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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.RubikSurfaceView;
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import java.util.Random;
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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikHelicopter extends RubikObject
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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 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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// the six axis that determine the faces
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), new Static3D(0,0,-1)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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0xffffff00, 0xffffffff, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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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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private static final float DIST_CENTER = 0.49f;
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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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{ 2,5,0, 6,6,6 },
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{ 3,4,0, 6,6,6 },
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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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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikHelicopter(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.HELI, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createCornerMesh()
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{
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float D = 0.02f;
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float E = 0.5f;
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float F = SQ2/4;
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float[] vertices0 = { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
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float[] bands0 = { 1.0f , 0,
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1.0f-2*D, D*0.25f,
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1.0f-4*D, D*0.35f,
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1.0f-8*D, D*0.6f,
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0.60f , D*1.0f,
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0.30f , D*1.375f,
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0.0f , D*1.4f };
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MeshBase[] meshes = new MeshBase[6];
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meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = meshes[0].copy(true);
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meshes[1].setEffectAssociation(0,2,0);
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meshes[2] = meshes[0].copy(true);
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meshes[2].setEffectAssociation(0,4,0);
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float[] vertices1 = { -F,-1.0f/12, +F,-1.0f/12, 0,1.0f/6 };
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float[] bands1 = { 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f };
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meshes[3] = new MeshPolygon(vertices1,bands1,1,3);
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meshes[3].setEffectAssociation(0,8,0);
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meshes[4] = meshes[3].copy(true);
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meshes[4].setEffectAssociation(0,16,0);
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meshes[5] = meshes[3].copy(true);
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meshes[5].setEffectAssociation(0,32,0);
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mCornerMesh = new MeshJoined(meshes);
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Static3D axisX = new Static3D(1,0,0);
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Static3D axisY = new Static3D(0,1,0);
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Static3D axis0 = new Static3D(-SQ2/2,0,SQ2/2);
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Static3D axis1 = new Static3D(+SQ3/3,+SQ3/3,+SQ3/3);
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Static1D angle1 = new Static1D(+90);
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Static1D angle2 = new Static1D(-90);
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Static1D angle3 = new Static1D(-135);
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Static1D angle4 = new Static1D(90);
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Static1D angle5 = new Static1D(120);
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Static1D angle6 = new Static1D(240);
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Static3D center1= new Static3D(0,0,0);
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Static3D center2= new Static3D(-0.25f,-0.25f,-0.25f);
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Static3D move1 = new Static3D(-E/4,-E/4,0);
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Static3D move2 = new Static3D(-0.25f,(-1.0f/6)-0.25f,-0.25f);
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float d0 =-0.04f;
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float d1 = 0.04f;
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float r0 = 0.15f;
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float r1 = 0.10f;
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Static3D vec0 = new Static3D(d0*(+SQ3/3),d0*(+SQ3/3),d0*(+SQ3/3));
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Static3D vec1 = new Static3D(d1*(+SQ3/3),d1*(-SQ3/3),d1*(-SQ3/3));
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Static3D vec2 = new Static3D(d1*(-SQ3/3),d1*(+SQ3/3),d1*(-SQ3/3));
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Static3D vec3 = new Static3D(d1*(-SQ3/3),d1*(-SQ3/3),d1*(+SQ3/3));
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Static1D radius = new Static1D(0.5f);
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Static3D cent0 = new Static3D( 0.0f, 0.0f, 0.0f);
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Static3D cent1 = new Static3D(-0.5f, 0.0f, 0.0f);
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Static3D cent2 = new Static3D( 0.0f,-0.5f, 0.0f);
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Static3D cent3 = new Static3D( 0.0f, 0.0f,-0.5f);
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Static4D reg0 = new Static4D(0,0,0,r0);
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Static4D reg1 = new Static4D(0,0,0,r1);
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VertexEffectMove effect0 = new VertexEffectMove(move1);
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VertexEffectScale effect1 = new VertexEffectScale(new Static3D(1,1,-1));
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VertexEffectRotate effect2 = new VertexEffectRotate(angle1,axisX,center1);
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VertexEffectRotate effect3 = new VertexEffectRotate(angle2,axisY,center1);
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VertexEffectMove effect4 = new VertexEffectMove(move2);
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VertexEffectRotate effect5 = new VertexEffectRotate(angle1,axisX,center2);
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VertexEffectRotate effect6 = new VertexEffectRotate(angle3,axisY,center2);
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VertexEffectRotate effect7 = new VertexEffectRotate(angle4,axis0,center2);
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VertexEffectRotate effect8 = new VertexEffectRotate(angle5,axis1,center2);
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VertexEffectRotate effect9 = new VertexEffectRotate(angle6,axis1,center2);
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VertexEffectDeform effect10= new VertexEffectDeform(vec0,radius,cent0,reg0);
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VertexEffectDeform effect11= new VertexEffectDeform(vec1,radius,cent1,reg1);
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VertexEffectDeform effect12= new VertexEffectDeform(vec2,radius,cent2,reg1);
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VertexEffectDeform effect13= new VertexEffectDeform(vec3,radius,cent3,reg1);
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effect0.setMeshAssociation( 7,-1); // meshes 0,1,2
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effect1.setMeshAssociation( 6,-1); // meshes 1,2
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effect2.setMeshAssociation( 2,-1); // mesh 1
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effect3.setMeshAssociation( 4,-1); // mesh 2
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effect4.setMeshAssociation(56,-1); // meshes 3,4,5
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effect5.setMeshAssociation(56,-1); // meshes 3,4,5
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effect6.setMeshAssociation(56,-1); // meshes 3,4,5
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effect7.setMeshAssociation(56,-1); // meshes 3,4,5
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effect8.setMeshAssociation(16,-1); // mesh 4
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effect9.setMeshAssociation(32,-1); // mesh 5
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effect10.setMeshAssociation(63,-1); // all meshes
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effect11.setMeshAssociation(63,-1); // all meshes
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effect12.setMeshAssociation(63,-1); // all meshes
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effect13.setMeshAssociation(63,-1); // all meshes
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mCornerMesh.apply(effect0);
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mCornerMesh.apply(effect1);
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mCornerMesh.apply(effect2);
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mCornerMesh.apply(effect3);
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mCornerMesh.apply(effect4);
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mCornerMesh.apply(effect5);
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mCornerMesh.apply(effect6);
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mCornerMesh.apply(effect7);
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mCornerMesh.apply(effect8);
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mCornerMesh.apply(effect9);
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mCornerMesh.apply(effect10);
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mCornerMesh.apply(effect11);
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mCornerMesh.apply(effect12);
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mCornerMesh.apply(effect13);
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mCornerMesh.mergeEffComponents();
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335
|
}
|
336
|
|
337
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
338
|
|
339
|
private void createFaceMesh()
|
340
|
{
|
341
|
float D = 0.02f;
|
342
|
float E = 0.5f;
|
343
|
float F = SQ2/4;
|
344
|
|
345
|
float[] vertices0 = { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
|
346
|
|
347
|
float[] bands0 = { 1.0f , 0,
|
348
|
1.0f-2*D, D*0.25f,
|
349
|
1.0f-4*D, D*0.35f,
|
350
|
1.0f-8*D, D*0.6f,
|
351
|
0.60f , D*1.0f,
|
352
|
0.30f , D*1.375f,
|
353
|
0.0f , D*1.4f };
|
354
|
|
355
|
MeshBase[] meshes = new MeshBase[6];
|
356
|
|
357
|
meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
|
358
|
meshes[0].setEffectAssociation(0,1,0);
|
359
|
|
360
|
// TODO
|
361
|
|
362
|
mFaceMesh.mergeEffComponents();
|
363
|
}
|
364
|
|
365
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
366
|
|
367
|
float getScreenRatio()
|
368
|
{
|
369
|
return 1.0f;
|
370
|
}
|
371
|
|
372
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
373
|
|
374
|
Static4D[] getQuats()
|
375
|
{
|
376
|
return QUATS;
|
377
|
}
|
378
|
|
379
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
380
|
|
381
|
int getNumFaces()
|
382
|
{
|
383
|
return FACE_COLORS.length;
|
384
|
}
|
385
|
|
386
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
387
|
|
388
|
int getNumStickerTypes()
|
389
|
{
|
390
|
return 1;
|
391
|
}
|
392
|
|
393
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
394
|
|
395
|
int getNumCubitFaces()
|
396
|
{
|
397
|
return FACES_PER_CUBIT;
|
398
|
}
|
399
|
|
400
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
401
|
|
402
|
Static3D[] getCubitPositions(int size)
|
403
|
{
|
404
|
return CENTERS;
|
405
|
}
|
406
|
|
407
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
408
|
// TODO
|
409
|
|
410
|
private int getQuatIndex(int cubit)
|
411
|
{
|
412
|
switch(cubit)
|
413
|
{
|
414
|
case 0:
|
415
|
case 1:
|
416
|
case 2:
|
417
|
case 3:
|
418
|
case 4:
|
419
|
case 5:
|
420
|
case 6:
|
421
|
case 7:
|
422
|
case 8:
|
423
|
case 9:
|
424
|
case 10:
|
425
|
case 11:
|
426
|
case 12:
|
427
|
case 13:
|
428
|
case 14:
|
429
|
case 15:
|
430
|
case 16:
|
431
|
case 17:
|
432
|
case 18:
|
433
|
case 19:
|
434
|
case 20:
|
435
|
case 21:
|
436
|
case 22:
|
437
|
case 23:
|
438
|
case 24:
|
439
|
case 25:
|
440
|
case 26:
|
441
|
case 27:
|
442
|
case 28:
|
443
|
case 29:
|
444
|
case 30:
|
445
|
case 31:
|
446
|
}
|
447
|
|
448
|
return -1;
|
449
|
}
|
450
|
|
451
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
452
|
|
453
|
MeshBase createCubitMesh(int cubit)
|
454
|
{
|
455
|
MeshBase mesh;
|
456
|
|
457
|
if( cubit<8 )
|
458
|
{
|
459
|
if( mCornerMesh==null ) createCornerMesh();
|
460
|
mesh = mCornerMesh.copy(true);
|
461
|
}
|
462
|
else
|
463
|
{
|
464
|
if( mFaceMesh==null ) createFaceMesh();
|
465
|
mesh = mFaceMesh.copy(true);
|
466
|
}
|
467
|
|
468
|
int index = getQuatIndex(cubit);
|
469
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[index], new Static3D(0,0,0) );
|
470
|
mesh.apply(quat,0xffffffff,0);
|
471
|
|
472
|
return mesh;
|
473
|
}
|
474
|
|
475
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
476
|
|
477
|
int getFaceColor(int cubit, int cubitface, int size)
|
478
|
{
|
479
|
return mFaceMap[cubit][cubitface];
|
480
|
}
|
481
|
|
482
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
483
|
|
484
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
485
|
{
|
486
|
float STROKE = 0.035f*side;
|
487
|
float L= left+0.125f*side;
|
488
|
float H= 0.375f*side;
|
489
|
float LEN = 0.5f*side;
|
490
|
|
491
|
paint.setAntiAlias(true);
|
492
|
paint.setStrokeWidth(STROKE);
|
493
|
paint.setColor(FACE_COLORS[face]);
|
494
|
paint.setStyle(Paint.Style.FILL);
|
495
|
|
496
|
canvas.drawRect(left,top,left+side,top+side,paint);
|
497
|
|
498
|
paint.setColor(INTERIOR_COLOR);
|
499
|
paint.setStyle(Paint.Style.STROKE);
|
500
|
|
501
|
canvas.drawLine( L , H, L+LEN, H , paint);
|
502
|
canvas.drawLine( L , H, L+LEN, H+LEN, paint);
|
503
|
canvas.drawLine( L+LEN, H, L+LEN, H+LEN, paint);
|
504
|
|
505
|
float S1 = 0.125f*side;
|
506
|
float S2 = 0.070f*side;
|
507
|
float X = 0.7f*S2;
|
508
|
|
509
|
float LA = left+0.625f*side;
|
510
|
float RA = left+0.125f*side;
|
511
|
float TA = 0.375f*side;
|
512
|
float BA = 0.875f*side;
|
513
|
|
514
|
canvas.drawArc( LA-S1, TA , LA , TA+S1, 270, 90, false, paint);
|
515
|
canvas.drawArc( RA+X , TA , RA+X+S2, TA+S2, 135,135, false, paint);
|
516
|
canvas.drawArc( LA-S2, BA-X-S2, LA , BA-X , 0,135, false, paint);
|
517
|
}
|
518
|
|
519
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
520
|
|
521
|
float returnMultiplier()
|
522
|
{
|
523
|
return 2.0f;
|
524
|
}
|
525
|
|
526
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
527
|
|
528
|
float[] getRowChances()
|
529
|
{
|
530
|
float[] chances = new float[4];
|
531
|
|
532
|
chances[0] = 0.5f;
|
533
|
chances[1] = 0.5f;
|
534
|
chances[2] = 0.5f;
|
535
|
chances[3] = 1.0f;
|
536
|
|
537
|
return chances;
|
538
|
}
|
539
|
|
540
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
541
|
// PUBLIC API
|
542
|
|
543
|
public Static3D[] getRotationAxis()
|
544
|
{
|
545
|
return ROT_AXIS;
|
546
|
}
|
547
|
|
548
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
549
|
|
550
|
public int getBasicAngle()
|
551
|
{
|
552
|
return 2;
|
553
|
}
|
554
|
|
555
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
556
|
|
557
|
public int computeRowFromOffset(float offset)
|
558
|
{
|
559
|
return offset<0.25f ? 0:1;
|
560
|
}
|
561
|
|
562
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
563
|
|
564
|
public float returnRotationFactor(float offset)
|
565
|
{
|
566
|
return 1.0f;
|
567
|
}
|
568
|
|
569
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
570
|
|
571
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
572
|
{
|
573
|
int numAxis = ROTATION_AXIS.length;
|
574
|
|
575
|
if( oldRotAxis == START_AXIS )
|
576
|
{
|
577
|
return rnd.nextInt(numAxis);
|
578
|
}
|
579
|
else
|
580
|
{
|
581
|
int newVector = rnd.nextInt(numAxis-2);
|
582
|
|
583
|
switch(oldRotAxis)
|
584
|
{
|
585
|
case 0:
|
586
|
case 1: return newVector+2;
|
587
|
case 2:
|
588
|
case 3: return (newVector==0 || newVector==1) ? newVector:newVector+2;
|
589
|
default: return newVector;
|
590
|
}
|
591
|
}
|
592
|
}
|
593
|
|
594
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
595
|
|
596
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
597
|
{
|
598
|
float rowFloat = rnd.nextFloat();
|
599
|
|
600
|
for(int row=0; row<mRowChances.length; row++)
|
601
|
{
|
602
|
if( rowFloat<=mRowChances[row] ) return row;
|
603
|
}
|
604
|
|
605
|
return 0;
|
606
|
}
|
607
|
|
608
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
609
|
// remember about the double cover or unit quaternions!
|
610
|
|
611
|
private int mulQuat(int q1, int q2)
|
612
|
{
|
613
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
614
|
|
615
|
float rX = result.get0();
|
616
|
float rY = result.get1();
|
617
|
float rZ = result.get2();
|
618
|
float rW = result.get3();
|
619
|
|
620
|
final float MAX_ERROR = 0.1f;
|
621
|
float dX,dY,dZ,dW;
|
622
|
|
623
|
for(int i=0; i<QUATS.length; i++)
|
624
|
{
|
625
|
dX = QUATS[i].get0() - rX;
|
626
|
dY = QUATS[i].get1() - rY;
|
627
|
dZ = QUATS[i].get2() - rZ;
|
628
|
dW = QUATS[i].get3() - rW;
|
629
|
|
630
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
631
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
632
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
633
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
634
|
|
635
|
dX = QUATS[i].get0() + rX;
|
636
|
dY = QUATS[i].get1() + rY;
|
637
|
dZ = QUATS[i].get2() + rZ;
|
638
|
dW = QUATS[i].get3() + rW;
|
639
|
|
640
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
641
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
642
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
643
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
644
|
}
|
645
|
|
646
|
return -1;
|
647
|
}
|
648
|
|
649
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
650
|
// The Helicopter is solved if and only if:
|
651
|
//
|
652
|
// 1) all of its corner cubits are rotated with the same quat
|
653
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
654
|
// and optionally they also might be turned by a multiple of 90 degrees along
|
655
|
// a vector perpendicular to the face they lie on.
|
656
|
//
|
657
|
// i.e.
|
658
|
// cubits 8, 9,10,11,12,13,14,15 - might be extra QUAT 1,8,9
|
659
|
// cubits 16,17,18,19,20,21,22,23 - might be extra QUAT 2,12,13
|
660
|
// cubits 24,25,26,27,28,29,30,31 - might be extra QUAT 3,14,15
|
661
|
|
662
|
public boolean isSolved()
|
663
|
{
|
664
|
int q = CUBITS[0].mQuatIndex;
|
665
|
|
666
|
if ( CUBITS[1].mQuatIndex == q &&
|
667
|
CUBITS[2].mQuatIndex == q &&
|
668
|
CUBITS[3].mQuatIndex == q &&
|
669
|
CUBITS[4].mQuatIndex == q &&
|
670
|
CUBITS[5].mQuatIndex == q &&
|
671
|
CUBITS[6].mQuatIndex == q &&
|
672
|
CUBITS[7].mQuatIndex == q )
|
673
|
{
|
674
|
int q1 = mulQuat(q,1);
|
675
|
int q2 = mulQuat(q,8);
|
676
|
int q3 = mulQuat(q,9);
|
677
|
|
678
|
for(int index=8; index<16; index++)
|
679
|
{
|
680
|
int qIndex = CUBITS[index].mQuatIndex;
|
681
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
682
|
}
|
683
|
|
684
|
q1 = mulQuat(q, 2);
|
685
|
q2 = mulQuat(q,12);
|
686
|
q3 = mulQuat(q,13);
|
687
|
|
688
|
for(int index=16; index<24; index++)
|
689
|
{
|
690
|
int qIndex = CUBITS[index].mQuatIndex;
|
691
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
692
|
}
|
693
|
|
694
|
q1 = mulQuat(q, 3);
|
695
|
q2 = mulQuat(q,14);
|
696
|
q3 = mulQuat(q,15);
|
697
|
|
698
|
for(int index=24; index<32; index++)
|
699
|
{
|
700
|
int qIndex = CUBITS[index].mQuatIndex;
|
701
|
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
702
|
}
|
703
|
|
704
|
return true;
|
705
|
}
|
706
|
|
707
|
return false;
|
708
|
}
|
709
|
|
710
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
711
|
// only needed for solvers - there are no Helicopter solvers ATM)
|
712
|
|
713
|
public String retObjectString()
|
714
|
{
|
715
|
return "";
|
716
|
}
|
717
|
|
718
|
}
|