].mQuatIndex == q &&
|
524
|
CUBITS[ 5].mQuatIndex == q &&
|
525
|
CUBITS[ 6].mQuatIndex == q &&
|
526
|
CUBITS[ 7].mQuatIndex == q &&
|
527
|
CUBITS[ 8].mQuatIndex == q &&
|
528
|
CUBITS[ 9].mQuatIndex == q &&
|
529
|
CUBITS[10].mQuatIndex == q &&
|
530
|
CUBITS[11].mQuatIndex == q &&
|
531
|
CUBITS[12].mQuatIndex == q &&
|
532
|
CUBITS[13].mQuatIndex == q &&
|
533
|
CUBITS[14].mQuatIndex == q &&
|
534
|
CUBITS[15].mQuatIndex == q &&
|
535
|
CUBITS[16].mQuatIndex == q &&
|
536
|
CUBITS[17].mQuatIndex == q &&
|
537
|
CUBITS[18].mQuatIndex == q &&
|
538
|
CUBITS[19].mQuatIndex == q );
|
539
|
}
|
540
|
|
541
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
542
|
|
543
|
public int getObjectName(int numLayers)
|
544
|
{
|
545
|
return R.string.redi2;
|
546
|
}
|
547
|
|
548
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549
|
|
550
|
public int getInventor(int numLayers)
|
551
|
{
|
552
|
return R.string.redi2_inventor;
|
553
|
}
|
554
|
|
555
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
556
|
|
557
|
public int getComplexity(int numLayers)
|
558
|
{
|
559
|
return 4;
|
560
|
}
|
561
|
}
|