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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyMegaminx.java @ 33ba467a

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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 proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.COS54;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.SIN54;
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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.library.helpers.QuatHelper;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyDodecahedron
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{
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  static final float MEGA_D = 0.04f;
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  private int[] mQuatCenterIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyMegaminx(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeCenterIndices()
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    {
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    mQuatCenterIndices = new int[] { 0, 35, 55, 38, 48, 41, 42, 58, 57, 46, 29, 59 };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerCorner(int numLayers)
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    {
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    return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerEdge(int numLayers)
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    {
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    return numLayers-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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    return genericGetCuts(numLayers[0],0.5f-MEGA_D);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int center, int numLayers)
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    {
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    if( mCenterCoords==null ) initializeCenterCoords();
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    float[] coords = mCenterCoords[center];
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    float A = (float)numLayers/3;
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    return new float[] { A*coords[0], A*coords[1], A*coords[2] };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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  private void computeBasicCornerVectors(int corner)
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    {
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    if( mQuatCornerIndices==null ) initializeQuatIndices();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    Static4D quat = mObjectQuats[mQuatCornerIndices[corner]];
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    mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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    {
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    if( mCorners==null ) mCorners = initializeCorners();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    float D = numLayers/3.0f;
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    float[] corn = mCorners[corner];
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    if( part==0 )
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      {
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      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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      }
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    else
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      {
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      float E = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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      int N = (numCubitsPerCorner-1)/3;
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      int block = (part-1) % N;
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      int index = (part-1) / N;
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      Static4D pri = mCurrCornerV[index];
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      Static4D sec = mCurrCornerV[(index+2)%3];
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      int layers= (numLayers-3)/2;
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      int multP = (block % layers) + 1;
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      int multS = (block / layers);
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      return new float[] {
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                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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                         };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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    return (part+1)/2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
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    {
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    if( mCenterCoords==null ) initializeCenterCoords();
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    if( mCorners==null ) mCorners = initializeCorners();
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    if( mEdgeMap==null ) mEdgeMap = initializeEdgeMap();
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    float D = numLayers/3.0f;
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    float[] c1 = mCorners[ mEdgeMap[edge][0] ];
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    float[] c2 = mCorners[ mEdgeMap[edge][1] ];
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    float x = D * (c1[0]+c2[0]) / 2;
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    float y = D * (c1[1]+c2[1]) / 2;
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    float z = D * (c1[2]+c2[2]) / 2;
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    if( part==0 )
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      {
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      return new float[] { x, y, z };
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      }
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    else
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      {
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      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
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      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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      float vX = D*center[0] - x;
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      float vY = D*center[1] - y;
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      float vZ = D*center[2] - z;
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      float A = 3*mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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      A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x+A*vX, y+A*vY, z+A*vZ };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][] getCubitPositions(int[] numLayers)
178
    {
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    int numL = numLayers[0];
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    int numCubitsPerCorner = numCubitsPerCorner(numL);
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    int numCubitsPerEdge   = numCubitsPerEdge(numL);
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
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    int index=0;
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    final float[][] positions = new float[numCubits][];
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    for(int corner=0; corner<NUM_CORNERS; corner++)
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      {
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      computeBasicCornerVectors(corner);
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      for(int part=0; part<numCubitsPerCorner; part++, index++)
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        {
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        positions[index] = computeCorner(numCubitsPerCorner,numL,corner,part);
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        }
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      }
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    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
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      for(int part=0; part<numCubitsPerEdge; part++, index++)
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        {
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        positions[index] = computeEdge(numL, edge, part );
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        }
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      }
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    for(int center=0; center<NUM_CENTERS; center++, index++)
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      {
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      positions[index] = computeCenter(center, numL);
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      }
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    return positions;
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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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    int numL = numLayers[0];
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    int numCubitsPerCorner = numCubitsPerCorner(numL);
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    int numCubitsPerEdge   = numCubitsPerEdge(numL);
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    return mObjectQuats[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    if( mQuatCornerIndices==null || mQuatEdgeIndices==null ) initializeQuatIndices();
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    if( mQuatCenterIndices==null ) initializeCenterIndices();
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    if( cubit < NUM_CORNERS*numCubitsPerCorner )
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      {
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      int corner = cubit/numCubitsPerCorner;
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      return mQuatCornerIndices[corner];
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      }
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    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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      {
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      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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      return mQuatEdgeIndices[edge];
241
      }
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    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
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    return mQuatCenterIndices[center];
245
    }
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247
///////////////////////////////////////////////////////////////////////////////////////////////////
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249
  private float[][] getVertices(int variant)
250
    {
251
    int[] numLayers = getNumLayers();
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    int numVariants = getNumCubitVariants(numLayers);
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    int numL        = numLayers[0];
254

    
255
    if( variant==0 )
256
      {
257
      float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
258
      float X = width*COS18*SIN_HALFD;
259
      float Y = width*SIN18;
260
      float Z = width*COS18*COS_HALFD;
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262
      return new float[][]
263
        {
264
            {   0,   0      ,   0 },
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            {   X,   Y      ,  -Z },
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            {   0, 2*Y      ,-2*Z },
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            {  -X,   Y      ,  -Z },
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            {   0,   0-width,   0 },
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            {   X,   Y-width,  -Z },
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            {   0, 2*Y-width,-2*Z },
271
            {  -X,   Y-width,  -Z },
272
        };
273
      }
274
    else if( variant<numVariants-1 )
275
      {
276
      int type = variant-1;
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      float height= numL*(0.5f-MEGA_D)*COS18/((numL-1)*0.5f);
278
      float width = numL*2*MEGA_D + 2*type*height*SIN18/COS18;
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280
      float W = width/2;
281
      float X = height*SIN_HALFD;
282
      float Y = height*SIN18/COS18;
283
      float Z = height*COS_HALFD;
284

    
285
      return new float[][]
286
        {
287
            {   0,   W   ,   0 },
288
            {   X, W+Y   ,  -Z },
289
            {   0, W+2*Y ,-2*Z },
290
            {  -X, W+Y   ,  -Z },
291
            {   0,  -W   ,   0 },
292
            {   X,-W-Y   ,  -Z },
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            {   0,-W-2*Y ,-2*Z },
294
            {  -X,-W-Y   ,  -Z },
295
        };
296
      }
297
    else
298
      {
299
      float width = 2*numL*(MEGA_D+(0.5f-MEGA_D)*SIN18);
300
      final double ANGLE = 0.825f*Math.PI;
301
      final float cosA  = (float)Math.cos(ANGLE);
302
      final float sinA  = (float)Math.sin(ANGLE);
303

    
304
      float R  = 0.5f*width/COS54;
305
      float X1 = R*COS54;
306
      float Y1 = R*SIN54;
307
      float X2 = R*COS18;
308
      float Y2 = R*SIN18;
309

    
310
      return new float[][]
311
        {
312
          {-X1, Y1*sinA, Y1*cosA},
313
          {-X2,-Y2*sinA,-Y2*cosA},
314
          { 0 ,-R*sinA ,-R*cosA },
315
          {+X2,-Y2*sinA,-Y2*cosA},
316
          {+X1, Y1*sinA, Y1*cosA},
317
          { 0 , R*cosA ,-R*sinA }
318
        };
319
      }
320
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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324
  public ObjectShape getObjectShape(int variant)
325
    {
326
    int[] numLayers = getNumLayers();
327
    int numVariants = getNumCubitVariants(numLayers);
328

    
329
    if( variant<numVariants-1 )
330
      {
331
      int[][] indices =
332
        {
333
          {4,5,1,0},
334
          {7,4,0,3},
335
          {0,1,2,3},
336
          {7,6,5,4},
337
          {2,1,5,6},
338
          {3,2,6,7}
339
        };
340

    
341
      return new ObjectShape(getVertices(variant), indices);
342
      }
343
    else
344
      {
345
      int[][] indices =
346
        {
347
          {0,1,2,3,4},
348
          {5,1,0},
349
          {5,2,1},
350
          {5,3,2},
351
          {5,4,3},
352
          {5,0,4}
353
        };
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355
      return new ObjectShape(getVertices(variant), indices);
356
      }
357
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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361
  public ObjectFaceShape getObjectFaceShape(int variant)
362
    {
363
    int[] numLayers = getNumLayers();
364
    int numVariants = getNumCubitVariants(numLayers);
365
    int numL        = numLayers[0];
366
    boolean small   = numL<=3;
367
    int angle = 25;
368
    float R = 0.7f;
369
    float S = 0.5f;
370

    
371
    if( variant==0 )
372
      {
373
      float h1 = isInIconMode() ? 0.001f : 0.04f;
374
      float[][] bands = { {h1,angle,R,S,3,0,0}, {0.001f,angle,R,S,2,0,0} };
375
      int[] indices   = { 0,0,0,1,1,1};
376
      return new ObjectFaceShape(bands,indices,null);
377
      }
378
    if( variant<numVariants-1 )
379
      {
380
      int N = small ? 5 : 3;
381
      float h1 = isInIconMode() ? 0.001f : 0.04f;
382
      float[][] bands = { {h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
383
      int[] indices   = { 0,0,1,1,1,1};
384
      return new ObjectFaceShape(bands,indices,null);
385
      }
386
    else
387
      {
388
      int N = small ? 4 : 3;
389
      float h1 = isInIconMode() ? 0.001f : (small ? 0.04f : 0.015f);
390
      float[][] bands = { { h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
391
      int[] indices   = { 0,1,1,1,1,1 };
392
      return new ObjectFaceShape(bands,indices,null);
393
      }
394
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
397

    
398

    
399

    
400
  public ObjectVertexEffects getVertexEffects(int variant)
401
    {
402
    if( variant==0 )
403
      {
404
      int[] numLayers = getNumLayers();
405
      int numL        = numLayers[0];
406
      float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
407
      float Y = width*SIN18;
408
      float Z = width*COS18*COS_HALFD;
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410
      float[][] corners   = { {0.03f,0.15f}, {0.02f,0.10f} };
411
      int[] cornerIndices = { 0,1,1,1,-1,-1,-1,-1 };
412
      float[][] centers   = { { 0.0f, 2*Y-width,-2*Z } };
413
      int[] centerIndices = { 0,0,0,0,-1,-1,-1,-1 };
414
      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
415
      }
416
    else
417
      {
418
      return null;
419
      }
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423

    
424
  public int getNumCubitVariants(int[] numLayers)
425
    {
426
    return 2 + numLayers[0]/2;
427
    }
428

    
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430

    
431
  public int getCubitVariant(int cubit, int[] numLayers)
432
    {
433
    int numL = numLayers[0];
434
    int numCubitsPerCorner = numCubitsPerCorner(numL);
435

    
436
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
437

    
438
    int numCubitsPerEdge = numCubitsPerEdge(numL);
439

    
440
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
441
      {
442
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
443
      return type+1;
444
      }
445

    
446
    return getNumCubitVariants(numLayers)-1;
447
    }
448

    
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450

    
451
  public float getStickerRadius()
452
    {
453
    return 0.13f;
454
    }
455

    
456
///////////////////////////////////////////////////////////////////////////////////////////////////
457

    
458
  public float getStickerStroke()
459
    {
460
    float stroke = 0.18f;
461

    
462
    if( isInIconMode() )
463
      {
464
      int[] numLayers = getNumLayers();
465
      stroke*= ( numLayers[0]==3 ? 1.5f : 2.2f );
466
      }
467

    
468
    return stroke;
469
    }
470

    
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///////////////////////////////////////////////////////////////////////////////////////////////////
472

    
473
  public float[][][] getStickerAngles()
474
    {
475
    return null;
476
    }
477

    
478
///////////////////////////////////////////////////////////////////////////////////////////////////
479

    
480
  public String getShortName()
481
    {
482
    switch(getNumLayers()[0])
483
      {
484
      case 3: return ListObjects.MEGA_3.name();
485
      case 5: return ListObjects.MEGA_5.name();
486
      }
487

    
488
    return ListObjects.MEGA_3.name();
489
    }
490

    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492

    
493
  public String[][] getTutorials()
494
    {
495
    int[] numLayers = getNumLayers();
496

    
497
    switch(numLayers[0])
498
      {
499
      case 3: return new String[][] {
500
                          {"gb","j4x61L5Onzk","How to Solve the Megaminx","Z3"},
501
                          {"es","xuKbT6Il0Ko","Resolver Megaminx","Cuby"},
502
                          {"ru","WgoguOY3tKI","Как собрать Мегаминкс","Алексей Ярыгин"},
503
                          {"fr","Ln1vl85puKo","Résoudre le Megaminx","Victor Colin"},
504
                          {"de","d-GQD6CBdB8","Megaminx lösen","Pezcraft"},
505
                          {"pl","BZTW6ApeRZE","Jak ułożyć: Megaminx","DżoDżo"},
506
                          {"br","0BTzkDZW078","Como resolver o Megaminx 1/2","Pedro Filho"},
507
                          {"br","VVHzZI73BN0","Como resolver o Megaminx 2/2","Pedro Filho"},
508
                          {"kr","2NUsMclrD-0","메가밍크스 예시솔빙","iamzoone"},
509
                          {"vn","wRN3t91vD8w","Tutorial N.9 - Megaminx","Duy Thích Rubik"},
510
                          {"tw","u1h8V5mLubk","五魔方 教學 (LBL+8355)","不正常魔術方塊研究中心"},
511
                         };
512
      case 5: return new String[][] {
513
                          {"gb","MNBMm8BnHtQ","Solve the Gigaminx Part 1","BeardedCubing"},
514
                          {"gb","QrrP4GwqVMw","Solve the Gigaminx Part 2","BeardedCubing"},
515
                          {"es","ex5EQMBxV1U","Tutorial Gigaminx","RubikArt"},
516
                          {"ru","UJYK3SHjSGg","Как собрать Гигаминкс ч.1","Артем Мартиросов"},
517
                          {"ru","-iBCpr4Gwsw","Как собрать Гигаминкс ч.2","Артем Мартиросов"},
518
                          {"ru","4-dI7NCW8n8","Как собрать Гигаминкс ч.3","Артем Мартиросов"},
519
                          {"fr","e485fh0V1dg","Résolution du Gigaminx","Asthalis"},
520
                          {"de","APSAj4UtOAg","Megaminx 5x5 lösen","JamesKnopf"},
521
                          {"pl","qbKLMCX1wKg","Jak ułożyć Gigaminxa cz.1","chomik19751"},
522
                          {"pl","JQOXD3qleH4","Jak ułożyć Gigaminxa cz.2","chomik19751"},
523
                          {"pl","WF2katJ22FA","Jak ułożyć Gigaminxa cz.3","chomik19751"},
524
                          {"pl","jlyRrJjH4qQ","Jak ułożyć Gigaminxa cz.4","chomik19751"},
525
                          {"kr","HfPFrWuz6z4","기가밍크스 gigaminx","큐브놀이터"},
526
                          {"vn","yJzejHqZscY","Tutorial N.49 - Gigaminx","Duy Thích Rubik"},
527
                          {"tw","ofUxh8mL80M","五階五魔方 教學","不正常魔術方塊研究中心"},
528
                         };
529
      }
530
    return null;
531
    }
532
}
(30-30/59)