Project

General

Profile

Download (16.6 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / RubikPyraminx.java @ ad38d800

# Date Author Comment
ad38d800 08/09/2020 10:01 PM Leszek Koltunski

Introduce separate ROT_AXIS and FACE_AXIS ( step 1 )

f6d06256 08/07/2020 11:09 PM Leszek Koltunski

Move the knowledge about colors of individual cubit faces down to each Object subclass.

8f53e513 08/01/2020 09:37 PM Leszek Koltunski

Progress with the Dino.

418aa554 07/30/2020 10:32 PM Leszek Koltunski

Beginnings of support for a new Object: the Dino.

fbca0033 06/27/2020 10:00 PM Leszek Koltunski

Re-introduce possibility to dynamically create object mesh: part 2.

5b893eee 06/26/2020 12:08 AM Leszek Koltunski

Object node: size of screenWidth.

8bbac3c2 06/21/2020 12:02 PM Leszek Koltunski

Improve rotations of the Pyraminx; synchronize begin/add/finish Rotation in the RubikObject (now it is possible to begin new rotation when an old one didn't finish yet!)

4da7d87a 06/19/2020 06:19 PM Leszek Koltunski

Simplify dragging. Now there's only 1 Quat, rather than the old way with two (Accumulated, Current).

ccf9fec5 06/13/2020 10:43 PM Leszek Koltunski

Read the meshes from .dmesh files (rather than compute them dynamically).
This (along with single-mesh mode) hopefully makes the rendering much faster, while keeping the time needed for Object Change low.

The only downside: this increases the size of the release APK from 6 MB to 9.6 MB.

10585385 06/07/2020 08:42 PM Leszek Koltunski

More progreess porting RubikCube.

470820a7 06/06/2020 11:28 PM Leszek Koltunski

Begin porting RubikCube to the new SingleMesh library. This will make rendering much faster - e.g. in case of Cube 5, instead of 98 renders of individual Cubits, there will be one render of the whole Mesh.

e82f3f9c 06/05/2020 11:40 AM Leszek Koltunski

Port RubikCube to the new library.

226c8cfa 05/29/2020 03:48 PM Leszek Koltunski

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

14bd7976 05/26/2020 12:53 PM Leszek Koltunski

1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.
2) Examples: some adjustments to MeshJoin & Predeform
3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)

40ab026e 05/24/2020 09:03 PM Leszek Koltunski

In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).
Port RubikCube to the new library.

906cc928 04/21/2020 10:49 PM Leszek Koltunski

Change the format of moves in Pretty Patterns to more terse, so that patterns of objects with 4 axis of rotation ( Pyraminx!) fit into 3 digits.

6d1ea5b9 04/21/2020 09:49 AM Leszek Koltunski

PYRAMINX: swap the red and blue face colors so that the whole thing matches randelshofer.ch

5cf34c5f 04/10/2020 12:46 PM Leszek Koltunski

Make chances to randimoze a given row when scrambling dependant on the type of Object.

The point: in case of the Cube, all rows should have equal chances. In case of the Pyraminx, the smaller the row, the smaller the chance should be. In particular the trivial 4 corners of the tetraherdon should have a very small chance to be selected.

20931cf6 04/06/2020 01:08 PM Leszek Koltunski

Progress making the Solver state more abstract.

f0336037 04/06/2020 11:17 AM Leszek Koltunski

Make the Solver state more abstract.

9621255f 04/05/2020 10:45 PM Leszek Koltunski

Progress with the 3x3x3 Solver.

1f9772f3 04/05/2020 02:10 PM Leszek Koltunski

More support for the 3x3x3 Solver: more of the actual 3x3x3 solver mechanism.