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magiccube / src / main / java / org / distorted / object / RubikObject.java @ 411c6285

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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.object;
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import android.content.SharedPreferences;
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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 org.distorted.library.effect.Effect;
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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.VertexEffectSink;
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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.MeshRectangles;
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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 static org.distorted.magic.RubikRenderer.NODE_FBO_SIZE;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObject extends DistortedNode
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  {
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  static final int TEXTURE_HEIGHT = 128;
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  static final float OBJECT_SCREEN_RATIO = 0.5f;
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  final float[] LEGAL_QUATS;
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  private static final int POST_ROTATION_MILLISEC = 500;
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  private final int NUM_CUBITS;
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  private int mRotRow;
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  private Static3D mRotAxis;
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  private Static3D mScale, mNodeScale;
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  private Static4D mQuatAccumulated;
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  private Cubit[] mCubits;
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  int mSize;
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  Static1D mRotationAngleStatic, mRotationAngleMiddle, mRotationAngleFinal;
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  DistortedTexture mTexture;
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  VertexEffectSink mSinkEffect;
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  MatrixEffectScale mScaleEffect;
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  MatrixEffectQuaternion mQuatCEffect;
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  MatrixEffectQuaternion mQuatAEffect;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikObject(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture nodeTexture, MeshRectangles nodeMesh, DistortedEffects nodeEffects)
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    {
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    super(nodeTexture,nodeEffects,nodeMesh);
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    resizeFBO(NODE_FBO_SIZE, NODE_FBO_SIZE);
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    LEGAL_QUATS = getLegalQuats();
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    NUM_CUBITS  = getNumCubits(size);
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    mSize = size;
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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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    mScale    = new Static3D(1,1,1);
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    mNodeScale= new Static3D(1,1,1);
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    mQuatAccumulated = quatAcc;
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    Static3D center = new Static3D(0,0,0);
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    Static4D region = new Static4D(0,0,0,0.72f);
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    mSinkEffect = new VertexEffectSink( new Static1D(getSinkStrength()), center, region );
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    mScaleEffect = new MatrixEffectScale(mScale);
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    mQuatCEffect = new MatrixEffectQuaternion(quatCur, center);
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    mQuatAEffect = new MatrixEffectQuaternion(quatAcc, center);
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    MatrixEffectScale nodeScaleEffect = new MatrixEffectScale(mNodeScale);
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    nodeEffects.apply(nodeScaleEffect);
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    mCubits = new Cubit[NUM_CUBITS];
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    mTexture = new DistortedTexture();
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    int vertices = (int)(24.0f/mSize + 2.0f);
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    int[][] positions = getCubitPositions(size);
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    for(int i=0; i<NUM_CUBITS; i++)
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      {
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      int x = positions[i][0];
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      int y = positions[i][1];
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      int z = positions[i][2];
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      MeshBase cubit = createCubitMesh(vertices);
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      textureCubitMesh(cubit,x,y,z);
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      mCubits[i] = new Cubit( this , cubit, new Static3D(x,y,z) );
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      attach(mCubits[i].mNode);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void resetRotationAngle(Dynamic1D rotationAngle)
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    {
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    rotationAngle.setDuration(POST_ROTATION_MILLISEC);
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    rotationAngle.resetToBeginning();
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    rotationAngle.removeAll();
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    rotationAngle.add(mRotationAngleStatic);
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    rotationAngle.add(mRotationAngleMiddle);
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    rotationAngle.add(mRotationAngleFinal);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float getSinkStrength()
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    {
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    switch(mSize)
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      {
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      case 1 : return 1.1f;
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      case 2 : return 1.5f;
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      case 3 : return 1.8f;
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      case 4 : return 2.0f;
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      default: return 3.0f - 4.0f/mSize;
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      }
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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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    final int numColors = getNumFaces();
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    Paint paint = new Paint();
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    bitmap = Bitmap.createBitmap( (numColors+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(0xff000000);
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    canvas.drawRect(0, 0, (numColors+1)*TEXTURE_HEIGHT, TEXTURE_HEIGHT, paint);
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    for(int i=0; i<numColors; i++)
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      {
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      createFaceTexture(canvas,paint,i);
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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 mQuatAccumulated;
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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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    float factor = scrWidth>scrHeight ? scrHeight : scrWidth;
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    float scaleFactor = OBJECT_SCREEN_RATIO*NODE_FBO_SIZE/mSize;
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    mNodeScale.set(factor,factor,factor);
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    mScale.set(scaleFactor,scaleFactor,scaleFactor);
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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++) mCubits[i].savePreferences(editor);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void restorePreferences(SharedPreferences preferences)
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    {
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    for(int i=0; i<NUM_CUBITS; i++) mCubits[i].restorePreferences(preferences);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public long finishRotationNow(EffectListener listener)
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    {
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    boolean first = true;
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    long effectID=0;
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    for(int i=0; i<NUM_CUBITS; i++)
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      {
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      if( belongsToRotation(mCubits[i].mCurrentPosition,mRotAxis,mRotRow) )
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        {
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        if( first )
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          {
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          first=false;
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          effectID = mCubits[i].finishRotationNow(listener);
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          }
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        resetRotationAngle(mCubits[i].mRotationAngle);
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        }
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      }
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    return effectID;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void releaseResources()
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    {
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    mTexture.markForDeletion();
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    for(int i=0; i<NUM_CUBITS; i++) mCubits[i].releaseResources();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void apply(Effect effect, int position)
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    {
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    for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.apply(effect, position);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void remove(long effectID)
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    {
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    for(int i=0; i<NUM_CUBITS; i++) mCubits[i].mEffect.abortById(effectID);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void solve()
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    {
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    for(int i=0; i<NUM_CUBITS; i++) mCubits[i].solve();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public boolean isSolved()
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    {
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    Static4D q = mCubits[0].mQuatScramble;
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    float x = q.get0();
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    float y = q.get1();
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    float z = q.get2();
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    float w = q.get3();
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    for(int i=0; i<NUM_CUBITS; i++)
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      {
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      q = mCubits[i].mQuatScramble;
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      if( q.get0()!=x || q.get1()!=y || q.get2()!=z || q.get3()!=w ) return false;
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      }
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    return true;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void beginNewRotation(Static3D axis, int row )
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    {
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    mRotAxis = axis;
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    mRotRow  = row;
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    mRotationAngleStatic.set0(0.0f);
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    for(int i=0; i<NUM_CUBITS; i++)
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      if( belongsToRotation( mCubits[i].mCurrentPosition,axis,mRotRow) )
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        {
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        mCubits[i].beginNewRotation(axis);
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        }
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public long addNewRotation( Static3D axis, int row, int angle, long durationMillis, EffectListener listener )
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     {
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     long effectID=0;
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     boolean first = true;
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     mRotAxis = axis;
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     mRotRow  = row;
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     mRotationAngleStatic.set0(0.0f);
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     for(int i=0; i<NUM_CUBITS; i++)
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       if( belongsToRotation(mCubits[i].mCurrentPosition,axis,mRotRow) )
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         {
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         mCubits[i].addNewRotation(axis,durationMillis,angle);
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         if( first )
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           {
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           first = false;
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           effectID = mCubits[i].setUpCallback(listener);
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           }
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         }
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     return effectID;
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void removeRotationNow()
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     {
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     boolean first = true;
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     Static4D quat = null;
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     for(int i=0; i<NUM_CUBITS; i++)
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       if( belongsToRotation(mCubits[i].mCurrentPosition,mRotAxis,mRotRow) )
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         {
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         if( first )
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           {
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           first = false;
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           quat = mCubits[i].returnRotationQuat(mRotAxis);
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           }
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         mCubits[i].removeRotationNow(quat);
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         }
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     mRotationAngleStatic.set0(0);
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     }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  abstract int getNumCubits(int size);
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  abstract int[][] getCubitPositions(int size);
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  abstract float[] getLegalQuats();
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  abstract int getNumFaces();
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  abstract void createFaceTexture(Canvas canvas, Paint paint, int face);
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  abstract MeshBase createCubitMesh(int vertices);
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  abstract boolean belongsToRotation(Static3D position, Static3D axis, int row);
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  abstract void textureCubitMesh(MeshBase mesh, int x, int y, int z);
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  }
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