Revision 10585385
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/main/RubikRenderer.java | ||
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49 | 49 |
mView = v; |
50 | 50 |
mScreen = new DistortedScreen(); |
51 | 51 |
mScreen.glClearColor(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS, 1.0f); |
52 |
mScreen.showFPS(); |
|
52 | 53 |
} |
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|
54 | 55 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
77 | 78 |
@Override |
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config) |
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{ |
80 |
DistortedLibrary.setMax(EffectType.VERTEX,15);
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|
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DistortedLibrary.setMax(EffectType.VERTEX,25); // 24 Cube Quats + Rotate
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|
81 | 82 |
VertexEffectRotate.enable(); |
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BaseEffect.Type.enableEffects(); |
83 | 84 |
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src/main/java/org/distorted/objects/Cubit.java | ||
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64 | 64 |
// |
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// We also have to remember that the group of unit quaternions is a double-cover of rotations |
66 | 66 |
// in 3D ( q represents the same rotation as -q ) - so invert if needed. |
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|
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/* |
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68 | 68 |
private void normalizeScrambleQuat(Static4D quat) |
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{ |
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final float MAX_ERROR = 0.0001f; |
... | ... | |
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|
122 | 122 |
quat.set(x,y,z,w); |
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} |
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*/ |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void modifyCurrentPosition(Static4D quat) |
... | ... | |
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void removeRotationNow(Static4D quat) |
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{ |
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mQuatScramble.set(RubikSurfaceView.quatMultiply(quat,mQuatScramble)); |
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normalizeScrambleQuat( mQuatScramble ); |
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// normalizeScrambleQuat( mQuatScramble );
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modifyCurrentPosition(quat); |
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} |
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src/main/java/org/distorted/objects/RubikCube.java | ||
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39 | 39 |
|
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class RubikCube extends RubikObject |
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{ |
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static final float SQ2 = (float)Math.sqrt(2); |
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43 |
|
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// the three rotation axis of a RubikCube. Must be normalized. |
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static final Static3D[] AXIS = new Static3D[] |
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{ |
... | ... | |
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0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN) |
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}; |
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|
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// All legal rotation quats of a RubikCube of any size must have all four of their components |
|
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// equal to either 0, +-1, +-0.5 or +-sqrt(2)/2. |
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// All legal rotation quats of a RubikCube of any size. |
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// Here's how to compute this: |
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// 1) compute how many rotations there are (RubikCube of any size = 24) |
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions |
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly |
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// multiplying them and eventually you'll find all (24) legal rotations. |
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// 3) linear scan through those shows that the only floats in those 24 quats are those 7 given |
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// below. |
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// |
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// Example program in C, res/raw/compute_quats.c , is included. |
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private static final float[] LEGALQUATS = new float[]
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private static final Static4D[] QUATS = new Static4D[]
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{ |
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0.0f , |
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0.5f , |
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-0.5f , |
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1.0f , |
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-1.0f , |
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0.5f*((float)Math.sqrt(2)) , |
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-0.5f*((float)Math.sqrt(2)) |
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f), |
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f), |
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f), |
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f), |
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new Static4D( SQ2/2, SQ2/2, 0.0f , 0.0f), |
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new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f), |
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f), |
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f), |
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2), |
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2), |
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f), |
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f), |
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2), |
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2), |
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2), |
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2), |
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f), |
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f), |
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f), |
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f), |
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new Static4D( -0.5f, -0.5f, -0.5f, 0.5f), |
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new Static4D( -0.5f, 0.5f, -0.5f, -0.5f), |
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new Static4D( -0.5f, 0.5f, 0.5f, -0.5f), |
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new Static4D( -0.5f, 0.5f, 0.5f, 0.5f) |
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}; |
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private static MeshBase mMesh = null; |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float[] getLegalQuats()
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Static4D[] getQuats()
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{ |
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return LEGALQUATS;
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return QUATS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/objects/RubikObject.java | ||
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30 | 30 |
import org.distorted.library.effect.MatrixEffectMove; |
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import org.distorted.library.effect.MatrixEffectQuaternion; |
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import org.distorted.library.effect.MatrixEffectScale; |
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import org.distorted.library.effect.VertexEffectQuaternion; |
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import org.distorted.library.effect.VertexEffectRotate; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedNode; |
... | ... | |
53 | 54 |
private static final int POST_ROTATION_MILLISEC = 500; |
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private static final int TEXTURE_HEIGHT = 128; |
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final float[] LEGAL_QUATS; |
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final Static3D[] ROTATION_AXIS; |
58 | 58 |
final int NUM_FACES; |
59 | 59 |
|
... | ... | |
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mList = list; |
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mOrigPos = getCubitPositions(size); |
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LEGAL_QUATS = getLegalQuats();
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Static4D[] quats = getQuats();
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NUM_CUBITS = mOrigPos.length; |
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ROTATION_AXIS = getRotationAxis(); |
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OBJECT_SCREEN_RATIO = getScreenRatio(); |
... | ... | |
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mCubits[i] = new Cubit(this,mOrigPos[i]); |
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cubitMesh[i] = createCubitMesh(i); |
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cubitMesh[i].apply(new MatrixEffectMove(mOrigPos[i]),1,0); |
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cubitMesh[i].setEffectAssociation(0, mCubits[i].computeAssociation(), i);
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cubitMesh[i].setEffectAssociation(0, mCubits[i].computeAssociation(), 0);
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} |
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mMesh = new MeshJoined(cubitMesh); |
... | ... | |
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resetAllTextureMaps(); |
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mEffects = new DistortedEffects(); |
142 |
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int num_quats = quats.length; |
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for(int q=0; q<num_quats; q++) |
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{ |
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VertexEffectQuaternion vq = new VertexEffectQuaternion(quats[q],CENTER); |
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vq.setMeshAssociation(0,q); |
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mEffects.apply(vq); |
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} |
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mEffects.apply(mRotateEffect); |
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mEffects.apply(mQuatAEffect); |
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mEffects.apply(mQuatCEffect); |
... | ... | |
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public void releaseResources() |
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{ |
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mTexture.markForDeletion(); |
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// TODO ? |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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abstract float getScreenRatio(); |
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abstract Static3D[] getCubitPositions(int size); |
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abstract float[] getLegalQuats();
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abstract Static4D[] getQuats();
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abstract int getNumFaces(); |
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abstract MeshBase createCubitMesh(int cubit); |
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abstract void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side); |
src/main/java/org/distorted/objects/RubikPyraminx.java | ||
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43 | 43 |
{ |
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private static final float SQ2 = (float)Math.sqrt(2); |
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private static final float SQ3 = (float)Math.sqrt(3); |
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private static final float SQ6 = (float)Math.sqrt(6); |
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|
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static final Static3D[] AXIS = new Static3D[] |
48 | 49 |
{ |
... | ... | |
59 | 60 |
}; |
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|
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// computed with res/raw/compute_quats.c |
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private static final float[] LEGALQUATS = new float[]
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private static final Static4D[] QUATS = new Static4D[]
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{ |
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0.0f, 1.0f, -1.0f, 0.5f, -0.5f, SQ2/2, -SQ2/2, SQ3/2, -SQ3/2, |
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SQ3/3, -SQ3/3, SQ3/6, -SQ3/6, SQ2*SQ3/3, -SQ2*SQ3/3, SQ2*SQ3/6, -SQ2*SQ3/6 |
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f), |
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new Static4D( 0.0f, SQ3/2, 0.0f, 0.5f), |
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new Static4D( SQ2/2, -SQ3/6, -SQ6/6, 0.5f), |
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new Static4D(-SQ2/2, -SQ3/6, -SQ6/6, 0.5f), |
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new Static4D( 0.0f, -SQ3/6, SQ6/3, 0.5f), |
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new Static4D( 0.0f, SQ3/2, 0.0f, -0.5f), |
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new Static4D( SQ2/2, -SQ3/6, -SQ6/6, -0.5f), |
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new Static4D(-SQ2/2, -SQ3/6, -SQ6/6, -0.5f), |
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new Static4D( 0.0f, -SQ3/6, SQ6/3, -0.5f), |
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new Static4D( SQ2/2, -SQ3/3, SQ6/6, 0.0f), |
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new Static4D( 0.0f, -SQ3/3, -SQ6/3, 0.0f), |
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new Static4D(-SQ2/2, -SQ3/3, SQ6/6, 0.0f) |
|
66 | 77 |
}; |
67 | 78 |
|
68 | 79 |
private int[] mRotArray; |
... | ... | |
184 | 195 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
187 |
float[] getLegalQuats()
|
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198 |
Static4D[] getQuats()
|
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188 | 199 |
{ |
189 |
return LEGALQUATS;
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return QUATS; |
|
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
More progreess porting RubikCube.