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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.MatrixEffectQuaternion;
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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 static org.distorted.objects.FactoryCubit.COS18;
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import static org.distorted.objects.FactoryCubit.COS54;
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import static org.distorted.objects.FactoryCubit.SIN18;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyKilominx extends TwistyMinx
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{
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private static MeshBase[] mCenterMeshes, mCornerMeshes;
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private static MeshBase[][] mEdgeMeshes;
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private static final int[] mCenterFaceMap = new int[]
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{
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0,0,0,0,1,
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1,0,1,1,0,
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2,0,1,1,0,
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2,2,1,0,2,
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2,1,0,0,1,
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1,2,0,1,0,
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0,1,0,1,1,
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0,1,0,2,0,
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2,1,2,2,2,
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1,0,2,1,2,
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2,1,0,1,2,
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2,2,2,2,2
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};
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private static final int mNumCornerEdgeVariants;
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static
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{
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int[] sizes = ObjectList.KILO.getSizes();
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int variants = sizes.length;
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mNumCornerEdgeVariants = sizes[0]==3 ? variants-1 : variants;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyKilominx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.KILO, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerCorner(int numLayers)
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{
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return 3*((numLayers-3)/2)*((numLayers-5)/2) + (numLayers<5 ? 0:1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerEdge(int numLayers)
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{
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return numLayers<5 ? 0 : 2*(numLayers-4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return numLayers<5 ? 1 : numLayers/2 + 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.00f;
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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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float D = numLayers*MovementMinx.DIST3D;
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float E = 2*C1; // 2*cos(36 deg)
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float X = 2*D*E/(1+2*E); // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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// its height is then D*2*DIST3D, it has one 'lower' part of height X, one
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// 'middle' part of height Y and one upper part of height X again.
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// It's edge length = numLayers/3.0f.
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int num = (numLayers-1)/2;
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float G = X*0.5f/num; // height of one Layer
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for(int i=0; i<num; i++)
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{
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cuts[ i] = -D + (i+0.5f)*G;
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cuts[2*num-1-i] = -cuts[i];
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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private void computeBasicCornerVectors(int corner)
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{
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Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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mCurrCornerV[0] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[0],quat);
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mCurrCornerV[1] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[1],quat);
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mCurrCornerV[2] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[2],quat);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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{
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float D = numLayers/3.0f;
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float[] corn = CORNERS[corner];
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if( part==0 )
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{
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return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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}
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else
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{
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float E = D/(0.5f*(numLayers-1)); // ?? maybe 0.5*
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int N = (numCubitsPerCorner-1)/3;
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int block = (part-1) % N;
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int index = (part-1) / N;
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Static4D pri = mCurrCornerV[index];
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Static4D sec = mCurrCornerV[(index+2)%3];
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int layers= (numLayers-5)/2;
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int multP = (block % layers) + 1;
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int multS = (block / layers);
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return new float[] {
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corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeCenter(int numLayers, int center, int part)
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{
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int corner = mCenterMap[center][part];
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float[] cent = mCenterCoords[center];
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float[] corn = CORNERS[corner];
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float D = numLayers/3.0f;
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float F = 1.0f - (2.0f*numLayers-6.0f)/(numLayers-1)*COS54*COS54;
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return new float[]
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{
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D * ( cent[0] + (corn[0]-cent[0])*F),
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D * ( cent[1] + (corn[1]-cent[1])*F),
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D * ( cent[2] + (corn[2]-cent[2])*F)
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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return part - 2*(part/4);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeEdge(int numLayers, int edge, int part)
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{
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float D = numLayers/3.0f;
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float[] c1 = CORNERS[ mEdgeMap[edge][0] ];
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float[] c2 = CORNERS[ mEdgeMap[edge][1] ];
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int leftRight = 2*(part%2) -1;
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part /= 2;
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if( part==0 )
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{
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float T = 0.5f + leftRight/(numLayers-1.0f);
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float x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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float y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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float z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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return new float[] { x, y, z };
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}
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else
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{
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int mult = (part+1)/2;
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int dir = (part+1)%2;
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float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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float x = 0.5f * D * (c1[0]+c2[0]);
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float y = 0.5f * D * (c1[1]+c2[1]);
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float z = 0.5f * D * (c1[2]+c2[2]);
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float vX = D*center[0] - x;
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float vY = D*center[1] - y;
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float vZ = D*center[2] - z;
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float T = 0.5f + leftRight*(mult*SIN18 + 1.0f)/(numLayers-1);
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x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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float H = mult*D*COS18/(numLayers-1);
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H /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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return new float[] { x + H*vX, y + H*vY, z + H*vZ };
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int numLayers)
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{
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if( numLayers<5 ) return CORNERS;
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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int numCubitsPerCenter = 5;
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int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
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int index=0;
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final float[][] CENTERS = new float[numCubits][];
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for(int corner=0; corner<NUM_CORNERS; corner++)
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{
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computeBasicCornerVectors(corner);
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for(int part=0; part<numCubitsPerCorner; part++, index++)
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{
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CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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}
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}
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for(int edge=0; edge<NUM_EDGES; edge++)
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{
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for(int part=0; part<numCubitsPerEdge; part++, index++)
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{
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CENTERS[index] = computeEdge(numLayers, edge, part );
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}
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}
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for(int center=0; center<NUM_CENTERS; center++)
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{
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for(int part=0; part<numCubitsPerCenter; part++, index++)
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{
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CENTERS[index] = computeCenter(numLayers,center, part);
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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 int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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int corner = cubit/numCubitsPerCorner;
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return QUAT_CORNER_INDICES[corner];
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}
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if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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return QUAT_EDGE_INDICES[edge];
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}
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if( numCubitsPerCorner==0 )
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{
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return QUAT_CORNER_INDICES[cubit];
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}
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else
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{
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cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
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int numCubitsPerCenter = 5;
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int face = cubit/numCubitsPerCenter;
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int index= cubit%numCubitsPerCenter;
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int corner=mCenterMap[face][index];
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return QUAT_CORNER_INDICES[corner];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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int[] sizes = ObjectList.KILO.getSizes();
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int variants = sizes.length;
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int highestSize = sizes[variants-1];
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int lowestSize = sizes[0];
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int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
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MeshBase mesh;
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if( mNumCornerEdgeVariants>0 )
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{
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if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
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if( mEdgeMeshes ==null ) mEdgeMeshes = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
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}
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if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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if( mCornerMeshes[indexCornerEdge]==null )
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{
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float width = (numLayers/3.0f)/(numLayers-1);
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mCornerMeshes[indexCornerEdge] = FactoryCubit.getInstance().createMinxCornerMesh(numLayers,width);
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}
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mesh = mCornerMeshes[indexCornerEdge].copy(true);
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}
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else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge); // left-top, right-top, left-second, right-second, left-third...
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if( mEdgeMeshes[indexCornerEdge][type]==null )
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{
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float tmp = (numLayers/3.0f)/(numLayers-1);
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float height= tmp*COS18;
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float width = tmp + (type/2)*tmp*SIN18;
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mEdgeMeshes[indexCornerEdge][type] = FactoryCubit.getInstance().createKilominxEdgeMesh(numLayers,width,height, (type%2)==0 );
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}
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mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
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}
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else
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{
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int indexCenter = (numLayers-3)/2;
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if( mCenterMeshes[indexCenter]==null )
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{
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float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
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mCenterMeshes[indexCenter] = FactoryCubit.getInstance().createKilominxCenterMesh(width);
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}
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mesh = mCenterMeshes[indexCenter].copy(true);
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}
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Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
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{
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if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
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int part = cubit % numCubitsPerCorner;
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int corner= cubit / numCubitsPerCorner;
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if( part==0 )
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{
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return mCornerFaceMap[corner][cubitface];
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}
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else
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{
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int N = (numCubitsPerCorner-1)/3;
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int block = (part-1) % N;
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int index = (part-1) / N;
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if( block< (numLayers-3)/2 )
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408
|
{
|
409
|
switch(index)
|
410
|
{
|
411
|
case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
412
|
case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
413
|
case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
414
|
}
|
415
|
}
|
416
|
else
|
417
|
{
|
418
|
switch(index)
|
419
|
{
|
420
|
case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
421
|
case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
422
|
case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
423
|
}
|
424
|
}
|
425
|
}
|
426
|
|
427
|
return NUM_TEXTURES;
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
|
432
|
int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
|
433
|
{
|
434
|
if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
|
435
|
|
436
|
int part = edge % numCubitsPerEdge;
|
437
|
int variant = edge / numCubitsPerEdge;
|
438
|
|
439
|
part /=2;
|
440
|
|
441
|
return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
|
442
|
}
|
443
|
|
444
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445
|
|
446
|
int getCenterColor(int center, int cubitface, int numLayers)
|
447
|
{
|
448
|
if( numLayers==3 )
|
449
|
{
|
450
|
return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
|
451
|
}
|
452
|
|
453
|
return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACES*(numLayers-1)/2 : NUM_TEXTURES;
|
454
|
}
|
455
|
|
456
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
457
|
|
458
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
459
|
{
|
460
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
461
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
462
|
|
463
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
464
|
{
|
465
|
return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
|
466
|
}
|
467
|
else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
468
|
{
|
469
|
int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
|
470
|
return getEdgeColor(edge,cubitface,numCubitsPerEdge);
|
471
|
}
|
472
|
else
|
473
|
{
|
474
|
int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
|
475
|
return getCenterColor( center, cubitface, numLayers);
|
476
|
}
|
477
|
}
|
478
|
|
479
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
480
|
// TODO
|
481
|
|
482
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
483
|
{
|
484
|
float S = 0.07f;
|
485
|
float R = 0.09f;
|
486
|
|
487
|
float A = 0.86f;
|
488
|
float X1= (SQ5+1)/8;
|
489
|
float Y1= (float)(Math.sqrt(2+0.4f*SQ5)/4);
|
490
|
float Y2= Y1 - (float)(Math.sqrt(10-2*SQ5)/8);
|
491
|
|
492
|
float[] vertices = { -X1, Y2, 0, -A*Y1, X1, Y2, 0, Y1 };
|
493
|
|
494
|
FactorySticker factory = FactorySticker.getInstance();
|
495
|
factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%NUM_FACES], R);
|
496
|
|
497
|
float MID = TEXTURE_HEIGHT*0.5f;
|
498
|
float WID = TEXTURE_HEIGHT*0.1f;
|
499
|
float HEI = TEXTURE_HEIGHT*(0.47f+Y1);
|
500
|
canvas.drawLine(left+MID-WID,top+HEI,left+MID+WID,top+HEI,paint);
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
// PUBLIC API
|
505
|
|
506
|
public boolean isSolved()
|
507
|
{
|
508
|
int index = CUBITS[0].mQuatIndex;
|
509
|
|
510
|
for(int i=1; i<NUM_CUBITS; i++)
|
511
|
{
|
512
|
if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
|
513
|
}
|
514
|
|
515
|
return true;
|
516
|
}
|
517
|
|
518
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
519
|
|
520
|
public int getObjectName(int numLayers)
|
521
|
{
|
522
|
if( numLayers==3 ) return R.string.minx2;
|
523
|
if( numLayers==5 ) return R.string.minx4;
|
524
|
|
525
|
return 0;
|
526
|
}
|
527
|
|
528
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
529
|
|
530
|
public int getInventor(int numLayers)
|
531
|
{
|
532
|
if( numLayers==3 ) return R.string.minx2_inventor;
|
533
|
if( numLayers==5 ) return R.string.minx4_inventor;
|
534
|
|
535
|
return 0;
|
536
|
}
|
537
|
|
538
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
539
|
|
540
|
public int getComplexity(int numLayers)
|
541
|
{
|
542
|
return 3;
|
543
|
}
|
544
|
}
|