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Revision 2ef489e2

Added by Leszek Koltunski over 3 years ago

Progress making the Diamond class support any size.

View differences:

src/main/java/org/distorted/objects/TwistyCube.java
213 213

  
214 214
  int getFaceColor(int cubit, int cubitface, int size)
215 215
    {
216
    return CUBITS[cubit].mRotationRow[cubitface/2] == (cubitface%2==0 ? 1<<(size-1):1) ? cubitface : NUM_FACES;
216
    return CUBITS[cubit].mRotationRow[cubitface/2] == (cubitface%2==0 ? (1<<(size-1)):1) ? cubitface : NUM_FACES;
217 217
    }
218 218

  
219 219
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/objects/TwistyDiamond.java
52 52

  
53 53
  private static final int[] FACE_COLORS = new int[]
54 54
         {
55
           COLOR_GREY  , COLOR_VIOLET,
56
           COLOR_YELLOW, COLOR_WHITE ,
57
           COLOR_BLUE  , COLOR_RED   ,
58
           COLOR_ORANGE, COLOR_GREEN
55
           COLOR_ORANGE, COLOR_VIOLET,
56
           COLOR_WHITE , COLOR_BLUE  ,
57
           COLOR_YELLOW, COLOR_RED   ,
58
           COLOR_GREEN , COLOR_GREY
59 59
         };
60 60

  
61 61
  // All legal rotation quats of a Diamond: unit + three 180 deg turns + 8 generators
......
78 78

  
79 79
  private static final float DIST = 0.50f;
80 80

  
81
  // Colors of the faces of cubits. Each cubit has 8 faces
82
  private static final int[][] mOctaFaceMap = new int[][]
81
  private static final int[][] mFaceNeutralQuatIndex = new int[][]
83 82
         {
84
           { 6,1,8,8, 2,5,8,8 },
85
           { 8,1,3,8, 8,5,7,8 },
86
           { 8,8,3,4, 8,8,7,0 },
87
           { 6,8,8,4, 2,8,8,0 },
88
           { 6,1,3,4, 8,8,8,8 },
89
           { 8,8,8,8, 2,5,7,0 },
83
             {6,10},
84
             {4, 8},
85
             {7,11},
86
             {5, 9},
87
             {7,11},
88
             {5, 9},
89
             {6,10},
90
             {4, 8}
90 91
         };
91 92

  
92
  private static final int[] mTetraFaceMap = new int[] { 1, 3, 4, 6, 5, 7, 0, 2 };
93

  
94 93
  private static MeshBase mOctaMesh, mTetraMesh;
95 94

  
96 95
///////////////////////////////////////////////////////////////////////////////////////////////////
......
313 312
    {
314 313
    switch(tetra)
315 314
      {
316
      case 0 : return 0;
317
      case 1 : return 1;
318
      case 2 : return 2;
319
      case 3 : return 3;
320
      case 4 : return 4;
321
      case 5 : return 5;
322
      case 6 : return 6;
323
      case 7 : return 7;
315
      case 0 : return 1;
316
      case 1 : return 2;
317
      case 2 : return 3;
318
      case 3 : return 0;
319
      case 4 : return 5;
320
      case 5 : return 6;
321
      case 6 : return 7;
322
      case 7 : return 4;
324 323
      default: return 8;
325 324
      }
326 325
    }
......
333 332

  
334 333
    switch( retFaceTetraBelongsTo(cubit-numO, numLayers) )
335 334
      {
336
      case 0: return new Static4D(0,-SQ2/2,0,SQ2/2);    //  90 along Y
337
      case 1: return QUATS[1];                          // 180 along Y
338
      case 2: return new Static4D(0,+SQ2/2,0,SQ2/2);    //  90 along Y
339
      case 3: return QUATS[0];                          // unit quat
340
      case 4: return new Static4D(SQ2/2, 0,SQ2/2,0);    //
341
      case 5: return new Static4D(     1,0,0,    0);    // 180 along X
342
      case 6: return new Static4D(-SQ2/2,0,SQ2/2,0);    //
343
      case 7: return new Static4D(0,     0,1,    0);    // 180 along Z
335
      case 0: return QUATS[0];                          // unit quat
336
      case 1: return new Static4D(0,-SQ2/2,0,SQ2/2);    //  90 along Y
337
      case 2: return QUATS[1];                          // 180 along Y
338
      case 3: return new Static4D(0,+SQ2/2,0,SQ2/2);    //  90 along
339
      case 4: return new Static4D(0,     0,1,    0);    // 180 along Z
340
      case 5: return new Static4D(SQ2/2, 0,SQ2/2,0);    //
341
      case 6: return new Static4D(     1,0,0,    0);    // 180 along X
342
      case 7: return new Static4D(-SQ2/2,0,SQ2/2,0);    //
344 343
      }
345 344

  
346 345
    return null;
......
372 371
    }
373 372

  
374 373
///////////////////////////////////////////////////////////////////////////////////////////////////
375
// TODO
376 374

  
377
  int getFaceColor(int cubit, int cubitface, int numLayers)
375
  int getFaceColor(int cubit, int cubitface, int size)
378 376
    {
379
    int numO = getNumOctahedrons(numLayers);
377
    int numO = getNumOctahedrons(size);
380 378

  
381 379
    if( cubit<numO )
382 380
      {
383
      return mOctaFaceMap[cubit][cubitface];
381
      int axis = 0;
382
      int layer= 1;
383

  
384
      switch(cubitface)
385
        {
386
        case 0: axis = 2; layer =             1; break;
387
        case 1: axis = 0; layer = (1<<(size-1)); break;
388
        case 2: axis = 3; layer =             1; break;
389
        case 3: axis = 1; layer = (1<<(size-1)); break;
390
        case 4: axis = 3; layer = (1<<(size-1)); break;
391
        case 5: axis = 1; layer =             1; break;
392
        case 6: axis = 2; layer = (1<<(size-1)); break;
393
        case 7: axis = 0; layer =             1; break;
394
        }
395

  
396
      return CUBITS[cubit].mRotationRow[axis] == layer ? cubitface : NUM_FACES;
384 397
      }
385 398
    else
386 399
      {
387
      return cubitface>0 ? 8 : mTetraFaceMap[retFaceTetraBelongsTo(cubit-numO, numLayers)];
400
      return cubitface>0 ? NUM_FACES : retFaceTetraBelongsTo(cubit-numO, size);
388 401
      }
389 402
    }
390 403

  
......
508 521
    }
509 522

  
510 523
///////////////////////////////////////////////////////////////////////////////////////////////////
511
// The Diamond is solved if and only if:
524
// The (2 and 3-layered) Diamond is solved if and only if:
512 525
//
513
// 1) all 6 octahedrons are rotated with the same quat
514
// 2) the 8 tetrahedrons are rotated with the quat and, optionally, the can also be rotated
515
//    by multitudes of 120 degrees along the face they are the center of.
526
// 1) all octahedrons are rotated with the same quat
527
// 2) all tetrahedrons might be also optionally rotated by a 'face neutral' pair of quats
528
//    (indexes of those are kept in the 'mFaceNeutralQuattIndex' table)
516 529
//
517
// so:
518
// 1) cubits 6,12: can also be QUAT 6,10
519
// 2) cubits 7,13: can also be QUAT 4,8
520
// 3) cubits 8,10: can also be QUAT 7,11
521
// 4) cubits 9,11: can also be QUAT 5,9
522
// TODO
530
// Note: this doesn't work for numLayers > 3, because then we have some 'internal' octahedrons,
531
// which also might be rotate by 'face neutral' pair of quats. We don't care about this (yet?)
523 532

  
524 533
  public boolean isSolved()
525 534
    {
526 535
    int q = CUBITS[0].mQuatIndex;
536
    int layers = getNumLayers();
537
    int numO = getNumOctahedrons(layers);
527 538

  
528
    if ( CUBITS[ 1].mQuatIndex == q &&
529
         CUBITS[ 2].mQuatIndex == q &&
530
         CUBITS[ 3].mQuatIndex == q &&
531
         CUBITS[ 4].mQuatIndex == q &&
532
         CUBITS[ 5].mQuatIndex == q  )
539
    for(int i=1; i<numO; i++)
533 540
      {
534
      int q1 = mulQuat(q,5);
535
      int q2 = mulQuat(q,9);
536

  
537
      if( CUBITS[ 9].mQuatIndex != q && CUBITS[ 9].mQuatIndex != q1 && CUBITS[ 9].mQuatIndex != q2 ) return false;
538
      if( CUBITS[11].mQuatIndex != q && CUBITS[11].mQuatIndex != q1 && CUBITS[11].mQuatIndex != q2 ) return false;
539

  
540
      q1 = mulQuat(q,4);
541
      q2 = mulQuat(q,8);
542

  
543
      if( CUBITS[ 7].mQuatIndex != q && CUBITS[ 7].mQuatIndex != q1 && CUBITS[ 7].mQuatIndex != q2 ) return false;
544
      if( CUBITS[13].mQuatIndex != q && CUBITS[13].mQuatIndex != q1 && CUBITS[13].mQuatIndex != q2 ) return false;
545

  
546
      q1 = mulQuat(q,6);
547
      q2 = mulQuat(q,10);
548

  
549
      if( CUBITS[ 6].mQuatIndex != q && CUBITS[ 6].mQuatIndex != q1 && CUBITS[ 6].mQuatIndex != q2 ) return false;
550
      if( CUBITS[12].mQuatIndex != q && CUBITS[12].mQuatIndex != q1 && CUBITS[12].mQuatIndex != q2 ) return false;
541
      if( CUBITS[i].mQuatIndex != q ) return false;
542
      }
551 543

  
552
      q1 = mulQuat(q,7);
553
      q2 = mulQuat(q,11);
544
    int qI, q1Index, q2Index, face;
554 545

  
555
      if( CUBITS[ 8].mQuatIndex != q && CUBITS[ 8].mQuatIndex != q1 && CUBITS[ 8].mQuatIndex != q2 ) return false;
556
      if( CUBITS[10].mQuatIndex != q && CUBITS[10].mQuatIndex != q1 && CUBITS[10].mQuatIndex != q2 ) return false;
546
    for(int i=numO; i<NUM_CUBITS; i++)
547
      {
548
      face    = retFaceTetraBelongsTo(i-numO,layers);
549
      q1Index = mFaceNeutralQuatIndex[face][0];
550
      q2Index = mFaceNeutralQuatIndex[face][1];
551
      qI      = CUBITS[i].mQuatIndex;
557 552

  
558
      return true;
553
      if(  qI != q && qI != mulQuat(q,q1Index) && qI != mulQuat(q,q2Index) ) return false;
559 554
      }
560 555

  
561
    return false;
556
    return true;
562 557
    }
563 558

  
564 559
///////////////////////////////////////////////////////////////////////////////////////////////////
......
573 568

  
574 569
  public int getObjectName(int numLayers)
575 570
    {
576
    return R.string.diam2;
571
    switch(numLayers)
572
      {
573
      case 2: return R.string.diam2;
574
      case 3: return R.string.diam3;
575
      }
576

  
577
    return 0;
577 578
    }
578 579

  
579 580
///////////////////////////////////////////////////////////////////////////////////////////////////
580 581

  
581 582
  public int getInventor(int numLayers)
582 583
    {
583
    return R.string.diam2_inventor;
584
    switch(numLayers)
585
      {
586
      case 2: return R.string.diam2_inventor;
587
      case 3: return R.string.diam3_inventor;
588
      }
589

  
590
    return 0;
584 591
    }
585 592

  
586 593
///////////////////////////////////////////////////////////////////////////////////////////////////
587 594

  
588 595
  public int getComplexity(int numLayers)
589 596
    {
590
    return 5;
597
    switch(numLayers)
598
      {
599
      case 2: return 5;
600
      case 3: return 7;
601
      }
602

  
603
    return 0;
591 604
    }
592 605
}
src/main/res/values/strings.xml
82 82
    <string name="skew2" translatable="false">Skewb</string>
83 83
    <string name="skew3" translatable="false">Master Skewb</string>
84 84
    <string name="diam2" translatable="false">Skewb Diamond</string>
85
    <string name="diam3" translatable="false">Face Turning Octahedron</string>
85 86
    <string name="redi2" translatable="false">Redi Cube</string>
86 87
    <string name="heli3" translatable="false">Helicopter Cube</string>
87 88
    <string name="ivy2"  translatable="false">Ivy Cube</string>
......
107 108
    <string name="skew2_inventor" translatable="false">Tony Durham, 1982</string>
108 109
    <string name="skew3_inventor" translatable="false">Katsuhiko Okamoto, 2003</string>
109 110
    <string name="diam2_inventor" translatable="false">Uwe Meffert, 1984</string>
111
    <string name="diam3_inventor" translatable="false">David Pitcher, 2003</string>
110 112
    <string name="redi2_inventor" translatable="false">Oskar van Deventer, 2009</string>
111 113
    <string name="heli3_inventor" translatable="false">Adam G. Cowan, 2006</string>
112 114
    <string name="ivy2_inventor"  translatable="false">Eitan Cher, 2009</string>

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