1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2019 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.objects;
|
21
|
|
22
|
import android.content.res.Resources;
|
23
|
import android.graphics.Canvas;
|
24
|
import android.graphics.Paint;
|
25
|
|
26
|
import com.google.firebase.crashlytics.FirebaseCrashlytics;
|
27
|
|
28
|
import org.distorted.library.effect.VertexEffectDeform;
|
29
|
import org.distorted.library.effect.VertexEffectMove;
|
30
|
import org.distorted.library.effect.VertexEffectRotate;
|
31
|
import org.distorted.library.main.DistortedEffects;
|
32
|
import org.distorted.library.main.DistortedTexture;
|
33
|
import org.distorted.library.mesh.MeshBase;
|
34
|
import org.distorted.library.mesh.MeshJoined;
|
35
|
import org.distorted.library.mesh.MeshPolygon;
|
36
|
import org.distorted.library.mesh.MeshSquare;
|
37
|
import org.distorted.library.type.Static1D;
|
38
|
import org.distorted.library.type.Static3D;
|
39
|
import org.distorted.library.type.Static4D;
|
40
|
import org.distorted.main.RubikSurfaceView;
|
41
|
|
42
|
import java.util.Random;
|
43
|
|
44
|
import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
|
45
|
|
46
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
47
|
|
48
|
class RubikCube extends RubikObject
|
49
|
{
|
50
|
static final float SQ2 = (float)Math.sqrt(2);
|
51
|
|
52
|
// the three rotation axis of a RubikCube. Must be normalized.
|
53
|
static final Static3D[] ROT_AXIS = new Static3D[]
|
54
|
{
|
55
|
new Static3D(1,0,0),
|
56
|
new Static3D(0,1,0),
|
57
|
new Static3D(0,0,1)
|
58
|
};
|
59
|
|
60
|
// the six axis that determine the faces
|
61
|
static final Static3D[] FACE_AXIS = new Static3D[]
|
62
|
{
|
63
|
new Static3D(1,0,0), new Static3D(-1,0,0),
|
64
|
new Static3D(0,1,0), new Static3D(0,-1,0),
|
65
|
new Static3D(0,0,1), new Static3D(0,0,-1)
|
66
|
};
|
67
|
|
68
|
private static final int[] FACE_COLORS = new int[]
|
69
|
{
|
70
|
0xffffff00, 0xffffffff, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
|
71
|
0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
|
72
|
0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
|
73
|
};
|
74
|
|
75
|
// All legal rotation quats of a RubikCube of any size.
|
76
|
// Here's how to compute this:
|
77
|
// 1) compute how many rotations there are (RubikCube of any size = 24)
|
78
|
// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
|
79
|
// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
|
80
|
// multiplying them and eventually you'll find all (24) legal rotations.
|
81
|
// Example program in C, res/raw/compute_quats.c , is included.
|
82
|
private static final Static4D[] QUATS = new Static4D[]
|
83
|
{
|
84
|
new Static4D( 0.0f, 0.0f, 0.0f, 1.0f),
|
85
|
new Static4D( 1.0f, 0.0f, 0.0f, 0.0f),
|
86
|
new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
|
87
|
new Static4D( 0.0f, 0.0f, 1.0f, 0.0f),
|
88
|
|
89
|
new Static4D( SQ2/2, SQ2/2, 0.0f , 0.0f),
|
90
|
new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f),
|
91
|
new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
|
92
|
new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f),
|
93
|
new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
|
94
|
new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
|
95
|
new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
|
96
|
new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
|
97
|
new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
|
98
|
new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
|
99
|
new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
|
100
|
new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
|
101
|
|
102
|
new Static4D( 0.5f, 0.5f, 0.5f, 0.5f),
|
103
|
new Static4D( 0.5f, 0.5f, -0.5f, 0.5f),
|
104
|
new Static4D( 0.5f, 0.5f, -0.5f, -0.5f),
|
105
|
new Static4D( 0.5f, -0.5f, 0.5f, -0.5f),
|
106
|
new Static4D( -0.5f, -0.5f, -0.5f, 0.5f),
|
107
|
new Static4D( -0.5f, 0.5f, -0.5f, -0.5f),
|
108
|
new Static4D( -0.5f, 0.5f, 0.5f, -0.5f),
|
109
|
new Static4D( -0.5f, 0.5f, 0.5f, 0.5f)
|
110
|
};
|
111
|
|
112
|
private static MeshBase[] mMeshes;
|
113
|
|
114
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
115
|
|
116
|
RubikCube(int size, Static4D quat, DistortedTexture texture,
|
117
|
MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
118
|
{
|
119
|
super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.CUBE, res, scrWidth);
|
120
|
}
|
121
|
|
122
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
123
|
// paint the square with upper-right corner at (left,top) and side length 'side' with texture
|
124
|
// for face 'face'.
|
125
|
|
126
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
127
|
{
|
128
|
final float R = side*0.10f;
|
129
|
final float M = side*0.05f;
|
130
|
|
131
|
paint.setColor(FACE_COLORS[face]);
|
132
|
canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
|
133
|
}
|
134
|
|
135
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
136
|
|
137
|
Static3D[] getCubitPositions(int size)
|
138
|
{
|
139
|
int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
|
140
|
Static3D[] tmp = new Static3D[numCubits];
|
141
|
|
142
|
float diff = 0.5f*(size-1);
|
143
|
int currentPosition = 0;
|
144
|
|
145
|
for(int x = 0; x<size; x++)
|
146
|
for(int y = 0; y<size; y++)
|
147
|
for(int z = 0; z<size; z++)
|
148
|
if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
|
149
|
{
|
150
|
tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
|
151
|
}
|
152
|
|
153
|
return tmp;
|
154
|
}
|
155
|
|
156
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
157
|
|
158
|
Static4D[] getQuats()
|
159
|
{
|
160
|
return QUATS;
|
161
|
}
|
162
|
|
163
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
164
|
|
165
|
int getNumFaces()
|
166
|
{
|
167
|
return FACE_COLORS.length;
|
168
|
}
|
169
|
|
170
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
171
|
|
172
|
int getNumCubitFaces()
|
173
|
{
|
174
|
return FACE_COLORS.length;
|
175
|
}
|
176
|
|
177
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
178
|
|
179
|
float getScreenRatio()
|
180
|
{
|
181
|
return 0.5f;
|
182
|
}
|
183
|
|
184
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
185
|
|
186
|
int getFaceColor(int cubit, int cubitface, int size)
|
187
|
{
|
188
|
boolean belongs = isOnFace(cubit, cubitface/2, cubitface%2==0 ? size-1:0 );
|
189
|
return belongs ? cubitface : NUM_FACES;
|
190
|
}
|
191
|
|
192
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
193
|
|
194
|
MeshBase createCubitMesh(int cubit)
|
195
|
{
|
196
|
int size = getSize();
|
197
|
int ordinal= RubikObjectList.CUBE.ordinal();
|
198
|
int index = RubikObjectList.getSizeIndex(ordinal,size);
|
199
|
float[] bands;
|
200
|
float D = 0.027f;
|
201
|
float E = 0.5f-D;
|
202
|
float[] vertices = { -E,-E, +E,-E, +E,+E, -E,+E };
|
203
|
int extraI, extraV;
|
204
|
|
205
|
switch(size)
|
206
|
{
|
207
|
case 2 : bands = new float[] { 1.0f ,-D,
|
208
|
1.0f-D/2,-D*0.55f,
|
209
|
1.0f-D ,-D*0.25f,
|
210
|
1.0f-2*D, 0.0f,
|
211
|
0.50f, 0.040f,
|
212
|
0.0f, 0.048f };
|
213
|
extraI = 2;
|
214
|
extraV = 2;
|
215
|
break;
|
216
|
case 3 : bands = new float[] { 1.0f ,-D,
|
217
|
1.0f-D*1.2f,-D*0.55f,
|
218
|
1.0f-2*D, 0.0f,
|
219
|
0.50f, 0.040f,
|
220
|
0.0f, 0.048f };
|
221
|
extraI = 2;
|
222
|
extraV = 2;
|
223
|
break;
|
224
|
case 4 : bands = new float[] { 1.0f ,-D,
|
225
|
1.0f-D*1.2f,-D*0.55f,
|
226
|
1.0f-2*D, 0.0f,
|
227
|
0.50f, 0.040f,
|
228
|
0.0f, 0.048f };
|
229
|
extraI = 1;
|
230
|
extraV = 2;
|
231
|
break;
|
232
|
default: bands = new float[] { 1.0f ,-D,
|
233
|
1.0f-2*D, 0.0f,
|
234
|
0.50f, 0.025f,
|
235
|
0.0f, 0.030f };
|
236
|
extraI = 1;
|
237
|
extraV = 1;
|
238
|
break;
|
239
|
}
|
240
|
|
241
|
return createCubitMesh(index,vertices,bands,extraI,extraV);
|
242
|
}
|
243
|
|
244
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
245
|
|
246
|
MeshBase createCubitMesh(int index, float[] vertices, float[] bands, int extraI, int extraV)
|
247
|
{
|
248
|
if( mMeshes==null )
|
249
|
{
|
250
|
mMeshes = new MeshBase[RubikObjectList.CUBE.getNumVariants()];
|
251
|
}
|
252
|
|
253
|
if( mMeshes[index]==null )
|
254
|
{
|
255
|
final int MESHES=6;
|
256
|
int association = 1;
|
257
|
MeshBase[] meshes = new MeshPolygon[MESHES];
|
258
|
meshes[0] = new MeshPolygon(vertices,bands,extraI,extraV);
|
259
|
meshes[0].setEffectAssociation(0,association,0);
|
260
|
|
261
|
for(int i=1; i<MESHES; i++)
|
262
|
{
|
263
|
association <<=1;
|
264
|
meshes[i] = meshes[0].copy(true);
|
265
|
meshes[i].setEffectAssociation(0,association,0);
|
266
|
}
|
267
|
|
268
|
mMeshes[index] = new MeshJoined(meshes);
|
269
|
|
270
|
Static3D axisY = new Static3D(0,1,0);
|
271
|
Static3D axisX = new Static3D(1,0,0);
|
272
|
Static3D center = new Static3D(0,0,0);
|
273
|
Static1D angle90 = new Static1D(90);
|
274
|
Static1D angle180= new Static1D(180);
|
275
|
Static1D angle270= new Static1D(270);
|
276
|
|
277
|
float d1 = 1.0f;
|
278
|
float d2 =-0.05f;
|
279
|
float d3 = 0.12f;
|
280
|
|
281
|
Static3D dCen0 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(+0.5f) );
|
282
|
Static3D dCen1 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(-0.5f) );
|
283
|
Static3D dCen2 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(+0.5f) );
|
284
|
Static3D dCen3 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(-0.5f) );
|
285
|
Static3D dCen4 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(+0.5f) );
|
286
|
Static3D dCen5 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(-0.5f) );
|
287
|
Static3D dCen6 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(+0.5f) );
|
288
|
Static3D dCen7 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(-0.5f) );
|
289
|
|
290
|
Static3D dVec0 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(+0.5f) );
|
291
|
Static3D dVec1 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(-0.5f) );
|
292
|
Static3D dVec2 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(+0.5f) );
|
293
|
Static3D dVec3 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(-0.5f) );
|
294
|
Static3D dVec4 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(+0.5f) );
|
295
|
Static3D dVec5 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(-0.5f) );
|
296
|
Static3D dVec6 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(+0.5f) );
|
297
|
Static3D dVec7 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(-0.5f) );
|
298
|
|
299
|
Static4D dReg = new Static4D(0,0,0,d3);
|
300
|
Static1D dRad = new Static1D(1);
|
301
|
|
302
|
VertexEffectMove effect0 = new VertexEffectMove(new Static3D(0,0,+0.5f));
|
303
|
effect0.setMeshAssociation(63,-1); // all 6 sides
|
304
|
VertexEffectRotate effect1 = new VertexEffectRotate( angle180, axisX, center );
|
305
|
effect1.setMeshAssociation(32,-1); // back
|
306
|
VertexEffectRotate effect2 = new VertexEffectRotate( angle90 , axisX, center );
|
307
|
effect2.setMeshAssociation( 8,-1); // bottom
|
308
|
VertexEffectRotate effect3 = new VertexEffectRotate( angle270, axisX, center );
|
309
|
effect3.setMeshAssociation( 4,-1); // top
|
310
|
VertexEffectRotate effect4 = new VertexEffectRotate( angle270, axisY, center );
|
311
|
effect4.setMeshAssociation( 2,-1); // left
|
312
|
VertexEffectRotate effect5 = new VertexEffectRotate( angle90 , axisY, center );
|
313
|
effect5.setMeshAssociation( 1,-1); // right
|
314
|
|
315
|
VertexEffectDeform effect6 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
|
316
|
VertexEffectDeform effect7 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
|
317
|
VertexEffectDeform effect8 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
|
318
|
VertexEffectDeform effect9 = new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
|
319
|
VertexEffectDeform effect10= new VertexEffectDeform(dVec4, dRad, dCen4, dReg);
|
320
|
VertexEffectDeform effect11= new VertexEffectDeform(dVec5, dRad, dCen5, dReg);
|
321
|
VertexEffectDeform effect12= new VertexEffectDeform(dVec6, dRad, dCen6, dReg);
|
322
|
VertexEffectDeform effect13= new VertexEffectDeform(dVec7, dRad, dCen7, dReg);
|
323
|
|
324
|
mMeshes[index].apply(effect0);
|
325
|
mMeshes[index].apply(effect1);
|
326
|
mMeshes[index].apply(effect2);
|
327
|
mMeshes[index].apply(effect3);
|
328
|
mMeshes[index].apply(effect4);
|
329
|
mMeshes[index].apply(effect5);
|
330
|
mMeshes[index].apply(effect6);
|
331
|
mMeshes[index].apply(effect7);
|
332
|
mMeshes[index].apply(effect8);
|
333
|
mMeshes[index].apply(effect9);
|
334
|
mMeshes[index].apply(effect10);
|
335
|
mMeshes[index].apply(effect11);
|
336
|
mMeshes[index].apply(effect12);
|
337
|
mMeshes[index].apply(effect13);
|
338
|
|
339
|
mMeshes[index].mergeEffComponents();
|
340
|
}
|
341
|
|
342
|
return mMeshes[index].copy(true);
|
343
|
}
|
344
|
|
345
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
346
|
|
347
|
float returnMultiplier()
|
348
|
{
|
349
|
return getSize();
|
350
|
}
|
351
|
|
352
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
353
|
|
354
|
float[] getRowChances()
|
355
|
{
|
356
|
int size = getSize();
|
357
|
float[] chances = new float[size];
|
358
|
|
359
|
for(int i=0; i<size; i++)
|
360
|
{
|
361
|
chances[i] = (i+1.0f) / size;
|
362
|
}
|
363
|
|
364
|
return chances;
|
365
|
}
|
366
|
|
367
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
368
|
// PUBLIC API
|
369
|
|
370
|
public Static3D[] getRotationAxis()
|
371
|
{
|
372
|
return ROT_AXIS;
|
373
|
}
|
374
|
|
375
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
376
|
|
377
|
public int getBasicAngle()
|
378
|
{
|
379
|
return 4;
|
380
|
}
|
381
|
|
382
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
383
|
|
384
|
public int computeRowFromOffset(float offset)
|
385
|
{
|
386
|
return (int)(getSize()*offset);
|
387
|
}
|
388
|
|
389
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
390
|
|
391
|
public float returnRotationFactor(float offset)
|
392
|
{
|
393
|
return 1.0f;
|
394
|
}
|
395
|
|
396
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
397
|
|
398
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
399
|
{
|
400
|
int numAxis = ROTATION_AXIS.length;
|
401
|
|
402
|
if( oldRotAxis == START_AXIS )
|
403
|
{
|
404
|
return rnd.nextInt(numAxis);
|
405
|
}
|
406
|
else
|
407
|
{
|
408
|
int newVector = rnd.nextInt(numAxis-1);
|
409
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
410
|
}
|
411
|
}
|
412
|
|
413
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
414
|
|
415
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
416
|
{
|
417
|
float rowFloat = rnd.nextFloat();
|
418
|
|
419
|
for(int row=0; row<mRowChances.length; row++)
|
420
|
{
|
421
|
if( rowFloat<=mRowChances[row] ) return row;
|
422
|
}
|
423
|
|
424
|
return 0;
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
|
429
|
public boolean isSolved()
|
430
|
{
|
431
|
int index = CUBITS[0].mQuatIndex;
|
432
|
|
433
|
for(int i=1; i<NUM_CUBITS; i++)
|
434
|
{
|
435
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
436
|
}
|
437
|
|
438
|
return true;
|
439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
443
|
// then if it were rotated by quaternion 'quat'.
|
444
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
445
|
// middle squares get interchanged. No visible difference!
|
446
|
//
|
447
|
// So: this is true iff the cubit
|
448
|
// a) is a corner or edge and the quaternions are the same
|
449
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
450
|
|
451
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
452
|
{
|
453
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
454
|
|
455
|
int belongsToHowManyFaces = 0;
|
456
|
int size = getSize()-1;
|
457
|
float row;
|
458
|
final float MAX_ERROR = 0.01f;
|
459
|
|
460
|
for(int i=0; i<NUM_AXIS; i++)
|
461
|
{
|
462
|
row = cubit.mRotationRow[i];
|
463
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
464
|
(row-size<MAX_ERROR && row-size>-MAX_ERROR) ) belongsToHowManyFaces++;
|
465
|
}
|
466
|
|
467
|
switch(belongsToHowManyFaces)
|
468
|
{
|
469
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
470
|
case 1 : // cubit that lies inside one of the faces
|
471
|
Static3D orig = cubit.getOrigPosition();
|
472
|
Static4D quat1 = QUATS[quatIndex];
|
473
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
474
|
|
475
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
476
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
477
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
478
|
|
479
|
float row1, row2, row3, row4;
|
480
|
float ax,ay,az;
|
481
|
Static3D axis;
|
482
|
float x1 = rotated1.get0();
|
483
|
float y1 = rotated1.get1();
|
484
|
float z1 = rotated1.get2();
|
485
|
float x2 = rotated2.get0();
|
486
|
float y2 = rotated2.get1();
|
487
|
float z2 = rotated2.get2();
|
488
|
|
489
|
for(int i=0; i<NUM_AXIS; i++)
|
490
|
{
|
491
|
axis = ROTATION_AXIS[i];
|
492
|
ax = axis.get0();
|
493
|
ay = axis.get1();
|
494
|
az = axis.get2();
|
495
|
|
496
|
row1 = ((x1*ax + y1*ay + z1*az) - mStart) / mStep;
|
497
|
row2 = ((x2*ax + y2*ay + z2*az) - mStart) / mStep;
|
498
|
row3 = row1 - size;
|
499
|
row4 = row2 - size;
|
500
|
|
501
|
if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
|
502
|
(row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR) )
|
503
|
{
|
504
|
return true;
|
505
|
}
|
506
|
}
|
507
|
return false;
|
508
|
|
509
|
default: return false; // edge or corner
|
510
|
}
|
511
|
}
|
512
|
|
513
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
514
|
// order: Up --> Right --> Front --> Down --> Left --> Back
|
515
|
// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
|
516
|
//
|
517
|
// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
|
518
|
//
|
519
|
// s : size of the cube; let index = a*s + b (i.e. a,b = row,column)
|
520
|
//
|
521
|
// Up : index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
|
522
|
// Right : index --> 6*s*s - 12*s + 7 - index
|
523
|
// Front : index --> if b==0 : s*s - 1 - index
|
524
|
// if b==s-1: 6*s*s -11*s +6 - index
|
525
|
// else
|
526
|
// a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
|
527
|
// else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
|
528
|
// Down : index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
|
529
|
// Left : index --> (s-1-a)*s + b
|
530
|
// Back : index --> if b==s-1: s*(s-1-a)
|
531
|
// if b==0 : 5*s*s -12*s + 8 + (s-1-a)*s
|
532
|
// else
|
533
|
// if a==s-1: s*s + 4*(s-2-b)*(s-1)
|
534
|
// else : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
|
535
|
|
536
|
public String retObjectString()
|
537
|
{
|
538
|
StringBuilder objectString = new StringBuilder();
|
539
|
int size = getSize();
|
540
|
int len = size*size;
|
541
|
int cubitIndex=-1, row=-1, col=-1;
|
542
|
int color=-1, face=-1;
|
543
|
|
544
|
final int RIGHT= 0;
|
545
|
final int LEFT = 1;
|
546
|
final int UP = 2;
|
547
|
final int DOWN = 3;
|
548
|
final int FRONT= 4;
|
549
|
final int BACK = 5;
|
550
|
|
551
|
final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B'};
|
552
|
|
553
|
/////////////////////
|
554
|
// LIVE DEBUGGING
|
555
|
/////////////////////
|
556
|
try
|
557
|
{
|
558
|
/////////////////////
|
559
|
|
560
|
face = UP;
|
561
|
|
562
|
for(int i=0; i<len; i++)
|
563
|
{
|
564
|
row = i/size;
|
565
|
col = i%size;
|
566
|
|
567
|
cubitIndex = col<size-1 ? (size-1)*(size+4*col) + row : 6*size*size - 13*size + 8 + row;
|
568
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
569
|
objectString.append(FACE_NAMES[color]);
|
570
|
}
|
571
|
|
572
|
face = RIGHT;
|
573
|
|
574
|
for(int i=0; i<len; i++)
|
575
|
{
|
576
|
cubitIndex = 6*size*size - 12*size +7 - i;
|
577
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
578
|
objectString.append(FACE_NAMES[color]);
|
579
|
}
|
580
|
|
581
|
face = FRONT;
|
582
|
|
583
|
for(int i=0; i<len; i++)
|
584
|
{
|
585
|
row = i/size;
|
586
|
col = i%size;
|
587
|
|
588
|
if( col==size-1 ) cubitIndex = 6*size*size - 11*size + 6 -i;
|
589
|
else if( col==0 ) cubitIndex = size*size - 1 - i;
|
590
|
else
|
591
|
{
|
592
|
if( row==0 ) cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-2) + size;
|
593
|
else cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-1-row);
|
594
|
}
|
595
|
|
596
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
597
|
objectString.append(FACE_NAMES[color]);
|
598
|
}
|
599
|
|
600
|
face = DOWN;
|
601
|
|
602
|
for(int i=0; i<len; i++)
|
603
|
{
|
604
|
row = i/size;
|
605
|
col = i%size;
|
606
|
|
607
|
cubitIndex = col==0 ? size-1-row : size*size + size-1 + 4*(col-1)*(size-1) - row;
|
608
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
609
|
objectString.append(FACE_NAMES[color]);
|
610
|
}
|
611
|
|
612
|
face = LEFT;
|
613
|
|
614
|
for(int i=0; i<len; i++)
|
615
|
{
|
616
|
row = i/size;
|
617
|
col = i%size;
|
618
|
|
619
|
cubitIndex = (size-1-row)*size + col;
|
620
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
621
|
objectString.append(FACE_NAMES[color]);
|
622
|
}
|
623
|
|
624
|
face = BACK;
|
625
|
|
626
|
for(int i=0; i<len; i++)
|
627
|
{
|
628
|
row = i/size;
|
629
|
col = i%size;
|
630
|
|
631
|
if( col==size-1 ) cubitIndex = size*(size-1-row);
|
632
|
else if( col==0 ) cubitIndex = 5*size*size - 12*size + 8 + (size-1-row)*size;
|
633
|
else
|
634
|
{
|
635
|
if( row==size-1 ) cubitIndex = size*size + 4*(size-2-col)*(size-1);
|
636
|
else cubitIndex = size*size + 4*(size-2-col)*(size-1) + size + 2*(size-2-row);
|
637
|
}
|
638
|
|
639
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
640
|
objectString.append(FACE_NAMES[color]);
|
641
|
}
|
642
|
|
643
|
/////////////////////
|
644
|
}
|
645
|
catch(java.lang.ArrayIndexOutOfBoundsException ex)
|
646
|
{
|
647
|
FirebaseCrashlytics crashlytics = FirebaseCrashlytics.getInstance();
|
648
|
|
649
|
String str="";
|
650
|
for(int i=0; i<NUM_CUBITS; i++)
|
651
|
{
|
652
|
str += (CUBITS[i].mQuatIndex+" ");
|
653
|
}
|
654
|
|
655
|
crashlytics.setCustomKey("ObjectString", "color="+color+" cubitIndex="+cubitIndex+" face="+face+" row="+row+" col="+col );
|
656
|
crashlytics.setCustomKey("Quaternion", "NUM_CUBITS: "+NUM_CUBITS+" quats: "+str );
|
657
|
crashlytics.recordException(ex);
|
658
|
}
|
659
|
/////////////////////
|
660
|
// END LIVE DEBUGGING
|
661
|
/////////////////////
|
662
|
|
663
|
return objectString.toString();
|
664
|
}
|
665
|
}
|