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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyMixup.java @ b804acaf

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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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.ObjectShape;
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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.main.ShapeHexahedron;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import java.io.InputStream;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMixup 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 ScrambleState[] mStates;
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  private int[][] mBasicAngle;
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  private float[][] mCuts;
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  private float[][] mPosition;
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  private int[] mQuatIndex;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyMixup(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[][] m = new int[16][];
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      for(int i=0; i<16; i++) m[i] = new int[] { 0,-2,i,0, 2,i,0, 4,i,
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                                                 1,-3,i,1,-2,i,1,-1,i,1,1,i,1,2,i,1,3,i,1,4,i,
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                                                 2,-2,i,2, 2,i,2, 4,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 0
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          new ScrambleState( new int[][] {  null, m[ 4], m[ 5] } ),  //  1 x
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          new ScrambleState( new int[][] { m[ 6],  null, m[ 7] } ),  //  2 y
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          new ScrambleState( new int[][] { m[ 8], m[ 9],  null } ),  //  3 z
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          new ScrambleState( new int[][] { m[10],  null, m[ 7] } ),  //  4 xy
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          new ScrambleState( new int[][] { m[11], m[ 9],  null } ),  //  5 xz
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          new ScrambleState( new int[][] {  null, m[12], m[ 5] } ),  //  6 yx
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          new ScrambleState( new int[][] { m[ 8], m[13],  null } ),  //  7 yz
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          new ScrambleState( new int[][] {  null, m[ 4], m[14] } ),  //  8 zx
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          new ScrambleState( new int[][] { m[ 6],  null, m[15] } ),  //  9 zy
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          new ScrambleState( new int[][] {  null,  null, m[ 5] } ),  // 10 xyx
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          new ScrambleState( new int[][] {  null, m[ 4],  null } ),  // 11 xzx
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          new ScrambleState( new int[][] {  null,  null, m[ 7] } ),  // 12 yxy
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          new ScrambleState( new int[][] { m[ 6],  null,  null } ),  // 13 yzy
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          new ScrambleState( new int[][] {  null, m[ 9],  null } ),  // 14 zxz
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          new ScrambleState( new int[][] { m[ 8],  null,  null } ),  // 15 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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  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 C = 1.5f*(SQ2-1);
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      float[] cut = new float[] {-C,+C};
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      mCuts = new float[][] { 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,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_HEXAHEDRON;
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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[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
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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 TouchControlHexahedron.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 TouchControlHexahedron.FACE_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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  public float[][] getCubitPositions(int[] numLayers)
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    {
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    if( mPosition==null )
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      {
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      float SHORT_EDGE = 1.5f-0.75f*SQ2;
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      float LONG_EDGE  = 1.5f*(SQ2-1);
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      final float DIST_CORNER = LONG_EDGE+SHORT_EDGE;
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      final float DIST_EDGE   = LONG_EDGE+SHORT_EDGE;
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      final float DIST_CENTER = LONG_EDGE+SHORT_EDGE;
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      mPosition = new float[][]
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         {
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             { DIST_CORNER, DIST_CORNER, DIST_CORNER },
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             { DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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             { DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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             { DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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             {-DIST_CORNER, DIST_CORNER, DIST_CORNER },
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             {-DIST_CORNER, DIST_CORNER,-DIST_CORNER },
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             {-DIST_CORNER,-DIST_CORNER, DIST_CORNER },
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             {-DIST_CORNER,-DIST_CORNER,-DIST_CORNER },
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             {      0.0f, DIST_EDGE, DIST_EDGE },
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             { DIST_EDGE,      0.0f, DIST_EDGE },
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             {      0.0f,-DIST_EDGE, DIST_EDGE },
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             {-DIST_EDGE,      0.0f, DIST_EDGE },
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             { DIST_EDGE, DIST_EDGE,      0.0f },
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             { DIST_EDGE,-DIST_EDGE,      0.0f },
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             {-DIST_EDGE,-DIST_EDGE,      0.0f },
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             {-DIST_EDGE, DIST_EDGE,      0.0f },
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             {      0.0f, DIST_EDGE,-DIST_EDGE },
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             { DIST_EDGE,      0.0f,-DIST_EDGE },
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             {      0.0f,-DIST_EDGE,-DIST_EDGE },
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             {-DIST_EDGE,      0.0f,-DIST_EDGE },
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             {           0,           0, DIST_CENTER },
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             {           0,           0,-DIST_CENTER },
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             {           0, DIST_CENTER,           0 },
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             {           0,-DIST_CENTER,           0 },
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             { DIST_CENTER,           0,           0 },
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             {-DIST_CENTER,           0,           0 },
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         };
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      }
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    return mPosition;
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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 )
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      {
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      mQuatIndex = new int[] { 0,1,3,2,8,9,16,23,
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                               0,15,3,17,10,37,36,8,1,24,2,22,
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                               0,2,1,3,10,8 };
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      }
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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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    float SHORT_EDGE = 1.5f-0.75f*SQ2;
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    float LONG_EDGE  = 1.5f*(SQ2-1);
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    float X = variant==0 ? SHORT_EDGE : LONG_EDGE;
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    float Y = variant<=1 ? SHORT_EDGE : LONG_EDGE;
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    float Z = SHORT_EDGE;
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    float[][] vertices =
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          {
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              { -X,-Y,-Z },
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              { -X,-Y,+Z },
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              { -X,+Y,-Z },
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              { -X,+Y,+Z },
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              { +X,-Y,-Z },
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              { +X,-Y,+Z },
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              { +X,+Y,-Z },
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              { +X,+Y,+Z },
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          };
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    int[][] indices =
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          {
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              {1,5,7,3},
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              {3,7,6,2},
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              {5,4,6,7},
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              {0,1,3,2},
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              {4,0,2,6},
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              {0,4,5,1}
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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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    float h1 = isInIconMode() ? 0.001f : 0.06f;
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    float h2 = 0.001f;
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    float[][] bands   = { {h1,45,0.3f,0.5f,5,1,0}, {h2,45,0.3f,0.5f,5,1,0} };
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    float[][] centers = { { 0.0f, 0.0f, 0.0f} };
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    float[][] corners = { {0.04f,0.10f} };
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    if( variant==0 )
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      {
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      int[] bandIndices = { 0,0,0,1,1,1 };
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      int[] indices     = { -1,0,0,0,0,0,0,0 };
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      return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices,null);
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      }
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    if( variant==1 )
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      {
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      int[] bandIndices = { 0,0,1,1,1,1 };
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      int[] indices     = { -1,0,0,0,-1,0,0,0 };
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      return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices,null);
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      }
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    else
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      {
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      int[] bandIndices = { 0,1,1,1,1,1 };
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      int[] indices     = { -1,0,-1,0,-1,0,-1,0 };
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      return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices,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<8 ? 0 : (cubit<20?1:2);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerRadius()
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    {
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    return 0.09f;
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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() ? 0.20f : 0.09f;
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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[] tmp = new int[] {4,8,4};
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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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    return ObjectType.MIXU_3.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.MIXU_3);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getObjectName()
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    {
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    return "Mixup Cube";
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getInventor()
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    {
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    return "Sergey Makarov";
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getYearOfInvention()
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    {
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    return 1985;
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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","Qn7TJED6O-4","How to Solve the MoYu Redi Cube","Z3"},
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                          {"es","g0M38Aotgac","Resolver Redi Cube","Cuby"},
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                          {"ru","dlNRbE-hyzU","Как собрать Реди Куб","Алексей Ярыгин"},
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                          {"fr","zw7UZcqqsgA","Comment résoudre le Redi Cube","ValentinoCube"},
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                          {"de","YU8riouyC2w","Redi Cube Solve","CubaroCubing"},
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                          {"pl","vxo3lXMsWQI","Jak ułożyć Redi Cube?","DJ rubiks"},
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                          {"br","muQ8U_G4LmM","Como resolver o Redi Cube","Rafael Cinoto"},
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                          {"kr","a5CzDMbRzbY","레디큐브를 배우기","vincentcube"},
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                          {"vn","2JZxtmrKUn4","Tutorial N.6 - Redi","Duy Thích Rubik"},
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                         };
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    }
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}
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