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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CHANGING_MIRROR;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import java.io.InputStream;
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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.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMirror extends ShapeHexahedron
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{
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private static final int[] FACE_COLORS = new int[] { COLOR_WHITE };
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private static final float DX = 0.10f;
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private static final float DY = 0.25f;
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private static final float DZ = 0.40f;
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private ScrambleState[] mStates;
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private float[][] mCuts;
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private int[][] mBasicAngle;
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private float[][] mPositions;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyMirror(int[] numL, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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{
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super(numL, meshState, iconMode, numL[0], quat, move, scale, stream);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getInternalColor()
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{
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return 0xff333333;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public 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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@Override
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public int getNumFaceColors()
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{
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ScrambleState[] getScrambleStates()
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{
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if( mStates==null )
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{
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int[] numLayers = getNumLayers();
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int[][] m = new int[16][];
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for(int i=1; i<16; i++) m[i] = createEdges(numLayers[0],i);
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] { m[ 1], m[ 2], m[ 3] } ), // 0
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new ScrambleState( new int[][] { null, m[ 4], m[ 5] } ), // x
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new ScrambleState( new int[][] { m[ 6], null, m[ 7] } ), // y
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new ScrambleState( new int[][] { m[ 8], m[ 8], null } ), // z
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new ScrambleState( new int[][] { m[10], null, m[ 7] } ), // xy
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new ScrambleState( new int[][] { m[11], m[ 9], null } ), // xz
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new ScrambleState( new int[][] { null, m[12], m[ 5] } ), // yx
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new ScrambleState( new int[][] { m[ 8], m[13], null } ), // yz
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new ScrambleState( new int[][] { null, m[ 4], m[14] } ), // zx
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new ScrambleState( new int[][] { m[ 6], null, m[15] } ), // zy
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new ScrambleState( new int[][] { null, null, m[ 5] } ), // xyx
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new ScrambleState( new int[][] { null, m[ 4], null } ), // xzx
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new ScrambleState( new int[][] { null, null, m[ 7] } ), // yxy
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new ScrambleState( new int[][] { m[ 6], null, null } ), // yzy
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new ScrambleState( new int[][] { null, m[ 9], null } ), // zxz
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new ScrambleState( new int[][] { m[ 8], null, null } ), // zyz
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};
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}
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return mStates;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] createEdges(int size, int vertex)
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{
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int[] ret = new int[9*size];
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for(int l=0; l<size; l++)
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{
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ret[9*l ] = l;
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ret[9*l+1] =-1;
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ret[9*l+2] = vertex;
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ret[9*l+3] = l;
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ret[9*l+4] = 1;
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ret[9*l+5] = vertex;
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ret[9*l+6] = l;
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ret[9*l+7] = 2;
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ret[9*l+8] = vertex;
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getRow(int cubit, int numLayers, int dim)
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{
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return (int)(mPositions[cubit][dim] + 0.5f*(numLayers-1));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mPositions==null )
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{
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int numL = numLayers[0];
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int numCubits = getNumCubitVariants(numLayers);
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mPositions = new float[numCubits][];
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float diff = 0.5f*(numL-1);
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int currentPosition = 0;
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for(int x = 0; x<numL; x++)
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for(int y = 0; y<numL; y++)
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for(int z = 0; z<numL; z++)
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if( x==0 || x==numL-1 || y==0 || y==numL-1 || z==0 || z==numL-1 )
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{
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mPositions[currentPosition++] = new float[] {x-diff,y-diff,z-diff};
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}
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}
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return mPositions;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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return mObjectQuats[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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int numL = getNumLayers()[0];
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int xrow = getRow(variant,numL,0); // cubit == variant
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int yrow = getRow(variant,numL,1);
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int zrow = getRow(variant,numL,2);
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float XL = -0.5f + (xrow== 0 ? DX : 0);
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float XR = +0.5f + (xrow==numL-1 ? DX : 0);
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float YL = -0.5f - (yrow== 0 ? DY : 0);
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float YR = +0.5f - (yrow==numL-1 ? DY : 0);
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float ZL = -0.5f - (zrow== 0 ? DZ : 0);
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float ZR = +0.5f - (zrow==numL-1 ? DZ : 0);
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float[][] vertices =
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{
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{ XR, YR, ZR },
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{ XR, YR, ZL },
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{ XR, YL, ZR },
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{ XR, YL, ZL },
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{ XL, YR, ZR },
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{ XL, YR, ZL },
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{ XL, YL, ZR },
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{ XL, YL, ZL },
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};
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int[][] indices =
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{
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{2,3,1,0},
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{7,6,4,5},
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{4,0,1,5},
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{7,3,2,6},
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{6,2,0,4},
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{3,7,5,1}
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};
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return new ObjectShape(vertices, indices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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int extraI, extraV, num, numL = getNumLayers()[0];
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float height = isInIconMode() ? 0.001f : 0.045f;
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switch(numL)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; break;
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case 3 : num = 5; extraI = 2; extraV = 2; break;
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case 4 : num = 5; extraI = 0; extraV = 0; break;
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default: num = 4; extraI = 0; extraV = 0; break;
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}
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float[][] bands = { {height,35,0.5f,0.7f,num,extraI,extraV} };
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int[] bandIndices = { 0,0,0,0,0,0 };
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float[][] corners = { {0.036f,0.12f} };
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int[] cornerIndices = { 0,0,0,0,0,0,0,0 };
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float[][] centers = { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = { 0,0,0,0,0,0,0,0 };
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return new ObjectFaceShape(bands,bandIndices,corners,cornerIndices,centers,centerIndices,null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumCubitVariants(int[] numLayers)
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{
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int numL = numLayers[0];
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return numL>1 ? 6*numL*numL - 12*numL + 8 : 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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int numL = numLayers[0];
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mCuts = new float[3][numL-1];
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for(int i=0; i<numL-1; i++)
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{
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float cut = (2-numL)*0.5f + i;
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mCuts[0][i] = cut;
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mCuts[1][i] = cut;
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mCuts[2][i] = cut;
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}
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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int num = numLayers[0];
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boolean[] tmp = new boolean[num];
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for(int i=0; i<num; i++) tmp[i] = true;
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return new boolean[][] { tmp,tmp,tmp };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_CHANGING_MIRROR;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_NOT_SPLIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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int N = numLayers[0];
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return new float[] { 0.5f+DX/N, 0.5f-DX/N, 0.5f-DY/N, 0.5f+DY/N, 0.5f-DZ/N, 0.5f+DZ/N };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.10f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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float stroke = 0.08f;
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if( isInIconMode() )
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{
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int[] numLayers = getNumLayers();
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stroke*= ( numLayers[0]==2 ? 1.8f : 2.0f );
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}
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return stroke;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getStickerAngles()
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{
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return null;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getBasicAngles()
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{
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if( mBasicAngle==null )
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{
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int num = getNumLayers()[0];
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int[] tmp = new int[num];
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for(int i=0; i<num; i++) tmp[i] = 4;
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mBasicAngle = new int[][] { tmp,tmp,tmp };
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}
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return mBasicAngle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getShortName()
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{
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switch(getNumLayers()[0])
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{
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case 2: return ObjectType.MIRR_2.name();
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case 3: return ObjectType.MIRR_3.name();
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case 4: return ObjectType.MIRR_4.name();
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}
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return ObjectType.MIRR_2.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectSignature getSignature()
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{
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switch(getNumLayers()[0])
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{
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case 2: return new ObjectSignature(ObjectType.MIRR_2);
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case 3: return new ObjectSignature(ObjectType.MIRR_3);
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case 4: return new ObjectSignature(ObjectType.MIRR_4);
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getObjectName()
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{
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switch(getNumLayers()[0])
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{
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case 2: return "Pocket Mirror";
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case 3: return "Mirror Cube";
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case 4: return "Master Mirror Blocks";
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getInventor()
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{
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switch(getNumLayers()[0])
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{
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case 2: return "Thomas de Bruin";
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case 3: return "Hidetoshi Takeji";
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case 4: return "Traiphum Prungtaengkit";
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getYearOfInvention()
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{
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switch(getNumLayers()[0])
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{
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case 2: return 2007;
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case 3: return 2006;
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case 4: return 2014;
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}
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return 2006;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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453
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public int getComplexity()
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{
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switch(getNumLayers()[0])
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{
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case 2: return 1;
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case 3: return 2;
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460
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case 4: return 3;
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}
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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466
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|
467
|
public String[][] getTutorials()
|
468
|
{
|
469
|
int[] numLayers = getNumLayers();
|
470
|
|
471
|
switch(numLayers[0])
|
472
|
{
|
473
|
case 2: return new String[][] {
|
474
|
{"gb","rSH-ZEqTmxs","Solve 2x2 Mirror Blocks","King of Cubing"},
|
475
|
{"es","Ipz-Ajpd4Fg","Como resolver el mirror 2x2","RUBI CUBI"},
|
476
|
{"ru","rGqZq0bjZlM","Как собрать Зеркальный кубик 2x2","maggam1000"},
|
477
|
{"de","fFMf1G7MYmA","2x2 Mirror Cube Anfängerlösung","rofrisch"},
|
478
|
{"pl","C6B_ZT6xilw","Jak ułożyć kostkę mirror 2x2","Lisek Smolisek"},
|
479
|
{"kr","9S4QTkyNm4Y","2x2 Mirror Cube","큐브놀이터"},
|
480
|
{"vn","6zENEJlv5gA","Hướng Dẫn Giải Mirror 2x2","Rubik Cube"},
|
481
|
};
|
482
|
case 3: return new String[][] {
|
483
|
{"gb","YkzXIWnqbSw","How to Solve the Mirror Cube","Z3"},
|
484
|
{"es","ZTkunMo51l0","Resolver cubo de Rubik MIRROR","Cuby"},
|
485
|
{"ru","1QPAD3Q4r78","Как собрать Зеркальный Куб","Алексей Ярыгин"},
|
486
|
{"fr","tlFLE2UvjFo","Tutoriel: le rubik's cube mirroir","Le Cubiste"},
|
487
|
{"de","Qf2EadLLiZo","Mirror Cube lösen","Pezcraft"},
|
488
|
{"pl","r1-MzAL3TxE","Jak ułożyć kostkę mirror","Cube Masters"},
|
489
|
{"br","HWGGpIKRT_I","Como resolver o Mirror Blocks","Pedro Filho"},
|
490
|
{"kr","p3OJSbWopqg","미러블럭 해법","듀나메스 큐브 해법연구소"},
|
491
|
{"vn","F3Gh6JxW1VI","Tutorial N.15 - Mirror Block","Duy Thích Rubik"},
|
492
|
};
|
493
|
case 4: return new String[][] {
|
494
|
{"gb","6gyQ5qBK8GU","4x4 Mirror: Introduction","SuperAntoniovivaldi"},
|
495
|
{"gb","jvKLW7vxKx4","4x4 Mirror: Layer by Layer","SuperAntoniovivaldi"},
|
496
|
{"gb","efHeHrXFNTQ","4x4 Mirror: Reduction","SuperAntoniovivaldi"},
|
497
|
{"gb","bKHQn_ARNZ8","4x4 Mirror: Parity Free Solve","SuperAntoniovivaldi"},
|
498
|
{"gb","Us1Dlr0PyEA","4x4 Mirror: Superparity","SuperAntoniovivaldi"},
|
499
|
{"es","tN2D3j0o-wk","Como hacer un mirror 4x4x4","JGOM Designer"},
|
500
|
{"vn","ZGkVOQ3FCOg","Tutorial N.137 - Mirror 4x4x4","Duy Thích Rubik"},
|
501
|
};
|
502
|
}
|
503
|
return null;
|
504
|
}
|
505
|
}
|