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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyUltimate.java @ 1d581993

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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_DODECAHEDRON;
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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.touchcontrol.TouchControlDodecahedron;
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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.ShapeDodecahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyUltimate extends ShapeDodecahedron
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{
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  private static final float A = (float)Math.sqrt(21*SQ5+47);
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  private static final float B = SQ6*(5*SQ5+11)/(6*A);
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  private static final float C = SQ6*(  SQ5+ 2)/(3*A);
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  private static final float D = SQ3/3;
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  private static final float E = (SQ5+1)/4;
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  private static final float G = (SQ5+3)/4;
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D( B,0,C ),
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           new Static3D( C,B,0 ),
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           new Static3D(-D,D,D ),
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           new Static3D( 0,C,-B)
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         };
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  private ScrambleState[] mStates;
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  private int[][] mBasicAngle;
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  private float[][] mCuts;
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  private float[][] mPositions;
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  private int[] mQuatIndex;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyUltimate(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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  public ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int[] tmp = {0,-1,0, 0,1,0, 1,-1,0, 1,1,0 };
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      mStates = new ScrambleState[]
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        {
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        new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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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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  public float[][] getCubitPositions(int[] numLayers)
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    {
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    if( mPositions==null )
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      {
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      mPositions = new float[][]
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         {
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           {   0,  -1, 2*G },
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           { 2*E,-2*E,-2*E },
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           {-2*G,   0,  -1 },
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           {   1, 2*G,   0 },
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           {-2*E,  2*E, 2*E },
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           { 2*G,    0,   1 },
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           {  -1, -2*G,   0 },
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           {   0,    1,-2*G },
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           {        E, (E+0.5f),    (E+G) },
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           {   -(E+G),       -E, (E+0.5f) },
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           { (E+0.5f),   -(E+G),        E },
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           {       -E,-(E+0.5f),   -(E+G) },
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           {    (E+G),        E,-(E+0.5f) },
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           {-(E+0.5f),    (E+G),       -E }
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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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    if( mQuatIndex==null ) mQuatIndex = new int[] { 0,2,5,6,
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                                                    0,8,2,1,
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                                                    0,5,8,9,1,6 };
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    return mObjectQuats[mQuatIndex[cubit]];
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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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    if( variant==0 )
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      {
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      float[][] vertices =
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         {
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           { 0     , 0     , 0      },
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           { -E    , E+0.5f, -0.5f  },
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           {-0.5f  , -E    , -E-0.5f},
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           { E+0.5f, 0.5f  , -E     },
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           { 0     , 1     , -2*E-1 },
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           { 0     , 1     , 0      },
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           { -E    ,-E+0.5f, -0.5f  },
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           {  E    ,-E+0.5f, -0.5f  }
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         };
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      int[][] indices =
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         {
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           {6,0,5,1},
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           {0,7,3,5},
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           {0,6,2,7},
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           {1,5,3,4},
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           {3,7,2,4},
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           {2,6,1,4},
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         };
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      return new ObjectShape(vertices, indices);
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      }
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    else if( variant==1 )
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      {
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      float[][] vertices =
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         {
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            {         0.00f,         0.00f,         0.00f},
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            {       - 0.50f,-SQ5/4 - 0.25f,-SQ5/4 - 0.75f},
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            { SQ5/4 + 0.25f,-SQ5/4 - 0.75f,       + 0.50f},
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            { SQ5/4 + 0.75f,       + 0.50f,-SQ5/4 - 0.25f},
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            { SQ5/2 + 0.50f,-SQ5/2 - 0.50f,-SQ5/2 - 0.50f},
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            { SQ5/4 - 0.25f,       + 0.50f,-SQ5/4 - 0.25f},
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            {       - 0.50f,-SQ5/4 - 0.25f,-SQ5/4 + 0.25f},
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            { SQ5/4 + 0.25f,-SQ5/4 + 0.25f,       + 0.50f}
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         };
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      int[][] indices =
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         {
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           {6,0,5,1},
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           {0,7,3,5},
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           {0,6,2,7},
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           {1,5,3,4},
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           {3,7,2,4},
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           {2,6,1,4},
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         };
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      return new ObjectShape(vertices, indices);
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      }
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    else
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      {
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      float[][] vertices =
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         {
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           {  -E     ,-E+0.5f,     0.5f},
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           {   E     , E-0.5f,    -0.5f},
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           {-2*E     ,   0.0f,     0.0f},
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           {     0.5f, E     ,  -E-0.5f},
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           {  -E     ,-E-0.5f,     0.5f},
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           {   E+0.5f,  -0.5f,  -E     },
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           {-2*E     ,  -1.0f,     0.0f},
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           {     1.0f,   0.0f,-2*E     },
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           {-2*E+0.5f, E     ,  -E-0.5f},
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           {     0.5f,-E-1.0f,  -E+0.5f},
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           {  -E     ,-E-0.5f,-2*E-0.5f}
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         };
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      int[][] indices =
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         {
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           {0,1,3,8,2},
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           {0,4,9,5,1},
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           { 0,2,6,4},
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           { 1,5,7,3},
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           {10,9,4,6},
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           {7,5,9,10},
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           {10,8,3,7},
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           {6,2,8,10}
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
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    {
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    if( variant==0 )
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      {
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      float h1 = isInIconMode() ? 0.001f : 0.05f;
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      float h2 = isInIconMode() ? 0.001f : 0.01f;
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      float[][] bands     = { {h1,17,0.5f,0.2f,5,1,0}, {h2, 1,0.5f,0.2f,5,1,0} };
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      int[] bandIndices   = { 0,0,0,1,1,1 };
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      float[][] corners   = { { 0.013f, 0.16f } };
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      int[] cornerIndices = { 0, 0, 0, 0,-1, 0, 0, 0 };
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      float[][] centers   = { { 0.0f,-1.0f, -(SQ5+3)/2 } };
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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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    else if( variant==1 )
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      {
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      float h1 = isInIconMode() ? 0.001f : 0.05f;
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      float h2 = isInIconMode() ? 0.001f : 0.01f;
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      float[][] bands     = { {h1,17,0.5f,0.2f,5,1,0}, {h2, 1,0.5f,0.2f,5,1,0} };
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      int[] bandIndices   = { 0,0,0,1,1,1 };
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      float[][] corners   = { { 0.013f, 0.16f } };
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      int[] cornerIndices = { 0, 0, 0, 0,-1, 0, 0, 0 };
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      float[][] centers   = { { 0.0f,-1.0f, -(SQ5+3)/2 } };
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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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    else
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      {
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      float h1 = isInIconMode() ? 0.001f : 0.03f;
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      float h2 = isInIconMode() ? 0.001f : 0.05f;
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      float h3 = isInIconMode() ? 0.001f : 0.01f;
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      float[][] bands     = { {h1,17,0.5f,0.2f,5,1,0}, {h2,17,0.5f,0.2f,5,1,0}, {h3, 1,0.5f,0.2f,5,1,0} };
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      int[] bandIndices   = { 0,0,1,1,2,2,2,2 };
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      float[][] corners   = { { 0.013f, 0.16f } };
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      int[] cornerIndices = { 0,0,0,0,0,0,0,0,0,0,-1 };
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      float[][] centers   = { { -(SQ5+1)/4, 0.5f, -(SQ5+5)/4 } };
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      int[] centerIndices = { 0,0,0,0,0,0,0,0,0,0,0 };
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getNumCubitVariants(int[] numLayers)
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    {
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    return 3;
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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<4 ? 0 : (cubit<8 ? 1:2);
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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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      float[] cut = new float[] {0.0f};
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      mCuts = new float[][] { cut,cut,cut,cut };
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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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    boolean[] tmp = new boolean[] {true,true};
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    return new boolean[][] { tmp,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_DODECAHEDRON;
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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 new int[][][]
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      {
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        {{2,3}},{{1,3}},{{1,3}},{{2,3}},{{0,3}},{{0,2}},{{0,2}},{{0,3}},{{1,2}},{{0,1}},{{0,1}},{{1,2}}
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      };
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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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    return TouchControlDodecahedron.D3D;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static3D[] getFaceAxis()
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    {
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    return TouchControlDodecahedron.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 0.18f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerStroke()
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    {
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    return isInIconMode() ? 0.22f : 0.15f;
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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] = 3;
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      mBasicAngle = new int[][] { tmp,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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    return ObjectType.ULTI_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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    return new ObjectSignature(ObjectType.ULTI_2);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getObjectName()
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    {
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    return "Skewb Ultimate";
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getInventor()
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    {
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    return "Tony Fisher";
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getYearOfInvention()
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    {
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    return 2000;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getComplexity()
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    {
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    return 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String[][] getTutorials()
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    {
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    return new String[][]{
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                          {"gb","n1ikPKZxGEo","Ultimate Skewb Tutorial","BeardedCubing"},
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                          {"es","wNL1WJ_sCfs","Resolver Skewb ULTIMATE","Cuby"},
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                          {"ru","ifkM8Rr3Y8E","Как собрать Скьюб Ультимейт","Алексей Ярыгин"},
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                          {"fr","r_eoNcejdrA","Résoudre le Skewb Ultimate","ValentinoCube"},
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                          {"de","16ioOywTVvI","Skewb Ultimate - Tutorial","GerCubing"},
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                          {"pl","8MsyPs1VB8U","Ultimate skewb TUTORIAL PL","MrUK"},
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                          {"kr","VOt9_K48c0k","스큐브 얼티미트 공식","노케빈"},
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                          {"vn","VOt9_K48c0k","Tutorial N.147 - Skewb Ultimate","Duy Thích Rubik"},
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                         };
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    }
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}
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