Revision 221a4090
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/objects/TwistyCube.java | ||
---|---|---|
216 | 216 |
|
217 | 217 |
int getFaceColor(int cubit, int cubitface, int size) |
218 | 218 |
{ |
219 |
float diff = CUBITS[cubit].mRotationRow[cubitface/2] - (cubitface%2==0 ? size-1:0); |
|
220 |
return diff*diff < 0.0001f ? cubitface : NUM_FACES; |
|
219 |
return CUBITS[cubit].mRotationRow[cubitface/2] == (cubitface%2==0 ? size-1:0) ? cubitface : NUM_FACES; |
|
221 | 220 |
} |
222 | 221 |
|
223 | 222 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
301 | 300 |
return true; |
302 | 301 |
} |
303 | 302 |
|
304 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
305 |
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different |
|
306 |
// then if it were rotated by quaternion 'quat'. |
|
307 |
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two |
|
308 |
// middle squares get interchanged. No visible difference! |
|
309 |
// |
|
310 |
// So: this is true iff the cubit |
|
311 |
// a) is a corner or edge and the quaternions are the same |
|
312 |
// b) is inside one of the faces and after rotations by both quats it ends up on the same face. |
|
313 |
|
|
314 |
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex) |
|
315 |
{ |
|
316 |
if ( cubit.mQuatIndex == quatIndex ) return true; |
|
317 |
|
|
318 |
int belongsToHowManyFaces = 0; |
|
319 |
int lastLayer = getNumLayers()-1; |
|
320 |
float row; |
|
321 |
final float MAX_ERROR = 0.01f; |
|
322 |
|
|
323 |
for(int i=0; i<NUM_AXIS; i++) |
|
324 |
{ |
|
325 |
row = cubit.mRotationRow[i]; |
|
326 |
if( (row <MAX_ERROR && row >-MAX_ERROR) || |
|
327 |
(row-lastLayer<MAX_ERROR && row-lastLayer>-MAX_ERROR) ) belongsToHowManyFaces++; |
|
328 |
} |
|
329 |
|
|
330 |
switch(belongsToHowManyFaces) |
|
331 |
{ |
|
332 |
case 0 : return true ; // 'inside' cubit that does not lie on any face |
|
333 |
case 1 : // cubit that lies inside one of the faces |
|
334 |
Static3D orig = cubit.getOrigPosition(); |
|
335 |
Static4D quat1 = QUATS[quatIndex]; |
|
336 |
Static4D quat2 = QUATS[cubit.mQuatIndex]; |
|
337 |
|
|
338 |
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0); |
|
339 |
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 ); |
|
340 |
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 ); |
|
341 |
|
|
342 |
float row1, row2; |
|
343 |
float x1 = rotated1.get0(); |
|
344 |
float y1 = rotated1.get1(); |
|
345 |
float z1 = rotated1.get2(); |
|
346 |
float x2 = rotated2.get0(); |
|
347 |
float y2 = rotated2.get1(); |
|
348 |
float z2 = rotated2.get2(); |
|
349 |
|
|
350 |
for(int i=0; i<NUM_AXIS; i++) |
|
351 |
{ |
|
352 |
row1 = computeRow(x1,y1,z1,i); |
|
353 |
row2 = computeRow(x2,y2,z2,i); |
|
354 |
|
|
355 |
if( (row1==0 && row2==0) || (row1==lastLayer && row2==lastLayer) ) return true; |
|
356 |
} |
|
357 |
return false; |
|
358 |
|
|
359 |
default: return false; // edge or corner |
|
360 |
} |
|
361 |
} |
|
362 |
|
|
363 | 303 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
364 | 304 |
// order: Up --> Right --> Front --> Down --> Left --> Back |
365 | 305 |
// (because the first implemented Solver - the two-phase Cube3 one - expects such order) |
Also available in: Unified diff
Simplification with objects.