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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.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.MatrixEffect;
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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.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.MeshSquare;
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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.R;
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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 TwistySkewb extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikSkewb. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_BROWN
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};
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// All legal rotation quats of a RubikSkewb
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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( 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( 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 final int[][] mCornerMap =
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{
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{ 4, 2, 0, 18,18,18 },
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{ 2, 5, 0, 18,18,18 },
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{ 3, 4, 0, 18,18,18 },
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{ 5, 3, 0, 18,18,18 },
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{ 1, 2, 4, 18,18,18 },
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{ 5, 2, 1, 18,18,18 },
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{ 4, 3, 1, 18,18,18 },
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{ 1, 3, 5, 18,18,18 },
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};
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private static final int[][] mEdgeMap =
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{
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{ 10, 8, 18,18,18,18 },
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{ 6,10, 18,18,18,18 },
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{ 10, 9, 18,18,18,18 },
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{ 7,10, 18,18,18,18 },
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{ 8, 6, 18,18,18,18 },
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{ 9, 6, 18,18,18,18 },
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{ 9, 7, 18,18,18,18 },
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{ 8, 7, 18,18,18,18 },
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{ 11, 8, 18,18,18,18 },
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{ 6,11, 18,18,18,18 },
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{ 11, 9, 18,18,18,18 },
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{ 7,11, 18,18,18,18 }
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};
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private static final int[][] mCenterMap =
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{
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{ 12, 18,18,18,18,18 },
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{ 13, 18,18,18,18,18 },
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{ 14, 18,18,18,18,18 },
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{ 15, 18,18,18,18,18 },
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{ 16, 18,18,18,18,18 },
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{ 17, 18,18,18,18,18 },
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};
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private static MeshBase mCornerMesh, mFaceMesh, mEdgeMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistySkewb(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, 2*size-2, 60, quat, texture, mesh, effects, moves, ObjectList.SKEW, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCorners()
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{
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return 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumEdges(int layers)
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{
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return (layers-2)*12;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCentersPerFace(int layers)
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{
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return ((layers-2)*(layers-2) + (layers-1)*(layers-1));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.0f;
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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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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes()
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int numLayers)
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{
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float[] cuts = new float[numLayers-1];
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switch(numLayers)
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{
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case 2: cuts[0] = 0;
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break;
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case 3: cuts[0] = -SQ3/12;
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cuts[1] = +SQ3/12;
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break;
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case 4: cuts[0] = -SQ3/9;
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cuts[1] = 0;
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cuts[2] = +SQ3/9;
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break;
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int numLayers)
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{
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final float DIST_CORNER = (numLayers-1)*0.50f;
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final float DIST_EDGE = (numLayers-1)*0.50f;
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final float DIST_CENTER = (numLayers-1)*0.50f;
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final int numCorners = getNumCorners();
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final int numEdges = getNumEdges(numLayers);
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final int numCenters = 6*getNumCentersPerFace(numLayers);
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final Static3D[] CENTERS = new Static3D[numCorners+numEdges+numCenters];
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/// CORNERS //////////////////////////////////////////////
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CENTERS[0] = new Static3D( DIST_CORNER, DIST_CORNER, DIST_CORNER );
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CENTERS[1] = new Static3D( DIST_CORNER, DIST_CORNER,-DIST_CORNER );
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CENTERS[2] = new Static3D( DIST_CORNER,-DIST_CORNER, DIST_CORNER );
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CENTERS[3] = new Static3D( DIST_CORNER,-DIST_CORNER,-DIST_CORNER );
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CENTERS[4] = new Static3D(-DIST_CORNER, DIST_CORNER, DIST_CORNER );
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CENTERS[5] = new Static3D(-DIST_CORNER, DIST_CORNER,-DIST_CORNER );
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CENTERS[6] = new Static3D(-DIST_CORNER,-DIST_CORNER, DIST_CORNER );
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CENTERS[7] = new Static3D(-DIST_CORNER,-DIST_CORNER,-DIST_CORNER );
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/// EDGES ///////////////////////////////////////////////
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final float[][] edgeTable =
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{
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{0,+DIST_EDGE,+DIST_EDGE},
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{+DIST_EDGE,0,+DIST_EDGE},
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{0,-DIST_EDGE,+DIST_EDGE},
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{-DIST_EDGE,0,+DIST_EDGE},
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{+DIST_EDGE,+DIST_EDGE,0},
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{+DIST_EDGE,-DIST_EDGE,0},
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{-DIST_EDGE,-DIST_EDGE,0},
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{-DIST_EDGE,+DIST_EDGE,0},
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{0,+DIST_EDGE,-DIST_EDGE},
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{+DIST_EDGE,0,-DIST_EDGE},
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{0,-DIST_EDGE,-DIST_EDGE},
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{-DIST_EDGE,0,-DIST_EDGE}
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};
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int index=8;
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for (float[] edges : edgeTable)
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{
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float c = (3-numLayers)*0.5f;
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for (int j=0; j<numLayers-2; j++, c+=1.0f, index++)
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{
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CENTERS[index] = new Static3D( edges[0]==0 ? c : edges[0] ,
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edges[1]==0 ? c : edges[1] ,
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edges[2]==0 ? c : edges[2] );
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}
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}
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/// CENTERS //////////////////////////////////////////////
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final float X= -1000.0f;
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final float Y= -1001.0f;
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final float[][] centerTable =
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{
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{+DIST_CENTER,X,Y},
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{-DIST_CENTER,X,Y},
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{X,+DIST_CENTER,Y},
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{X,-DIST_CENTER,Y},
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{X,Y,+DIST_CENTER},
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{X,Y,-DIST_CENTER}
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};
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float x,y, cen0, cen1, cen2;
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for( float[] centers : centerTable )
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{
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x = (2-numLayers)*0.5f;
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for(int i=0; i<numLayers-1; i++, x+=1.0f)
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{
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y = (2-numLayers)*0.5f;
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for(int j=0; j<numLayers-1; j++, y+=1.0f, index++)
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{
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if( centers[0]==Y ) cen0 = y;
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else if( centers[0]==X ) cen0 = x;
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else cen0 = centers[0];
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if( centers[1]==Y ) cen1 = y;
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else if( centers[1]==X ) cen1 = x;
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else cen1 = centers[1];
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if( centers[2]==Y ) cen2 = y;
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else if( centers[2]==X ) cen2 = x;
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else cen2 = centers[2];
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CENTERS[index] = new Static3D(cen0,cen1,cen2);
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}
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}
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x = (3-numLayers)*0.5f;
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for(int i=0; i<numLayers-2; i++, x+=1.0f)
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{
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y = (3-numLayers)*0.5f;
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for(int j=0; j<numLayers-2; j++, y+=1.0f, index++)
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{
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if( centers[0]==Y ) cen0 = y;
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else if( centers[0]==X ) cen0 = x;
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else cen0 = centers[0];
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if( centers[1]==Y ) cen1 = y;
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else if( centers[1]==X ) cen1 = x;
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else cen1 = centers[1];
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if( centers[2]==Y ) cen2 = y;
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else if( centers[2]==X ) cen2 = x;
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else cen2 = centers[2];
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CENTERS[index] = new Static3D(cen0,cen1,cen2);
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}
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}
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}
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit, int numLayers)
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{
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int numCorners = getNumCorners();
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int numEdges = getNumEdges(numLayers);
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if( cubit<numCorners )
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{
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switch(cubit)
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{
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case 0: return QUATS[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return QUATS[1]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return QUATS[2]; // 180 along Y
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case 6: return QUATS[3]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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}
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}
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else if( cubit<numCorners+numEdges )
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{
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int edge = (cubit-numCorners)/(numLayers-2);
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switch(edge)
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{
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case 0: return QUATS[ 0];
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case 1: return QUATS[ 5];
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case 2: return QUATS[ 3];
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case 3: return QUATS[11];
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case 4: return QUATS[ 4];
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case 5: return QUATS[ 7];
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case 6: return QUATS[ 9];
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case 7: return QUATS[10];
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case 8: return QUATS[ 2];
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case 9: return QUATS[ 8];
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case 10: return QUATS[ 1];
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case 11: return QUATS[ 6];
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}
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}
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else
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{
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int center = (cubit-numCorners-numEdges)/getNumCentersPerFace(numLayers);
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switch(center)
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{
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case 0: return new Static4D(0,-SQ2/2,0,SQ2/2); // -90 along Y
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case 1: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 2: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 3: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 4: return QUATS[0]; // unit quaternion
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case 5: return QUATS[1]; // 180 along X
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}
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit)
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{
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MeshBase mesh;
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int numLayers = getNumLayers();
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int numCorners = getNumCorners();
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int numEdges = getNumEdges(numLayers);
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if( cubit<numCorners )
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{
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if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createSkewbCornerMesh();
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mesh = mCornerMesh.copy(true);
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}
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else if( cubit<numCorners+numEdges )
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{
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if( mEdgeMesh==null )
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{
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mEdgeMesh = FactoryCubit.getInstance().createDinoMesh();
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MatrixEffect effect = new MatrixEffectScale(1.0f/3);
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mEdgeMesh.apply(effect,-1,0);
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mEdgeMesh.addEmptyTexComponent();
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424
|
mEdgeMesh.addEmptyTexComponent();
|
425
|
}
|
426
|
mesh = mEdgeMesh.copy(true);
|
427
|
}
|
428
|
else
|
429
|
{
|
430
|
if( mFaceMesh==null ) mFaceMesh = FactoryCubit.getInstance().createSkewbFaceMesh();
|
431
|
mesh = mFaceMesh.copy(true);
|
432
|
}
|
433
|
|
434
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) );
|
435
|
mesh.apply(quat,0xffffffff,0);
|
436
|
|
437
|
return mesh;
|
438
|
}
|
439
|
|
440
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
441
|
|
442
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
443
|
{
|
444
|
int numCorners = getNumCorners();
|
445
|
int numEdges = getNumEdges(numLayers);
|
446
|
|
447
|
if( cubit<numCorners )
|
448
|
{
|
449
|
return mCornerMap[cubit][cubitface];
|
450
|
}
|
451
|
else if( cubit<numCorners+numEdges )
|
452
|
{
|
453
|
int edge = (cubit-numCorners)/(numLayers-2);
|
454
|
return mEdgeMap[edge][cubitface];
|
455
|
}
|
456
|
else
|
457
|
{
|
458
|
int center = (cubit-numCorners-numEdges)/getNumCentersPerFace(numLayers);
|
459
|
return mCenterMap[center][cubitface];
|
460
|
}
|
461
|
}
|
462
|
|
463
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
464
|
|
465
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
466
|
{
|
467
|
int COLORS = FACE_COLORS.length;
|
468
|
float R,S;
|
469
|
float[] vertices;
|
470
|
|
471
|
if( face<COLORS )
|
472
|
{
|
473
|
float E = 0.5f;
|
474
|
R = 0.023f;
|
475
|
S = 0.035f;
|
476
|
vertices = new float[] { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
|
477
|
}
|
478
|
else if( face<2*COLORS )
|
479
|
{
|
480
|
float E = 0.5f;
|
481
|
R = 0.025f;
|
482
|
S = 0.05f;
|
483
|
vertices = new float[] { -E,E/3, 0,-2*E/3, +E,E/3 };
|
484
|
}
|
485
|
else
|
486
|
{
|
487
|
float E = SQ2/4;
|
488
|
R = 0.055f;
|
489
|
S = 0.035f;
|
490
|
vertices = new float[] { -E,-E, +E,-E, +E,+E, -E,+E };
|
491
|
}
|
492
|
|
493
|
FactorySticker factory = FactorySticker.getInstance();
|
494
|
factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%COLORS], R);
|
495
|
}
|
496
|
|
497
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
498
|
|
499
|
float returnMultiplier()
|
500
|
{
|
501
|
return 2.0f;
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
|
506
|
float[] getRowChances()
|
507
|
{
|
508
|
int numLayers = getNumLayers();
|
509
|
float[] chances = new float[numLayers];
|
510
|
|
511
|
switch(numLayers)
|
512
|
{
|
513
|
case 2: chances[0] = 0.5f;
|
514
|
chances[1] = 1.0f;
|
515
|
break;
|
516
|
case 3: chances[0] = 0.5f;
|
517
|
chances[1] = 0.5f;
|
518
|
chances[2] = 1.0f;
|
519
|
break;
|
520
|
default:for(int i=0; i<numLayers; i++)
|
521
|
{
|
522
|
chances[i] = (float)(i+1)/numLayers;
|
523
|
}
|
524
|
}
|
525
|
|
526
|
return chances;
|
527
|
}
|
528
|
|
529
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
530
|
// PUBLIC API
|
531
|
|
532
|
public Static3D[] getRotationAxis()
|
533
|
{
|
534
|
return ROT_AXIS;
|
535
|
}
|
536
|
|
537
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538
|
|
539
|
public int getBasicAngle()
|
540
|
{
|
541
|
return 3;
|
542
|
}
|
543
|
|
544
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
545
|
|
546
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
547
|
{
|
548
|
int numAxis = ROTATION_AXIS.length;
|
549
|
|
550
|
if( oldRotAxis == START_AXIS )
|
551
|
{
|
552
|
return rnd.nextInt(numAxis);
|
553
|
}
|
554
|
else
|
555
|
{
|
556
|
int newVector = rnd.nextInt(numAxis-1);
|
557
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
558
|
}
|
559
|
}
|
560
|
|
561
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
562
|
|
563
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
564
|
{
|
565
|
float rowFloat = rnd.nextFloat();
|
566
|
|
567
|
for(int row=0; row<mRowChances.length; row++)
|
568
|
{
|
569
|
if( rowFloat<=mRowChances[row] ) return row;
|
570
|
}
|
571
|
|
572
|
return 0;
|
573
|
}
|
574
|
|
575
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
576
|
// remember about the double cover or unit quaternions!
|
577
|
|
578
|
private int mulQuat(int q1, int q2)
|
579
|
{
|
580
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
581
|
|
582
|
float rX = result.get0();
|
583
|
float rY = result.get1();
|
584
|
float rZ = result.get2();
|
585
|
float rW = result.get3();
|
586
|
|
587
|
final float MAX_ERROR = 0.1f;
|
588
|
float dX,dY,dZ,dW;
|
589
|
|
590
|
for(int i=0; i<QUATS.length; i++)
|
591
|
{
|
592
|
dX = QUATS[i].get0() - rX;
|
593
|
dY = QUATS[i].get1() - rY;
|
594
|
dZ = QUATS[i].get2() - rZ;
|
595
|
dW = QUATS[i].get3() - rW;
|
596
|
|
597
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
598
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
599
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
600
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
601
|
|
602
|
dX = QUATS[i].get0() + rX;
|
603
|
dY = QUATS[i].get1() + rY;
|
604
|
dZ = QUATS[i].get2() + rZ;
|
605
|
dW = QUATS[i].get3() + rW;
|
606
|
|
607
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
608
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
609
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
610
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
611
|
}
|
612
|
|
613
|
return -1;
|
614
|
}
|
615
|
|
616
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
617
|
// The Skewb is solved if and only if:
|
618
|
//
|
619
|
// 1) all of its corner and edge cubits are rotated with the same quat
|
620
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
621
|
// and optionally they also might be upside down.
|
622
|
//
|
623
|
// i.e.
|
624
|
// cubits [ 8] and [ 9] - might be extra QUAT[1]
|
625
|
// cubits [10] and [11] - might be extra QUAT[2]
|
626
|
// cubits [12] and [13] - might be extra QUAT[3]
|
627
|
|
628
|
public boolean isSolved()
|
629
|
{
|
630
|
int q = CUBITS[0].mQuatIndex;
|
631
|
|
632
|
int numLayers = getNumLayers();
|
633
|
int numCorners = getNumCorners();
|
634
|
int numEdges = getNumEdges(numLayers);
|
635
|
int cornersAndEdges= numCorners + numEdges;
|
636
|
int centersPerFace = getNumCentersPerFace(numLayers);
|
637
|
int cubit, q1=q;
|
638
|
|
639
|
for(cubit=0; cubit<cornersAndEdges; cubit++)
|
640
|
{
|
641
|
if( CUBITS[cubit].mQuatIndex != q ) return false;
|
642
|
}
|
643
|
|
644
|
for(int face=0; face<6; face++)
|
645
|
{
|
646
|
if( face%2==0 ) q1 = mulQuat(q, (face/2)+1);
|
647
|
|
648
|
for(int center=0; center<centersPerFace; center++)
|
649
|
{
|
650
|
if( CUBITS[cubit].mQuatIndex != q && CUBITS[cubit].mQuatIndex != q1 ) return false;
|
651
|
cubit++;
|
652
|
}
|
653
|
}
|
654
|
|
655
|
return true;
|
656
|
}
|
657
|
|
658
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
659
|
// only needed for solvers - there are no Skewb solvers ATM)
|
660
|
|
661
|
public String retObjectString()
|
662
|
{
|
663
|
return "";
|
664
|
}
|
665
|
|
666
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
667
|
|
668
|
public int getObjectName(int numLayers)
|
669
|
{
|
670
|
switch(numLayers)
|
671
|
{
|
672
|
case 2: return R.string.skew2;
|
673
|
case 3: return R.string.skew3;
|
674
|
}
|
675
|
return R.string.skew2;
|
676
|
}
|
677
|
|
678
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
679
|
|
680
|
public int getInventor(int numLayers)
|
681
|
{
|
682
|
switch(numLayers)
|
683
|
{
|
684
|
case 2: return R.string.skew2_inventor;
|
685
|
case 3: return R.string.skew3_inventor;
|
686
|
}
|
687
|
return R.string.skew2_inventor;
|
688
|
}
|
689
|
|
690
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
691
|
|
692
|
public int getComplexity(int numLayers)
|
693
|
{
|
694
|
switch(numLayers)
|
695
|
{
|
696
|
case 2: return 5;
|
697
|
case 3: return 9;
|
698
|
}
|
699
|
return 5;
|
700
|
}
|
701
|
}
|