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magiccube / src / main / java / org / distorted / objects / RubikPyraminx.java @ 1576f41c

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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.objects;
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import android.content.res.Resources;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectSink;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static1D;
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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.main.RubikSurfaceView;
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import java.util.Random;
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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikPyraminx extends RubikObject
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{
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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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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(         0,        1,       0 ),
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           new Static3D(         0,  -1.0f/3, 2*SQ2/3 ),
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           new Static3D(-SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 ),
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           new Static3D( SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 )
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         };
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  static final Static3D[] FACE_AXIS = new Static3D[]
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         {
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           new Static3D(         0,      -1,       0 ),
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           new Static3D(         0,  1.0f/3,-2*SQ2/3 ),
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           new Static3D( SQ2*SQ3/3,  1.0f/3,   SQ2/3 ),
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           new Static3D(-SQ2*SQ3/3,  1.0f/3,   SQ2/3 )
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         };
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  private static final int[] FACE_COLORS = new int[]
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         {
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           0xff00ff00, 0xffffff00,  // FACE_AXIS[0] (GREEN ) FACE_AXIS[1] (YELLOW )
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           0xff0000ff, 0xffff0000   // FACE_AXIS[2] (BLUE  ) FACE_AXIS[3] (RED    )
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         };
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  // computed with res/raw/compute_quats.c
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  private static final Static4D[] QUATS = new Static4D[]
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         {
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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)
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         };
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  private int[] mRotArray;
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  private static VertexEffectRotate[] ROTATION;
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  private static MeshBase mMesh =null;
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  private static MeshBase[] mMeshRotated = new MeshBase[ROT_AXIS.length];
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  static
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    {
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    Static3D center = new Static3D(0,0,0);
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    Static1D angle  = new Static1D(180.0f);
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    ROTATION = new VertexEffectRotate[ROT_AXIS.length];
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    for(int i = 0; i< ROT_AXIS.length; i++)
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      {
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      ROTATION[i] = new VertexEffectRotate( angle, ROT_AXIS[i], center);
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      mMeshRotated[i] = null;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikPyraminx(int size, Static4D quat, DistortedTexture texture,
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                MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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    {
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    super(size, 30, quat, texture, mesh, effects, moves, RubikObjectList.PYRA, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void emitRow(float x, float y, float z, float dx, float dy, float dz, int n, int rot, Static3D[] array, int index)
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    {
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    for(int i=0; i<n; i++)
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      {
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      mRotArray[i+index] = rot;
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      array[i+index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
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      x += dx;
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      y += dy;
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      z += dz;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int emitLowermost(float x, float y, float z, int n, Static3D[] array)
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    {
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    int added = 0;
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    emitRow( x      +0.5f, y+SQ3*SQ2/9, z+ SQ3/18,  1.0f, 0,     0, n-1, 1, array, added);
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    added += (n-1);
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    emitRow( x    +1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9,  0.5f, 0, SQ3/2, n-1, 3, array, added);
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    added += (n-1);
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    emitRow( x+n-1-1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, -0.5f, 0, SQ3/2, n-1, 2, array, added);
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    added += (n-1);
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    for(int i=n; i>=1; i--)
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      {
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      emitRow(x     , y, z      , 1,0,0, i  , -1, array, added);
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      added += i;
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      emitRow(x+0.5f, y, z+SQ3/6, 1,0,0, i-1,  0, array, added);
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      added += (i-1);
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      x += 0.5f;
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      y += 0.0f;
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      z += SQ3/2;
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      }
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    return added;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int emitUpper(float x, float y, float z, int n, Static3D[] array, int index)
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    {
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    if( n>1 )
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      {
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      emitRow( x           , y          , z        ,  1.0f, 0,     0, n-1, -1, array, index);
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      index += (n-1);
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      emitRow( x+0.5f      , y+SQ3*SQ2/9, z+SQ3/18 ,  1.0f, 0,     0, n-1,  1, array, index);
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      index += (n-1);
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      emitRow( x+0.5f      , y          , z+SQ3/2  ,  0.5f, 0, SQ3/2, n-1, -1, array, index);
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      index += (n-1);
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      emitRow( x    +1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9,  0.5f, 0, SQ3/2, n-1,  3, array, index);
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      index += (n-1);
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      emitRow( x+n-1       , y          , z        , -0.5f, 0, SQ3/2, n-1, -1, array, index);
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      index += (n-1);
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      emitRow( x+n-1-1.0f/3, y+SQ3*SQ2/9, z+2*SQ3/9, -0.5f, 0, SQ3/2, n-1,  2, array, index);
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      index += (n-1);
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      }
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    else
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      {
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      mRotArray[index] = -1;
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      array[index] = new Static3D(x+0.5f,y+SQ2*SQ3/12,z+SQ3/6);
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      index++;
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      }
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    return index;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// size^2 + 3*(size-1) in the lowermost layer, then 6*(size-2) in the next, 6*(size-3) in the next,
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// ... 6 in the forelast, 1 in the last = 4size^2 - 6size +4 (if size>1)
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  Static3D[] getCubitPositions(int size)
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    {
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    int numCubits = size>1 ? 4*size*size - 6*size +4 : 1;
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    Static3D[] tmp = new Static3D[numCubits];
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    mRotArray = new int[numCubits];
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    int currentIndex = emitLowermost( -0.5f*size, -(SQ2*SQ3/12)*size, -(SQ3/6)*size, size, tmp);
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    for(int i=size-1; i>=1; i--)
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      {
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      currentIndex = emitUpper( -0.5f*i, ((SQ2*SQ3)/12)*(3*size-4*i), -(SQ3/6)*i, i, tmp, currentIndex);
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      }
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    return tmp;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  Static4D[] getQuats()
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    {
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    return QUATS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNumFaces()
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    {
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    return FACE_COLORS.length;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNumCubitFaces()
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    {
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    return FACE_COLORS.length;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 0.82f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getFaceColor(int cubit, int cubitface, int size)
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    {
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    boolean belongs = isOnFace(cubit, cubitface, 0 );
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    return belongs ? cubitface : NUM_FACES;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private MeshBase createStaticMesh(int cubit)
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    {
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    final float SQ2 = (float)Math.sqrt(2);
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    final float SQ3 = (float)Math.sqrt(3);
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    final float angleFaces = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron
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    final int MESHES=4;
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    int size = getSize();
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    int association = 1;
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    float D = 0.0005f;
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    float E = SQ3/2 - 3*D*SQ2;
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    float F = 0.5f - D*SQ2*SQ3;
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    float[] bands;
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    int extraI, extraV;
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    float[] vertices = { -F,-E/3, +F,-E/3, 0.0f,2*E/3};
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    switch(size)
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      {
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      case 3 : bands = new float[] { 1.0f    ,-D,
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                                     1.0f  -D,-D*0.80f,
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                                     1.0f-2*D,-D*0.65f,
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                                     1.0f-4*D,+D*0.10f,
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                                     0.50f, 0.035f,
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                                     0.0f, 0.040f };
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                      extraI = 2;
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                      extraV = 2;
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                      break;
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      case 4 : bands = new float[] { 1.0f    ,-D,
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                                     1.0f-D*1.2f,-D*0.70f,
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                                     1.0f-3*D, -D*0.15f,
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                                     0.50f, 0.035f,
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                                     0.0f, 0.040f };
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                      extraI = 2;
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                      extraV = 2;
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                      break;
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      default: bands = new float[] { 1.0f    ,-D,
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                                     1.0f-D*1.2f,-D*0.70f,
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                                     1.0f-3*D, -D*0.15f,
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                                     0.50f, 0.035f,
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                                     0.0f, 0.040f };
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                      extraI = 2;
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                      extraV = 1;
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                      break;
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      }
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    MeshBase[] meshes = new MeshPolygon[MESHES];
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    meshes[0] = new MeshPolygon(vertices, bands, extraI,extraV);
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    meshes[0].setEffectAssociation(0,association,0);
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    for(int i=1; i<MESHES; i++)
300
      {
301
      association <<= 1;
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      meshes[i] = meshes[0].copy(true);
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      meshes[i].setEffectAssociation(0,association,0);
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      }
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    MeshBase result = new MeshJoined(meshes);
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    Static3D a0 = new Static3D(         0,        1,       0 );
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    Static3D a1 = new Static3D(         0,  -1.0f/3, 2*SQ2/3 );
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    Static3D a2 = new Static3D(-SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 );
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    Static3D a3 = new Static3D( SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 );
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    float tetraHeight = SQ2*SQ3/3;
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    float d1 = (0.75f-2*SQ2*D)*tetraHeight;
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    float d2 =-0.06f*tetraHeight;
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    float d3 = 0.05f*tetraHeight;
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    float d4 = 0.70f*tetraHeight;
318
    float d5 = 1.2f;
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320
    Static3D dCen0 = new Static3D( d1*a0.get0(), d1*a0.get1(), d1*a0.get2() );
321
    Static3D dCen1 = new Static3D( d1*a1.get0(), d1*a1.get1(), d1*a1.get2() );
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    Static3D dCen2 = new Static3D( d1*a2.get0(), d1*a2.get1(), d1*a2.get2() );
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    Static3D dCen3 = new Static3D( d1*a3.get0(), d1*a3.get1(), d1*a3.get2() );
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    Static3D dVec0 = new Static3D( d2*a0.get0(), d2*a0.get1(), d2*a0.get2() );
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    Static3D dVec1 = new Static3D( d2*a1.get0(), d2*a1.get1(), d2*a1.get2() );
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    Static3D dVec2 = new Static3D( d2*a2.get0(), d2*a2.get1(), d2*a2.get2() );
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    Static3D dVec3 = new Static3D( d2*a3.get0(), d2*a3.get1(), d2*a3.get2() );
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    Static4D dReg  = new Static4D(0,0,0,d3);
331
    Static1D dRad  = new Static1D(1);
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    Static3D center= new Static3D(0,0,0);
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    Static4D sReg  = new Static4D(0,0,0,d4);
334
    Static1D sink  = new Static1D(d5);
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336
    Static1D angle  = new Static1D(angleFaces);
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    Static3D axis1  = new Static3D(  -1, 0,      0);
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    Static3D axis2  = new Static3D(0.5f, 0, -SQ3/2);
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    Static3D axis3  = new Static3D(0.5f, 0, +SQ3/2);
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    Static3D center1= new Static3D(0,-SQ3*SQ2/12,-SQ3/6);
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    Static3D center2= new Static3D(0,-SQ3*SQ2/12,+SQ3/3);
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    VertexEffectRotate  effect1 = new VertexEffectRotate( new Static1D(90), new Static3D(1,0,0), center );
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    VertexEffectMove    effect2 = new VertexEffectMove  ( new Static3D(0,-SQ3*SQ2/12,0) );
345
    VertexEffectRotate  effect3 = new VertexEffectRotate( new Static1D(180), new Static3D(0,0,1), center1 );
346
    VertexEffectRotate  effect4 = new VertexEffectRotate( angle, axis1, center1 );
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    VertexEffectRotate  effect5 = new VertexEffectRotate( angle, axis2, center2 );
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    VertexEffectRotate  effect6 = new VertexEffectRotate( angle, axis3, center2 );
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350
    VertexEffectDeform  effect7 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
351
    VertexEffectDeform  effect8 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
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    VertexEffectDeform  effect9 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
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    VertexEffectDeform  effect10= new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
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355
    VertexEffectSink effect11= new VertexEffectSink(sink,center, sReg);
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357
    effect3.setMeshAssociation(14,-1);  // apply to mesh[1], [2] and [3]
358
    effect4.setMeshAssociation( 2,-1);  // apply only to mesh[1]
359
    effect5.setMeshAssociation( 4,-1);  // apply only to mesh[2]
360
    effect6.setMeshAssociation( 8,-1);  // apply only to mesh[3]
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362
    result.apply(effect1);
363
    result.apply(effect2);
364
    result.apply(effect3);
365
    result.apply(effect4);
366
    result.apply(effect5);
367
    result.apply(effect6);
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369
    result.apply(effect7);
370
    result.apply(effect8);
371
    result.apply(effect9);
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    result.apply(effect10);
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374
    result.apply(effect11);
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376
    if( mRotArray[cubit]>=0 )
377
      {
378
      result.apply( ROTATION[mRotArray[cubit]] );
379
      }
380

    
381
    result.mergeEffComponents();
382

    
383
    return result;
384
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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388
  MeshBase createCubitMesh(int cubit)
389
    {
390
    int kind = mRotArray[cubit];
391

    
392
    if( kind>=0 )
393
      {
394
      if( mMeshRotated[kind]==null ) mMeshRotated[kind] = createStaticMesh(cubit);
395
      return mMeshRotated[kind].copy(true);
396
      }
397
    else
398
      {
399
      if( mMesh==null ) mMesh = createStaticMesh(cubit);
400
      return mMesh.copy(true);
401
      }
402
    }
403

    
404
///////////////////////////////////////////////////////////////////////////////////////////////////
405

    
406
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
407
    {
408
    float STROKE = 0.044f*side;
409
    float OFF = STROKE/2 -1;
410
    float OFF2 = 0.5f*side + OFF;
411
    float HEIGHT = side - OFF;
412
    float RADIUS = side/12.0f;
413
    float ARC1_H = 0.2f*side;
414
    float ARC1_W = side*0.5f;
415
    float ARC2_W = 0.153f*side;
416
    float ARC2_H = 0.905f*side;
417
    float ARC3_W = side-ARC2_W;
418

    
419
    float M = SQ3/2;
420
    float D = (M/2 - 0.51f)*side;
421

    
422
    paint.setAntiAlias(true);
423
    paint.setStrokeWidth(STROKE);
424
    paint.setColor(FACE_COLORS[face]);
425
    paint.setStyle(Paint.Style.FILL);
426

    
427
    canvas.drawRect(left,top,left+side,top+side,paint);
428

    
429
    paint.setColor(INTERIOR_COLOR);
430
    paint.setStyle(Paint.Style.STROKE);
431

    
432
    canvas.drawLine(           left, M*HEIGHT+D,  side       +left, M*HEIGHT+D, paint);
433
    canvas.drawLine(      OFF +left, M*side  +D,       OFF2  +left,          D, paint);
434
    canvas.drawLine((side-OFF)+left, M*side  +D, (side-OFF2) +left,          D, paint);
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436
    canvas.drawArc( ARC1_W-RADIUS+left, M*(ARC1_H-RADIUS)+D, ARC1_W+RADIUS+left, M*(ARC1_H+RADIUS)+D, 225, 90, false, paint);
437
    canvas.drawArc( ARC2_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC2_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 105, 90, false, paint);
438
    canvas.drawArc( ARC3_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC3_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 345, 90, false, paint);
439
    }
440

    
441
///////////////////////////////////////////////////////////////////////////////////////////////////
442
// I don't quite understand it, but 0.82 works better than the theoretically correct SQ3/2 ( 0.866 )
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444
  float returnMultiplier()
445
    {
446
    return getSize()/0.82f;//(SQ3/2);
447
    }
448

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

    
451
  float[] getRowChances()
452
    {
453
    int size = getSize();
454
    int total = size*(size+1)/2;
455
    float running=0.0f;
456
    float[] chances = new float[size];
457

    
458
    for(int i=0; i<size; i++)
459
      {
460
      running += (size-i);
461
      chances[i] = running / total;
462
      }
463

    
464
    return chances;
465
    }
466

    
467
///////////////////////////////////////////////////////////////////////////////////////////////////
468
// PUBLIC API
469

    
470
  public Static3D[] getRotationAxis()
471
    {
472
    return ROT_AXIS;
473
    }
474

    
475
///////////////////////////////////////////////////////////////////////////////////////////////////
476

    
477
  public int getBasicAngle()
478
    {
479
    return 3;
480
    }
481

    
482
///////////////////////////////////////////////////////////////////////////////////////////////////
483
// 0.82?? see returnMultiplier()
484

    
485
  public int computeRowFromOffset(float offset)
486
    {
487
    return (int)(getSize()*offset/0.82f);
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491

    
492
  public float returnRotationFactor(float offset)
493
    {
494
    int size = getSize();
495
    int row  = (int)(size*offset/(SQ3/2));
496

    
497
    return ((float)size)/(size-row);
498
    }
499

    
500
///////////////////////////////////////////////////////////////////////////////////////////////////
501

    
502
  public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
503
    {
504
    int numAxis = ROTATION_AXIS.length;
505

    
506
    if( oldRotAxis == START_AXIS )
507
      {
508
      return rnd.nextInt(numAxis);
509
      }
510
    else
511
      {
512
      int newVector = rnd.nextInt(numAxis-1);
513
      return (newVector>=oldRotAxis ? newVector+1 : newVector);
514
      }
515
    }
516

    
517
///////////////////////////////////////////////////////////////////////////////////////////////////
518

    
519
  public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
520
    {
521
    float rowFloat = rnd.nextFloat();
522

    
523
    for(int row=0; row<mRowChances.length; row++)
524
      {
525
      if( rowFloat<=mRowChances[row] ) return row;
526
      }
527

    
528
    return 0;
529
    }
530

    
531
///////////////////////////////////////////////////////////////////////////////////////////////////
532

    
533
  public boolean isSolved()
534
    {
535
    int index = CUBITS[0].mQuatIndex;
536

    
537
    for(int i=1; i<NUM_CUBITS; i++)
538
      {
539
      if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
540
      }
541

    
542
    return true;
543
    }
544

    
545
///////////////////////////////////////////////////////////////////////////////////////////////////
546
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
547
// then if it were rotated by quaternion 'quat'.
548
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
549
// middle squares get interchanged. No visible difference!
550
//
551
// So: this is true iff the cubit
552
// a) is a corner or edge and the quaternions are the same
553
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
554

    
555
  private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
556
    {
557
    if ( cubit.mQuatIndex == quatIndex ) return true;
558

    
559
    int belongsToHowManyFaces = 0;
560
    int size = getSize()-1;
561
    float row;
562
    final float MAX_ERROR = 0.01f;
563

    
564
    for(int i=0; i<NUM_AXIS; i++)
565
      {
566
      row = cubit.mRotationRow[i];
567
      if( (row     <MAX_ERROR && row     >-MAX_ERROR) ||
568
          (row-size<MAX_ERROR && row-size>-MAX_ERROR)  ) belongsToHowManyFaces++;
569
      }
570

    
571
    switch(belongsToHowManyFaces)
572
      {
573
      case 0 : return true ;  // 'inside' cubit that does not lie on any face
574
      case 1 :                // cubit that lies inside one of the faces
575
               Static3D orig = cubit.getOrigPosition();
576
               Static4D quat1 = QUATS[quatIndex];
577
               Static4D quat2 = QUATS[cubit.mQuatIndex];
578

    
579
               Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
580
               Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
581
               Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
582

    
583
               float row1, row2, row3, row4;
584
               float ax,ay,az;
585
               Static3D axis;
586
               float x1 = rotated1.get0();
587
               float y1 = rotated1.get1();
588
               float z1 = rotated1.get2();
589
               float x2 = rotated2.get0();
590
               float y2 = rotated2.get1();
591
               float z2 = rotated2.get2();
592

    
593
               for(int i=0; i<NUM_AXIS; i++)
594
                 {
595
                 axis = ROTATION_AXIS[i];
596
                 ax = axis.get0();
597
                 ay = axis.get1();
598
                 az = axis.get2();
599

    
600
                 row1 = ((x1*ax + y1*ay + z1*az) - mStart) / mStep;
601
                 row2 = ((x2*ax + y2*ay + z2*az) - mStart) / mStep;
602
                 row3 = row1 - size;
603
                 row4 = row2 - size;
604

    
605
                 if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
606
                     (row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR)  )
607
                   {
608
                   return true;
609
                   }
610
                 }
611
               return false;
612

    
613
      default: return false;  // edge or corner
614
      }
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618
// TODO  (only needed for solvers - there are no Pyraminx solvers ATM)
619

    
620
  public String retObjectString()
621
    {
622
    return "";
623
    }
624
}
(10-10/10)