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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.object;
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import android.content.SharedPreferences;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectScale;
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import org.distorted.library.effect.VertexEffectSink;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedNode;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshRectangles;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Dynamic1D;
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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.magic.RubikSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObject extends DistortedNode
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{
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static final float OBJECT_SCREEN_RATIO = 0.5f;
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static final int TEXTURE_SIZE = 100;
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private static final int POST_ROTATION_MILLISEC = 500;
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private final float[] LEGAL_QUATS;
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private Static3D mMove, mScale, mNodeMove, mNodeScale;
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private Static4D mQuatAccumulated;
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private DistortedTexture mNodeTexture;
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int mSize, mRotAxis, mRotRow;
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Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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DistortedTexture mTexture;
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VertexEffectSink mSinkEffect;
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MatrixEffectMove mMoveEffect;
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MatrixEffectScale mScaleEffect;
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MatrixEffectQuaternion mQuatCEffect;
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MatrixEffectQuaternion mQuatAEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikObject(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
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{
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super(texture,effects,mesh);
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LEGAL_QUATS = getLegalQuats();
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mNodeTexture = texture;
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mSize = size;
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mRotationAngleStatic = new Static1D(0);
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mRotationAngleMiddle = new Static1D(0);
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mRotationAngleFinal = new Static1D(0);
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mMove = new Static3D(0,0,0);
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mScale = new Static3D(1,1,1);
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mNodeMove = new Static3D(0,0,0);
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mNodeScale= new Static3D(1,1,1);
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mQuatAccumulated = quatAcc;
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Static3D sinkCenter = new Static3D(TEXTURE_SIZE*0.5f, TEXTURE_SIZE*0.5f, TEXTURE_SIZE*0.5f);
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Static3D matrCenter = new Static3D(0,0,0);
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Static4D region = new Static4D(0,0,0, TEXTURE_SIZE*0.72f);
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mSinkEffect = new VertexEffectSink( new Static1D(getSinkStrength()), sinkCenter, region );
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mMoveEffect = new MatrixEffectMove(mMove);
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mScaleEffect = new MatrixEffectScale(mScale);
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mQuatCEffect = new MatrixEffectQuaternion(quatCur, matrCenter);
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mQuatAEffect = new MatrixEffectQuaternion(quatAcc, matrCenter);
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MatrixEffectMove nodeMoveEffect = new MatrixEffectMove(mNodeMove);
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MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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effects.apply(nodeScaleEffect);
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effects.apply(nodeMoveEffect);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Because of quatMultiplication, errors can accumulate - so to avoid this, we
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// correct the value of the 'scramble' quat to what it should be - one of the legal quats from the
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// list LEGAL_QUATS.
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//
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// 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.
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void normalizeScrambleQuat(Static4D quat)
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{
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float x = quat.get0();
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float y = quat.get1();
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float z = quat.get2();
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float w = quat.get3();
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float diff;
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for(float legal: LEGAL_QUATS)
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{
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diff = x-legal;
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if( diff*diff<0.01f ) x = legal;
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diff = y-legal;
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if( diff*diff<0.01f ) y = legal;
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diff = z-legal;
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if( diff*diff<0.01f ) z = legal;
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diff = w-legal;
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if( diff*diff<0.01f ) w = legal;
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}
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if( w<0 )
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{
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w = -w;
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z = -z;
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y = -y;
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x = -x;
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}
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else if( w==0 )
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{
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if( z<0 )
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{
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z = -z;
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y = -y;
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x = -x;
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}
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else if( z==0 )
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{
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if( y<0 )
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{
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y = -y;
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x = -x;
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}
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else if( y==0 )
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{
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if( x<0 )
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{
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x = -x;
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}
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}
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}
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}
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quat.set(x,y,z,w);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeNearestAngle(float angle)
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{
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final int NEAREST = 90;
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int tmp = (int)((angle+NEAREST/2)/NEAREST);
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if( angle< -(NEAREST*0.5) ) tmp-=1;
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return NEAREST*tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void resetRotationAngle(Dynamic1D rotationAngle)
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{
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rotationAngle.setDuration(POST_ROTATION_MILLISEC);
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rotationAngle.resetToBeginning();
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rotationAngle.removeAll();
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rotationAngle.add(mRotationAngleStatic);
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rotationAngle.add(mRotationAngleMiddle);
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rotationAngle.add(mRotationAngleFinal);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void modifyCurrentPosition(Static3D currentPosition, Static4D quat)
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{
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float diff = 0.5f*(mSize-1);
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float cubitCenterX = currentPosition.get0() - diff;
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float cubitCenterY = currentPosition.get1() - diff;
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float cubitCenterZ = currentPosition.get2() - diff;
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Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
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float rotatedX = rotatedCenter.get0() + diff;
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float rotatedY = rotatedCenter.get1() + diff;
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float rotatedZ = rotatedCenter.get2() + diff;
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int roundedX = (int)(rotatedX+0.1f);
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int roundedY = (int)(rotatedY+0.1f);
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int roundedZ = (int)(rotatedZ+0.1f);
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currentPosition.set(roundedX, roundedY, roundedZ);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getSinkStrength()
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{
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switch(mSize)
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{
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case 1 : return 1.1f;
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case 2 : return 1.5f;
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case 3 : return 1.8f;
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case 4 : return 2.0f;
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default: return 3.0f - 4.0f/mSize;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getSize()
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{
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return mSize;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void continueRotation(float angleInDegrees)
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{
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mRotationAngleStatic.set0(angleInDegrees);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getRotationQuat()
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{
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return mQuatAccumulated;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void recomputeScaleFactor(int screenWidth, int screenHeight)
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{
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int texW = mNodeTexture.getWidth();
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int texH = mNodeTexture.getHeight();
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if( (float)texH/texW > (float)screenHeight/screenWidth )
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{
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int w = (screenHeight*texW)/texH;
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float factor = (float)screenHeight/texH;
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mNodeMove.set((screenWidth-w)*0.5f ,0, 0);
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mNodeScale.set(factor,factor,factor);
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}
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else
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{
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int h = (screenWidth*texH)/texW;
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float factor = (float)screenWidth/texW;
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mNodeMove.set(0,(screenHeight-h)*0.5f,0);
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mNodeScale.set(factor,factor,factor);
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}
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float scaleFactor = (OBJECT_SCREEN_RATIO*texW/(TEXTURE_SIZE*mSize));
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mMove.set( texW*0.5f , texH*0.5f , 0.0f );
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mScale.set(scaleFactor,scaleFactor,scaleFactor);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract float[] getLegalQuats();
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public abstract void savePreferences(SharedPreferences.Editor editor);
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public abstract void restorePreferences(SharedPreferences preferences);
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public abstract void beginNewRotation(int vector, int row );
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public abstract long addNewRotation(int vector, int row, int angle, long durationMillis, EffectListener listener );
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public abstract long finishRotationNow(EffectListener listener);
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public abstract void removeRotationNow();
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public abstract void apply(Effect effect, int position);
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public abstract void remove(long effectID);
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public abstract void releaseResources();
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public abstract void createTexture();
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public abstract void solve();
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public abstract boolean isSolved();
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}
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