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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.object;
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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.MatrixEffect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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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.MeshJoined;
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import org.distorted.library.mesh.MeshRectangles;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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private static final float SQ2 = 0.5f*((float)Math.sqrt(2));
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private static final float[] LEGAL = new float[] { 0.0f , 0.5f , -0.5f , 1.0f , -1.0f , SQ2 , -SQ2 };
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// axisXright (right-YELLOW) axisXleft (left-WHITE) axisYright (top-BLUE) axisYleft (bottom-GREEN) axisZright (front-RED) axisZleft (back-BROWN)
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private static final int[] FACE_COLORS = new int[] { 0xffffff00, 0xffffffff, 0xff0000ff, 0xff00ff00, 0xffff0000, 0xffb5651d };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
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{
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super(size,quatCur,quatAcc,texture,mesh,effects);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[][] getCubitPositions(int size)
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{
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int[][] tmp = new int[getNumCubits(size)][3];
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int currentPosition = 0;
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for(int x = 0; x<size; x++)
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for(int y = 0; y<size; y++)
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for(int z = 0; z<size; z++)
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{
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if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
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{
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tmp[currentPosition][0] = x;
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tmp[currentPosition][1] = y;
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tmp[currentPosition][2] = z;
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currentPosition++;
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}
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}
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return tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// i.e. size^3 - (size-2)^3 - number of cubits in the outside wall of the Cube (we don't create or
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// render the inside)
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int getNumCubits(int size)
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{
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return size>1 ? 6*size*size - 12*size + 8 : 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// All legal rotation quats of a RubikCube of any size must have all four of their components
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// equal to either 0, 1, -1, 0.5, -0.5 or +-sqrt(2)/2.
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float[] getLegalQuats()
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{
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return LEGAL;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face)
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{
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final int S = TEXTURE_HEIGHT;
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final int R = TEXTURE_HEIGHT/10;
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final int M = TEXTURE_HEIGHT/20;
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paint.setColor(FACE_COLORS[face]);
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canvas.drawRoundRect( (face*S+M), M, (face*S+M) + (S-2*M), M + (S-2*M), R, R, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int vertices)
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{
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final int MESHES=6;
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisX = new Static3D(1,0,0);
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Static3D center = new Static3D(0,0,0);
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Static1D angle = new Static1D(0);
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MatrixEffect[] effectsY = new MatrixEffect[2];
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effectsY[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsY[1] = new MatrixEffectRotate( angle, axisY, center );
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MeshBase[] meshes = new MeshRectangles[MESHES];
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for(int i=0; i<MESHES; i++) meshes[i] = new MeshRectangles(vertices,vertices);
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angle.set(0);
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meshes[4].apply(effectsY); // front
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angle.set(90);
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meshes[0].apply(effectsY); // right
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angle.set(180);
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meshes[5].apply(effectsY); // back
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angle.set(270);
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meshes[1].apply(effectsY); // left
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MatrixEffect[] effectsX = new MatrixEffect[2];
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effectsX[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsX[1] = new MatrixEffectRotate( angle, axisX, center );
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angle.set( 90);
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meshes[3].apply(effectsX); // bottom
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angle.set(-90);
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meshes[2].apply(effectsX); // top
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean belongsToRotation( Static3D currentPosition, Static3D axis, int row)
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{
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if( axis.get0()!=0 ) return currentPosition.get0()==row;
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if( axis.get1()!=0 ) return currentPosition.get1()==row;
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if( axis.get2()!=0 ) return currentPosition.get2()==row;
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static final Static4D mapFront, mapBack, mapLeft, mapRight, mapTop, mapBottom, mapBlack;
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static
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{
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// axisXright (right-YELLOW) axisXleft (left-WHITE) axisYright (top-BLUE) axisYleft (bottom-GREEN) axisZright (front-RED) axisZleft (back-BROWN)
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mapRight = new Static4D( 0*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapLeft = new Static4D( 1*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapTop = new Static4D( 2*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapBottom= new Static4D( 3*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapFront = new Static4D( 4*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapBack = new Static4D( 5*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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mapBlack = new Static4D( 6*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void textureCubitMesh(MeshBase mesh, int x, int y, int z)
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{
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Static4D tmpRight = (x== mSize-1 ? mapRight :mapBlack);
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Static4D tmpLeft = (x== 0 ? mapLeft :mapBlack);
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Static4D tmpTop = (y== mSize-1 ? mapTop :mapBlack);
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Static4D tmpBottom= (y== 0 ? mapBottom:mapBlack);
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Static4D tmpFront = (z== mSize-1 ? mapFront :mapBlack);
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Static4D tmpBack = (z== 0 ? mapBack :mapBlack);
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Static4D[] maps = new Static4D[] { tmpRight, tmpLeft, tmpTop, tmpBottom, tmpFront, tmpBack};
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mesh.setTextureMap(maps);
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}
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}
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