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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ 22b32e57

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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)
251
    {
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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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280
    for(int center=0; center<NUM_CENTERS; center++)
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      {
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      for(int part=0; part<numCubitsPerCenter; part++, index++)
283
        {
284
        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)
294
    {
295
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
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      {
297
      int corner = cubit/numCubitsPerCorner;
298
      return QUAT_CORNER_INDICES[corner];
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      }
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301
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
302
      {
303
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
304
      return QUAT_EDGE_INDICES[edge];
305
      }
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307
    if( numCubitsPerCorner==0 )
308
      {
309
      return QUAT_CORNER_INDICES[cubit];
310
      }
311
    else
312
      {
313
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
314
      int numCubitsPerCenter = 5;
315
      int face = cubit/numCubitsPerCenter;
316
      int index= cubit%numCubitsPerCenter;
317
      int corner=mCenterMap[face][index];
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319
      return QUAT_CORNER_INDICES[corner];
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      }
321
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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325
  MeshBase createCubitMesh(int cubit, int numLayers)
326
    {
327
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
328
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
329
    int[] sizes = ObjectList.KILO.getSizes();
330
    int variants = sizes.length;
331
    int highestSize = sizes[variants-1];
332
    int lowestSize = sizes[0];
333
    int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
334
    MeshBase mesh;
335

    
336
    if( mNumCornerEdgeVariants>0 )
337
      {
338
      if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
339
      if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
340
      }
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342
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
343

    
344
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
345
      {
346
      if( mCornerMeshes[indexCornerEdge]==null )
347
        {
348
        float width = (numLayers/3.0f)/(numLayers-1);
349
        mCornerMeshes[indexCornerEdge] = FactoryCubit.getInstance().createMinxCornerMesh(numLayers,width);
350
        }
351
      mesh = mCornerMeshes[indexCornerEdge].copy(true);
352
      }
353
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
354
      {
355
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);  // left-top, right-top, left-second, right-second, left-third...
356

    
357
      if( mEdgeMeshes[indexCornerEdge][type]==null )
358
        {
359
        float tmp   = (numLayers/3.0f)/(numLayers-1);
360
        float height= tmp*COS18;
361
        float width = tmp + (type/2)*tmp*SIN18;
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363
        mEdgeMeshes[indexCornerEdge][type] = FactoryCubit.getInstance().createKilominxEdgeMesh(numLayers,width,height, (type%2)==0 );
364
        }
365

    
366
      mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
367
      }
368
    else
369
      {
370
      int indexCenter = (numLayers-3)/2;
371

    
372
      if( mCenterMeshes[indexCenter]==null )
373
        {
374
        float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
375
        mCenterMeshes[indexCenter] = FactoryCubit.getInstance().createKilominxCenterMesh(width);
376
        }
377

    
378
      mesh = mCenterMeshes[indexCenter].copy(true);
379
      }
380

    
381
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
382
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
383
    mesh.apply(quat,0xffffffff,0);
384

    
385
    return mesh;
386
    }
387

    
388
///////////////////////////////////////////////////////////////////////////////////////////////////
389

    
390
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
391
    {
392
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
393

    
394
    int part  = cubit % numCubitsPerCorner;
395
    int corner= cubit / numCubitsPerCorner;
396

    
397
    if( part==0 )
398
      {
399
      return mCornerFaceMap[corner][cubitface];
400
      }
401
    else
402
      {
403
      int N = (numCubitsPerCorner-1)/3;
404
      int block = (part-1) % N;
405
      int index = (part-1) / N;
406

    
407
      if( block< (numLayers-3)/2 )
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
}
(28-28/35)