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magiccube / src / main / java / org / distorted / objects / RubikObject.java @ 3717a94e

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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.SharedPreferences;
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import android.content.res.Resources;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import com.google.firebase.crashlytics.FirebaseCrashlytics;
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import org.distorted.library.effect.Effect;
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import org.distorted.library.effect.MatrixEffectMove;
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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.effect.VertexEffectQuaternion;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedNode;
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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.MeshFile;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.type.Dynamic1D;
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import org.distorted.library.type.Static1D;
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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 java.io.DataInputStream;
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import java.io.IOException;
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import java.io.InputStream;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObject extends DistortedNode
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  {
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  private static final float NODE_RATIO = 1.32f;
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  private static final float MAX_SIZE_CHANGE = 1.3f;
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  private static final float MIN_SIZE_CHANGE = 0.8f;
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  private static boolean mCreateFromDMesh = true;
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  private static final Static3D CENTER = new Static3D(0,0,0);
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  static final int INTERIOR_COLOR = 0xff000000;
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  private static final int POST_ROTATION_MILLISEC = 500;
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  private static final int TEXTURE_HEIGHT = 256;
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  final Static3D[] ROTATION_AXIS;
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  final Static4D[] QUATS;
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  final Cubit[] CUBITS;
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  final int NUM_FACES;
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  final int NUM_TEXTURES;
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  final int NUM_CUBIT_FACES;
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  final int NUM_AXIS;
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  final int NUM_CUBITS;
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  final float BASIC_STEP;
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  private static float mInitScreenRatio;
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  private static float mObjectScreenRatio = 1.0f;
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  private final int mNodeSize;
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  private int mRotRowBitmap;
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  private int mRotAxis;
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  private Static3D[] mOrigPos;
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  private Static3D mNodeScale;
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  private Static4D mQuat;
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  private int mSize;
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  private RubikObjectList mList;
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  private MeshBase mMesh;
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  private DistortedEffects mEffects;
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  private VertexEffectRotate mRotateEffect;
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  private Dynamic1D mRotationAngle;
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  private Static3D mRotationAxis;
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  private Static3D mObjectScale;
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  float mStart, mStep;
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  float[] mRowChances;
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  Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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  DistortedTexture mTexture;
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  MatrixEffectScale mScaleEffect;
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  MatrixEffectQuaternion mQuatEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikObject(int size, int fov, Static4D quat, DistortedTexture nodeTexture, MeshSquare nodeMesh,
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              DistortedEffects nodeEffects, int[][] moves, RubikObjectList list, Resources res, int screenWidth)
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    {
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    super(nodeTexture,nodeEffects,nodeMesh);
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    mNodeSize = screenWidth;
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    resizeFBO(mNodeSize, (int)(NODE_RATIO*mNodeSize));
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    mList = list;
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    mOrigPos = getCubitPositions(size);
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    QUATS = getQuats();
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    NUM_CUBITS  = mOrigPos.length;
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    ROTATION_AXIS = getRotationAxis();
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    NUM_AXIS = ROTATION_AXIS.length;
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    mInitScreenRatio = getScreenRatio();
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    NUM_FACES = getNumFaces();
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    NUM_CUBIT_FACES = getNumCubitFaces();
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    NUM_TEXTURES = getNumStickerTypes()*NUM_FACES;
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    BASIC_STEP = getBasicStep();
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    if( mObjectScreenRatio>MAX_SIZE_CHANGE) mObjectScreenRatio = MAX_SIZE_CHANGE;
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    if( mObjectScreenRatio<MIN_SIZE_CHANGE) mObjectScreenRatio = MIN_SIZE_CHANGE;
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    mSize = size;
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    computeStartAndStep(mOrigPos);
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    mNodeScale= new Static3D(1,NODE_RATIO,1);
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    mQuat = quat;
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    mRowChances = getRowChances();
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    mRotationAngle= new Dynamic1D();
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    mRotationAxis = new Static3D(1,0,0);
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    mRotateEffect = new VertexEffectRotate(mRotationAngle, mRotationAxis, CENTER);
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    mRotationAngleStatic = new Static1D(0);
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    mRotationAngleMiddle = new Static1D(0);
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    mRotationAngleFinal  = new Static1D(0);
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    float scale  = mObjectScreenRatio*mInitScreenRatio*mNodeSize/mSize;
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    mObjectScale = new Static3D(scale,scale,scale);
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    mScaleEffect = new MatrixEffectScale(mObjectScale);
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    mQuatEffect  = new MatrixEffectQuaternion(quat, CENTER);
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    MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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    nodeEffects.apply(nodeScaleEffect);
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    CUBITS = new Cubit[NUM_CUBITS];
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    createMeshAndCubits(list,res);
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    mTexture = new DistortedTexture();
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    mEffects = new DistortedEffects();
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    int num_quats = QUATS.length;
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    for(int q=0; q<num_quats; q++)
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      {
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      VertexEffectQuaternion vq = new VertexEffectQuaternion(QUATS[q],CENTER);
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      vq.setMeshAssociation(0,q);
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      mEffects.apply(vq);
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      }
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    mEffects.apply(mRotateEffect);
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    mEffects.apply(mQuatEffect);
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    mEffects.apply(mScaleEffect);
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    // Now postprocessed effects (the glow when you solve an object) require component centers. In
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    // order for the effect to be in front of the object, we need to set the center to be behind it.
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    getMesh().setComponentCenter(0,0,0,-0.1f);
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    attach( new DistortedNode(mTexture,mEffects,mMesh) );
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    setupPosition(moves);
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    setProjection(fov, 0.1f);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void createMeshAndCubits(RubikObjectList list, Resources res)
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    {
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    if( mCreateFromDMesh )
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      {
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      int sizeIndex = RubikObjectList.getSizeIndex(list.ordinal(),mSize);
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      int resourceID= list.getResourceIDs()[sizeIndex];
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      InputStream is = res.openRawResource(resourceID);
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      DataInputStream dos = new DataInputStream(is);
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      mMesh = new MeshFile(dos);
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      try
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        {
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        is.close();
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        }
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      catch(IOException e)
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        {
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        android.util.Log.e("meshFile", "Error closing InputStream: "+e.toString());
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        }
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      for(int i=0; i<NUM_CUBITS; i++)
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        {
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        CUBITS[i] = new Cubit(this,mOrigPos[i]);
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        mMesh.setEffectAssociation(i, CUBITS[i].computeAssociation(), 0);
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        }
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      }
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    else
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      {
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      MeshBase[] cubitMesh = new MeshBase[NUM_CUBITS];
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      for(int i=0; i<NUM_CUBITS; i++)
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        {
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        CUBITS[i] = new Cubit(this,mOrigPos[i]);
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        cubitMesh[i] = createCubitMesh(i);
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        cubitMesh[i].apply(new MatrixEffectMove(mOrigPos[i]),1,0);
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        cubitMesh[i].setEffectAssociation(0, CUBITS[i].computeAssociation(), 0);
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        }
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      mMesh = new MeshJoined(cubitMesh);
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      resetAllTextureMaps();
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void setObjectRatio(float sizeChange)
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    {
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    mObjectScreenRatio *= (1.0f+sizeChange)/2;
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    if( mObjectScreenRatio>MAX_SIZE_CHANGE) mObjectScreenRatio = MAX_SIZE_CHANGE;
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    if( mObjectScreenRatio<MIN_SIZE_CHANGE) mObjectScreenRatio = MIN_SIZE_CHANGE;
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    float scale = mObjectScreenRatio*mInitScreenRatio*mNodeSize/mSize;
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    mObjectScale.set(scale,scale,scale);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  static float getObjectRatio()
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    {
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    return mObjectScreenRatio*mInitScreenRatio;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Cast centers of all Cubits on the first rotation Axis and compute the leftmost and rightmost
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// one. From there compute the 'start' (i.e. the leftmost) and 'step' (i.e. distance between two
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// consecutive).
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// it is assumed that other rotation axis have the same 'start' and 'step' - this is the case with
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// the Cube and the Pyraminx.
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// Start and Step are then needed to compute which rotation row (with respect to a given axis) a
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// given Cubit belongs to.
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  private void computeStartAndStep(Static3D[] pos)
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    {
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    float min = Float.MAX_VALUE;
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    float max = Float.MIN_VALUE;
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    float axisX = ROTATION_AXIS[0].get0();
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    float axisY = ROTATION_AXIS[0].get1();
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    float axisZ = ROTATION_AXIS[0].get2();
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    float tmp;
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    for(int i=0; i<NUM_CUBITS; i++)
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      {
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      tmp = pos[i].get0()*axisX + pos[i].get1()*axisY + pos[i].get2()*axisZ;
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      if( tmp<min ) min=tmp;
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      if( tmp>max ) max=tmp;
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      }
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    mStart = min;
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    mStep  = (max-min+BASIC_STEP)/mSize;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private boolean belongsToRotation( int cubit, int axis, int rowBitmap)
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    {
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    int cubitRow = (int)(CUBITS[cubit].mRotationRow[axis]+0.5f);
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    return ((1<<cubitRow)&rowBitmap)!=0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// note the minus in front of the sin() - we rotate counterclockwise
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// when looking towards the direction where the axis increases in values.
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  private Static4D makeQuaternion(int axisIndex, int angleInDegrees)
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    {
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    Static3D axis = ROTATION_AXIS[axisIndex];
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    while( angleInDegrees<0 ) angleInDegrees += 360;
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    angleInDegrees %= 360;
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    float cosA = (float)Math.cos(Math.PI*angleInDegrees/360);
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    float sinA =-(float)Math.sqrt(1-cosA*cosA);
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    return new Static4D(axis.get0()*sinA, axis.get1()*sinA, axis.get2()*sinA, cosA);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private synchronized void setupPosition(int[][] moves)
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    {
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    if( moves!=null )
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      {
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      Static4D quat;
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      int index, axis, rowBitmap, angle;
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      int corr = (360/getBasicAngle());
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      for(int[] move: moves)
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        {
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        axis     = move[0];
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        rowBitmap= move[1];
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        angle    = move[2]*corr;
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        quat     = makeQuaternion(axis,angle);
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        for(int j=0; j<NUM_CUBITS; j++)
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          if( belongsToRotation(j,axis,rowBitmap) )
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            {
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            index = CUBITS[j].removeRotationNow(quat);
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            mMesh.setEffectAssociation(j, CUBITS[j].computeAssociation(),index);
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            }
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        }
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we cannot use belongsToRotation for deciding if to texture a face. Counterexample: the 'rotated'
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// tetrahedrons of Pyraminx nearby the edge: they belong to rotation but their face which is rotated
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// away from the face of the Pyraminx shouldn't be textured.
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  boolean isOnFace( int cubit, int axis, int row)
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    {
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    final float MAX_ERROR = 0.0001f;
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    float diff = CUBITS[cubit].mRotationRow[axis] - row;
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    return diff*diff < MAX_ERROR;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getCubitFaceColorIndex(int cubit, int face)
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    {
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    Static4D texMap = mMesh.getTextureMap(NUM_FACES*cubit + face);
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    return (int)(texMap.get0() / texMap.get2());
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Clamp all rotated positions to one of those original ones to avoid accumulating errors.
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  void clampPos(Static3D pos)
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    {
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    float currError, minError = Float.MAX_VALUE;
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    int minErrorIndex= -1;
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    float x = pos.get0();
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    float y = pos.get1();
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    float z = pos.get2();
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    float xo,yo,zo;
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    for(int i=0; i<NUM_CUBITS; i++)
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      {
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      xo = mOrigPos[i].get0();
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      yo = mOrigPos[i].get1();
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      zo = mOrigPos[i].get2();
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      currError = (xo-x)*(xo-x) + (yo-y)*(yo-y) + (zo-z)*(zo-z);
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      if( currError<minError )
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        {
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        minError = currError;
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        minErrorIndex = i;
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        }
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      }
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    pos.set( mOrigPos[minErrorIndex] );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// the getFaceColors + final black in a horizontal strip.
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  public void createTexture()
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    {
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    Bitmap bitmap;
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    Paint paint = new Paint();
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    bitmap = Bitmap.createBitmap( (NUM_TEXTURES+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, Bitmap.Config.ARGB_8888);
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    Canvas canvas = new Canvas(bitmap);
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    paint.setAntiAlias(true);
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    paint.setTextAlign(Paint.Align.CENTER);
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    paint.setStyle(Paint.Style.FILL);
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    paint.setColor(INTERIOR_COLOR);
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    canvas.drawRect(0, 0, (NUM_TEXTURES+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, paint);
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    for(int i=0; i<NUM_TEXTURES; i++)
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      {
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      createFaceTexture(canvas, paint, i, i*TEXTURE_HEIGHT, 0, TEXTURE_HEIGHT);
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      }
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    mTexture.setTexture(bitmap);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getSize()
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    {
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    return mSize;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void continueRotation(float angleInDegrees)
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    {
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    mRotationAngleStatic.set0(angleInDegrees);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static4D getRotationQuat()
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      {
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      return mQuat;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void recomputeScaleFactor(int scrWidth, int scrHeight)
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    {
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    mNodeScale.set(scrWidth,NODE_RATIO*scrWidth,scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void savePreferences(SharedPreferences.Editor editor)
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    {
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    for(int i=0; i<NUM_CUBITS; i++) CUBITS[i].savePreferences(editor);
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    }
441 f16ff19d Leszek Koltunski
442 a10ada2a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
443 27a70eae Leszek Koltunski
444 8bbac3c2 Leszek Koltunski
  public synchronized void restorePreferences(SharedPreferences preferences)
445 a10ada2a Leszek Koltunski
    {
446 2fcad75d Leszek Koltunski
    for(int i=0; i<NUM_CUBITS; i++)
447
      {
448 6b6504fe Leszek Koltunski
      int index = CUBITS[i].restorePreferences(preferences);
449
      mMesh.setEffectAssociation(i, CUBITS[i].computeAssociation(),index);
450 2fcad75d Leszek Koltunski
      }
451 a10ada2a Leszek Koltunski
    }
452 27a70eae Leszek Koltunski
453 a10ada2a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
454
455
  public void releaseResources()
456
    {
457
    mTexture.markForDeletion();
458
    }
459
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461
462
  public void apply(Effect effect, int position)
463
    {
464 8cccfb10 Leszek Koltunski
    mEffects.apply(effect, position);
465 a10ada2a Leszek Koltunski
    }
466
467
///////////////////////////////////////////////////////////////////////////////////////////////////
468
469
  public void remove(long effectID)
470
    {
471 8cccfb10 Leszek Koltunski
    mEffects.abortById(effectID);
472 a10ada2a Leszek Koltunski
    }
473 74686c71 Leszek Koltunski
474 a10ada2a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
475
476 8bbac3c2 Leszek Koltunski
  public synchronized void solve()
477 a10ada2a Leszek Koltunski
    {
478 98904e45 Leszek Koltunski
    for(int i=0; i<NUM_CUBITS; i++)
479
      {
480 6b6504fe Leszek Koltunski
      CUBITS[i].solve();
481
      mMesh.setEffectAssociation(i, CUBITS[i].computeAssociation(), 0);
482 a10ada2a Leszek Koltunski
      }
483
    }
484
485 1f9772f3 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
486
487
  public void resetAllTextureMaps()
488
    {
489 eab9d8f8 Leszek Koltunski
    final float ratio = 1.0f/(NUM_TEXTURES+1);
490 f6d06256 Leszek Koltunski
    int color;
491 380162cb Leszek Koltunski
492 ad73edd5 Leszek Koltunski
    for(int cubit=0; cubit<NUM_CUBITS; cubit++)
493 1f9772f3 Leszek Koltunski
      {
494 8f53e513 Leszek Koltunski
      final Static4D[] maps = new Static4D[NUM_CUBIT_FACES];
495 ad73edd5 Leszek Koltunski
496 f6d06256 Leszek Koltunski
      for(int cubitface=0; cubitface<NUM_CUBIT_FACES; cubitface++)
497 ad73edd5 Leszek Koltunski
        {
498 f6d06256 Leszek Koltunski
        color = getFaceColor(cubit,cubitface,mSize);
499
        maps[cubitface] = new Static4D( color*ratio, 0.0f, ratio, 1.0f);
500 ad73edd5 Leszek Koltunski
        }
501
502 8f53e513 Leszek Koltunski
      mMesh.setTextureMap(maps,NUM_CUBIT_FACES*cubit);
503 1f9772f3 Leszek Koltunski
      }
504
    }
505
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507
508
  public void setTextureMap(int cubit, int face, int newColor)
509
    {
510 eab9d8f8 Leszek Koltunski
    final float ratio = 1.0f/(NUM_TEXTURES+1);
511 8f53e513 Leszek Koltunski
    final Static4D[] maps = new Static4D[NUM_CUBIT_FACES];
512 1f9772f3 Leszek Koltunski
513 e03e0352 Leszek Koltunski
    maps[face] = new Static4D( newColor*ratio, 0.0f, ratio, 1.0f);
514 8f53e513 Leszek Koltunski
    mMesh.setTextureMap(maps,NUM_CUBIT_FACES*cubit);
515 1f9772f3 Leszek Koltunski
    }
516
517 a10ada2a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
518
519 8bbac3c2 Leszek Koltunski
  public synchronized void beginNewRotation(int axis, int row )
520 a10ada2a Leszek Koltunski
    {
521 9cd7695f Leszek Koltunski
    if( axis<0 || axis>=ROTATION_AXIS.length )
522
      {
523
      android.util.Log.e("object", "invalid rotation axis: "+axis);
524
      return;
525
      }
526
    if( row<0 || row>=mSize )
527
      {
528
      android.util.Log.e("object", "invalid rotation row: "+row);
529
      return;
530
      }
531
532 27e6c301 Leszek Koltunski
    mRotAxis     = axis;
533
    mRotRowBitmap= (1<<row);
534 a10ada2a Leszek Koltunski
    mRotationAngleStatic.set0(0.0f);
535 27e6c301 Leszek Koltunski
    mRotationAxis.set( ROTATION_AXIS[axis] );
536
    mRotationAngle.add(mRotationAngleStatic);
537 8cccfb10 Leszek Koltunski
    mRotateEffect.setMeshAssociation( mRotRowBitmap<<(axis*RubikObjectList.MAX_OBJECT_SIZE) , -1);
538 27e6c301 Leszek Koltunski
    }
539 a10ada2a Leszek Koltunski
540
///////////////////////////////////////////////////////////////////////////////////////////////////
541
542 8bbac3c2 Leszek Koltunski
  public synchronized long addNewRotation( int axis, int rowBitmap, int angle, long durationMillis, EffectListener listener )
543 27e6c301 Leszek Koltunski
    {
544
    mRotAxis     = axis;
545
    mRotRowBitmap= rowBitmap;
546 a10ada2a Leszek Koltunski
547 27e6c301 Leszek Koltunski
    mRotationAngleStatic.set0(0.0f);
548
    mRotationAxis.set( ROTATION_AXIS[axis] );
549
    mRotationAngle.setDuration(durationMillis);
550
    mRotationAngle.resetToBeginning();
551
    mRotationAngle.add(new Static1D(0));
552
    mRotationAngle.add(new Static1D(angle));
553 8cccfb10 Leszek Koltunski
    mRotateEffect.setMeshAssociation( mRotRowBitmap<<(axis*RubikObjectList.MAX_OBJECT_SIZE) , -1);
554 27e6c301 Leszek Koltunski
    mRotateEffect.notifyWhenFinished(listener);
555
556
    return mRotateEffect.getID();
557
    }
558 a10ada2a Leszek Koltunski
559 27e6c301 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
560 a10ada2a Leszek Koltunski
561 168b6b56 Leszek Koltunski
  public long finishRotationNow(EffectListener listener, int nearestAngleInDegrees)
562 27e6c301 Leszek Koltunski
    {
563
    float angle = getAngle();
564
    mRotationAngleStatic.set0(angle);
565
    mRotationAngleFinal.set0(nearestAngleInDegrees);
566
    mRotationAngleMiddle.set0( nearestAngleInDegrees + (nearestAngleInDegrees-angle)*0.2f );
567
568
    mRotationAngle.setDuration(POST_ROTATION_MILLISEC);
569
    mRotationAngle.resetToBeginning();
570
    mRotationAngle.removeAll();
571
    mRotationAngle.add(mRotationAngleStatic);
572
    mRotationAngle.add(mRotationAngleMiddle);
573
    mRotationAngle.add(mRotationAngleFinal);
574
    mRotateEffect.notifyWhenFinished(listener);
575
576
    return mRotateEffect.getID();
577
    }
578 001cc0e4 Leszek Koltunski
579 a10ada2a Leszek Koltunski
580 001cc0e4 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
581
582 27e6c301 Leszek Koltunski
  private float getAngle()
583 001cc0e4 Leszek Koltunski
    {
584 27e6c301 Leszek Koltunski
    int pointNum = mRotationAngle.getNumPoints();
585 001cc0e4 Leszek Koltunski
586 27e6c301 Leszek Koltunski
    if( pointNum>=1 )
587 001cc0e4 Leszek Koltunski
      {
588 27e6c301 Leszek Koltunski
      return mRotationAngle.getPoint(pointNum-1).get0();
589
      }
590
    else
591
      {
592
      FirebaseCrashlytics crashlytics = FirebaseCrashlytics.getInstance();
593
      crashlytics.log("points in RotationAngle: "+pointNum);
594
      return 0;
595 001cc0e4 Leszek Koltunski
      }
596
    }
597
598 a10ada2a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
599
600 8bbac3c2 Leszek Koltunski
  public synchronized void removeRotationNow()
601 168b6b56 Leszek Koltunski
    {
602
    float angle = getAngle();
603
    double nearestAngleInRadians = angle*Math.PI/180;
604
    float sinA =-(float)Math.sin(nearestAngleInRadians*0.5);
605
    float cosA = (float)Math.cos(nearestAngleInRadians*0.5);
606
    float axisX = ROTATION_AXIS[mRotAxis].get0();
607
    float axisY = ROTATION_AXIS[mRotAxis].get1();
608
    float axisZ = ROTATION_AXIS[mRotAxis].get2();
609
    Static4D quat = new Static4D( axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
610
611
    mRotationAngle.removeAll();
612
    mRotationAngleStatic.set0(0);
613
614
    for(int i=0; i<NUM_CUBITS; i++)
615
      if( belongsToRotation(i,mRotAxis,mRotRowBitmap) )
616
        {
617 6b6504fe Leszek Koltunski
        int index = CUBITS[i].removeRotationNow(quat);
618
        mMesh.setEffectAssociation(i, CUBITS[i].computeAssociation(),index);
619 168b6b56 Leszek Koltunski
        }
620
    }
621 a10ada2a Leszek Koltunski
622 aa171dee Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
623
624 a31d25de Leszek Koltunski
  public void initializeObject(int[][] moves)
625 aa171dee Leszek Koltunski
    {
626
    solve();
627
    setupPosition(moves);
628
    }
629
630 9621255f Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
631
632
  public int getCubit(float[] point3D)
633
    {
634 418aa554 Leszek Koltunski
    float dist, minDist = Float.MAX_VALUE;
635 9621255f Leszek Koltunski
    int currentBest=-1;
636
    float multiplier = returnMultiplier();
637
638
    point3D[0] *= multiplier;
639
    point3D[1] *= multiplier;
640
    point3D[2] *= multiplier;
641
642
    for(int i=0; i<NUM_CUBITS; i++)
643
      {
644 6b6504fe Leszek Koltunski
      dist = CUBITS[i].getDistSquared(point3D);
645 9621255f Leszek Koltunski
      if( dist<minDist )
646
        {
647
        minDist = dist;
648
        currentBest = i;
649
        }
650
      }
651
652
    return currentBest;
653
    }
654
655 0e5ad27c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
656
657 168b6b56 Leszek Koltunski
  public int computeNearestAngle(float angle, float speed)
658 0e5ad27c Leszek Koltunski
    {
659
    final int NEAREST = 360/getBasicAngle();
660
661 4c864c68 Leszek Koltunski
    int tmp = (int)((angle+NEAREST/2)/NEAREST);
662
    if( angle< -(NEAREST*0.5) ) tmp-=1;
663 168b6b56 Leszek Koltunski
664 4c864c68 Leszek Koltunski
    if( tmp!=0 ) return NEAREST*tmp;
665 168b6b56 Leszek Koltunski
666 c7b00dfb Leszek Koltunski
    return speed> 1.2f ? NEAREST*(angle>0 ? 1:-1) : 0;
667 0e5ad27c Leszek Koltunski
    }
668
669 5b893eee Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
670
671
  public int getNodeSize()
672
    {
673
    return mNodeSize;
674
    }
675
676 aa171dee Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
677
678
  public RubikObjectList getObjectList()
679
    {
680
    return mList;
681
    }
682
683 10a2e360 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
684
685 f0fa83ae Leszek Koltunski
  abstract float getScreenRatio();
686 10a2e360 Leszek Koltunski
  abstract Static3D[] getCubitPositions(int size);
687 10585385 Leszek Koltunski
  abstract Static4D[] getQuats();
688 411c6285 Leszek Koltunski
  abstract int getNumFaces();
689 eab9d8f8 Leszek Koltunski
  abstract int getNumStickerTypes();
690 8f53e513 Leszek Koltunski
  abstract int getNumCubitFaces();
691 14bd7976 Leszek Koltunski
  abstract MeshBase createCubitMesh(int cubit);
692 7289fd6c Leszek Koltunski
  abstract void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side);
693 f6d06256 Leszek Koltunski
  abstract int getFaceColor(int cubit, int cubitface, int size);
694 fb377dae Leszek Koltunski
  abstract float returnMultiplier();
695 7c969a6d Leszek Koltunski
  abstract float[] getRowChances();
696 7403cdfa Leszek Koltunski
  abstract float getBasicStep();
697 7c969a6d Leszek Koltunski
698 6b6504fe Leszek Koltunski
  public abstract boolean isSolved();
699 12ad3fca Leszek Koltunski
  public abstract Static3D[] getRotationAxis();
700 e844c116 Leszek Koltunski
  public abstract int getBasicAngle();
701 fb377dae Leszek Koltunski
  public abstract int computeRowFromOffset(float offset);
702 e46e17fb Leszek Koltunski
  public abstract float returnRotationFactor(float offset);
703 20931cf6 Leszek Koltunski
  public abstract String retObjectString();
704 7c969a6d Leszek Koltunski
  public abstract int randomizeNewRotAxis(Random rnd, int oldRotAxis);
705
  public abstract int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis);
706 fdec60a3 Leszek Koltunski
  }