Correct a recently introduced bug with restoring records.Slightely simplify ObjectType.
Reename ObjectList to a more logical ObjectType.
Simplify ObjectList: now there's just one object per size.
Simplify objectlib's API.Correct a recently introduced bug with resetting texture maps.
Move QuatHelpeer to distorted-library
Remove all the flags - those are now in a separate module
add two missing files
Remove all files that have been separated into a new library 'objectlib'
Prepare the 'objectlib' package to be separated into a library module
Rename some assets for consistency
Refactoring: split the 'objects' package into two, 'objects' and 'objectlib'.The point: we're going to need to move the 'objectlib' stuff into its own library module, and that's because we're going to create a new app module which needs access to it.
Important bugfix.
Remove redundant variable.
Do away with the last method in the object Movement classes. Remove the object Movement classes altogether.From now on the implementation of a TwistyPuzzle is 100% data, no code at all.Next step: make the implementation a (generated?) (XML?) file.
Next step on the way to completely do away with object Movement classes.
Correct the cuts of Mega/Kilominx.
Major abstraction - automatically compute the 'computeRowFromOffset()' function from CUTS.Still one thing left: it appears like the CUTS of Mega/Kilominxes are not correct.
Abstract the next function, computeRowFromOffset(), out of the individual Movement classes.Still two issues:
1) mysterious 1.5 multiplier in Movement122) in Movement8, moving the offset works only if the rotAxis are face-turning, i.e. they connect the centers of the opposing faces of the octahedron.
Remove class referencees from ObjectList.
MOve the FOV from ObjectList to individual object classes.
Introduce abstract 4,6,8 adn 12 classes.
Move the Movement class from ObjectList to individual object classes.
Realize that the Movements of Rex, Redi, Dino and the Skewbs are all identical and convert those 4 classes into one MovementCornerTwisting.
Minor
Make computing the offset in the Movement class more correct. From now on, in the center of the face the offset if always 0 regardless of the axis.Before it would always assume that we can add DIST2D to the offset which is originated at the center of the face and this way get an offset which spans from 0 to height of the face. This is not always true - conterexample: half of the triangluar faces of an octahedron which are 'upside down'
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