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0c52af30
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski //
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// //
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fdec60a3
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Leszek Koltunski
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// This file is part of Magic Cube. //
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0c52af30
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Leszek Koltunski
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// //
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fdec60a3
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Leszek Koltunski
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// Magic Cube is free software: you can redistribute it and/or modify //
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0c52af30
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Leszek Koltunski
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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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fdec60a3
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Leszek Koltunski
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// Magic Cube is distributed in the hope that it will be useful, //
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0c52af30
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Leszek Koltunski
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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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fdec60a3
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Leszek Koltunski
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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0c52af30
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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1f9772f3
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Leszek Koltunski
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package org.distorted.objects;
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0c52af30
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Leszek Koltunski
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ccf9fec5
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Leszek Koltunski
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import android.content.res.Resources;
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0c52af30
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Leszek Koltunski
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import android.graphics.Canvas;
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import android.graphics.Paint;
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14bd7976
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Leszek Koltunski
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import org.distorted.library.effect.VertexEffectDeform;
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40ab026e
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Leszek Koltunski
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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0c52af30
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Leszek Koltunski
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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b32444ee
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Leszek Koltunski
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import org.distorted.library.mesh.MeshBase;
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411c6285
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Leszek Koltunski
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import org.distorted.library.mesh.MeshJoined;
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c0b37c89
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Leszek Koltunski
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import org.distorted.library.mesh.MeshPolygon;
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efa8aa48
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Leszek Koltunski
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import org.distorted.library.mesh.MeshSquare;
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411c6285
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Leszek Koltunski
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import org.distorted.library.type.Static1D;
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0c52af30
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Leszek Koltunski
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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1ebc4767
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Leszek Koltunski
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import org.distorted.main.RubikSurfaceView;
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0c52af30
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Leszek Koltunski
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7c969a6d
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Leszek Koltunski
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import java.util.Random;
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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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0c52af30
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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27a70eae
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Leszek Koltunski
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class RubikCube extends RubikObject
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0c52af30
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Leszek Koltunski
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{
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10585385
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Leszek Koltunski
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static final float SQ2 = (float)Math.sqrt(2);
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e844c116
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Leszek Koltunski
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// the three rotation axis of a RubikCube. Must be normalized.
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ad38d800
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Leszek Koltunski
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static final Static3D[] ROT_AXIS = new Static3D[]
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efef689c
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Leszek Koltunski
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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ad38d800
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Leszek Koltunski
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// the six axis that determine the faces
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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c7e79b69
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Leszek Koltunski
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), new Static3D(0,0,-1)
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ad38d800
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Leszek Koltunski
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};
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37a25788
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Leszek Koltunski
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private static final int[] FACE_COLORS = new int[]
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efef689c
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Leszek Koltunski
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{
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ad38d800
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Leszek Koltunski
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0xffffff00, 0xffffffff, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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efef689c
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Leszek Koltunski
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};
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10585385
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Leszek Koltunski
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// All legal rotation quats of a RubikCube of any size.
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efef689c
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Leszek Koltunski
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// Here's how to compute this:
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// 1) compute how many rotations there are (RubikCube of any size = 24)
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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// multiplying them and eventually you'll find all (24) legal rotations.
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9f4c44fe
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Leszek Koltunski
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// Example program in C, res/raw/compute_quats.c , is included.
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10585385
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Leszek Koltunski
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private static final Static4D[] QUATS = new Static4D[]
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efef689c
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Leszek Koltunski
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{
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10585385
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Leszek Koltunski
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f),
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new Static4D( SQ2/2, SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f),
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new Static4D( -0.5f, -0.5f, -0.5f, 0.5f),
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new Static4D( -0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( -0.5f, 0.5f, 0.5f, -0.5f),
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new Static4D( -0.5f, 0.5f, 0.5f, 0.5f)
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108 |
efef689c
|
Leszek Koltunski
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};
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109 |
411c6285
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Leszek Koltunski
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110 |
fbca0033
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Leszek Koltunski
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private static MeshBase[] mMeshes;
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111 |
40ab026e
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Leszek Koltunski
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112 |
411c6285
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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113 |
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114 |
4da7d87a
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Leszek Koltunski
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RubikCube(int size, Static4D quat, DistortedTexture texture,
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115 |
efa8aa48
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Leszek Koltunski
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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116 |
411c6285
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Leszek Koltunski
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{
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117 |
5b893eee
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Leszek Koltunski
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.CUBE, res, scrWidth);
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118 |
411c6285
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Leszek Koltunski
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}
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119 |
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7289fd6c
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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121 |
42803ba0
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Leszek Koltunski
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// paint the square with upper-right corner at (left,top) and side length 'side' with texture
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122 |
7289fd6c
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Leszek Koltunski
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// for face 'face'.
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123 |
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
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{
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final float R = side*0.10f;
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final float M = side*0.05f;
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paint.setColor(FACE_COLORS[face]);
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canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
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}
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132 |
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133 |
411c6285
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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134 |
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135 |
10a2e360
|
Leszek Koltunski
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Static3D[] getCubitPositions(int size)
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136 |
a10ada2a
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Leszek Koltunski
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{
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137 |
10a2e360
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Leszek Koltunski
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int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
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Static3D[] tmp = new Static3D[numCubits];
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139 |
beb325a0
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Leszek Koltunski
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140 |
49f67f9b
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Leszek Koltunski
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float diff = 0.5f*(size-1);
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141 |
a10ada2a
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Leszek Koltunski
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int currentPosition = 0;
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142 |
beb325a0
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Leszek Koltunski
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143 |
a10ada2a
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Leszek Koltunski
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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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if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
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147 |
beb325a0
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Leszek Koltunski
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{
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148 |
49f67f9b
|
Leszek Koltunski
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tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
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149 |
a10ada2a
|
Leszek Koltunski
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}
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150 |
47ba5ddc
|
Leszek Koltunski
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151 |
a10ada2a
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Leszek Koltunski
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return tmp;
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152 |
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}
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153 |
47ba5ddc
|
Leszek Koltunski
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154 |
beb325a0
|
Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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155 |
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156 |
10585385
|
Leszek Koltunski
|
Static4D[] getQuats()
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157 |
a10ada2a
|
Leszek Koltunski
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{
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158 |
10585385
|
Leszek Koltunski
|
return QUATS;
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159 |
a10ada2a
|
Leszek Koltunski
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}
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160 |
47ba5ddc
|
Leszek Koltunski
|
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161 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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162 |
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163 |
411c6285
|
Leszek Koltunski
|
int getNumFaces()
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164 |
a10ada2a
|
Leszek Koltunski
|
{
|
165 |
411c6285
|
Leszek Koltunski
|
return FACE_COLORS.length;
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166 |
8f53e513
|
Leszek Koltunski
|
}
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167 |
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168 |
7403cdfa
|
Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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169 |
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170 |
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float getBasicStep()
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{
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172 |
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return 1.0f;
|
173 |
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}
|
174 |
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175 |
eab9d8f8
|
Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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176 |
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177 |
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int getNumStickerTypes()
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178 |
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{
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179 |
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return 1;
|
180 |
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}
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181 |
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182 |
8f53e513
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
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183 |
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184 |
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int getNumCubitFaces()
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185 |
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{
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186 |
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return FACE_COLORS.length;
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187 |
411c6285
|
Leszek Koltunski
|
}
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188 |
47ba5ddc
|
Leszek Koltunski
|
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189 |
f0fa83ae
|
Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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190 |
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191 |
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float getScreenRatio()
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192 |
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{
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193 |
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return 0.5f;
|
194 |
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}
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195 |
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196 |
f6d06256
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
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197 |
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198 |
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int getFaceColor(int cubit, int cubitface, int size)
|
199 |
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{
|
200 |
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boolean belongs = isOnFace(cubit, cubitface/2, cubitface%2==0 ? size-1:0 );
|
201 |
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return belongs ? cubitface : NUM_FACES;
|
202 |
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}
|
203 |
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|
204 |
f0fa83ae
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
205 |
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206 |
14bd7976
|
Leszek Koltunski
|
MeshBase createCubitMesh(int cubit)
|
207 |
a10ada2a
|
Leszek Koltunski
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{
|
208 |
fbca0033
|
Leszek Koltunski
|
int size = getSize();
|
209 |
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int ordinal= RubikObjectList.CUBE.ordinal();
|
210 |
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int index = RubikObjectList.getSizeIndex(ordinal,size);
|
211 |
c0b37c89
|
Leszek Koltunski
|
float[] bands;
|
212 |
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float D = 0.027f;
|
213 |
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float E = 0.5f-D;
|
214 |
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float[] vertices = { -E,-E, +E,-E, +E,+E, -E,+E };
|
215 |
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int extraI, extraV;
|
216 |
fbca0033
|
Leszek Koltunski
|
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217 |
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switch(size)
|
218 |
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{
|
219 |
c0b37c89
|
Leszek Koltunski
|
case 2 : bands = new float[] { 1.0f ,-D,
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220 |
231771f3
|
Leszek Koltunski
|
1.0f-D/2,-D*0.55f,
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221 |
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1.0f-D ,-D*0.25f,
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222 |
c0b37c89
|
Leszek Koltunski
|
1.0f-2*D, 0.0f,
|
223 |
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0.50f, 0.040f,
|
224 |
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0.0f, 0.048f };
|
225 |
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extraI = 2;
|
226 |
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extraV = 2;
|
227 |
fbca0033
|
Leszek Koltunski
|
break;
|
228 |
c0b37c89
|
Leszek Koltunski
|
case 3 : bands = new float[] { 1.0f ,-D,
|
229 |
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1.0f-D*1.2f,-D*0.55f,
|
230 |
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1.0f-2*D, 0.0f,
|
231 |
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0.50f, 0.040f,
|
232 |
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0.0f, 0.048f };
|
233 |
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extraI = 2;
|
234 |
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extraV = 2;
|
235 |
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break;
|
236 |
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case 4 : bands = new float[] { 1.0f ,-D,
|
237 |
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1.0f-D*1.2f,-D*0.55f,
|
238 |
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1.0f-2*D, 0.0f,
|
239 |
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0.50f, 0.040f,
|
240 |
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0.0f, 0.048f };
|
241 |
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extraI = 1;
|
242 |
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extraV = 2;
|
243 |
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break;
|
244 |
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default: bands = new float[] { 1.0f ,-D,
|
245 |
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1.0f-2*D, 0.0f,
|
246 |
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0.50f, 0.025f,
|
247 |
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0.0f, 0.030f };
|
248 |
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extraI = 1;
|
249 |
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extraV = 1;
|
250 |
fbca0033
|
Leszek Koltunski
|
break;
|
251 |
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}
|
252 |
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253 |
c0b37c89
|
Leszek Koltunski
|
return createCubitMesh(index,vertices,bands,extraI,extraV);
|
254 |
55fa2499
|
Leszek Koltunski
|
}
|
255 |
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|
256 |
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///////////////////////////////////////////////////////////////////////////////////////////////////
|
257 |
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|
258 |
c0b37c89
|
Leszek Koltunski
|
MeshBase createCubitMesh(int index, float[] vertices, float[] bands, int extraI, int extraV)
|
259 |
55fa2499
|
Leszek Koltunski
|
{
|
260 |
fbca0033
|
Leszek Koltunski
|
if( mMeshes==null )
|
261 |
|
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{
|
262 |
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mMeshes = new MeshBase[RubikObjectList.CUBE.getNumVariants()];
|
263 |
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}
|
264 |
55fa2499
|
Leszek Koltunski
|
|
265 |
fbca0033
|
Leszek Koltunski
|
if( mMeshes[index]==null )
|
266 |
40ab026e
|
Leszek Koltunski
|
{
|
267 |
|
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final int MESHES=6;
|
268 |
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int association = 1;
|
269 |
c0b37c89
|
Leszek Koltunski
|
MeshBase[] meshes = new MeshPolygon[MESHES];
|
270 |
|
|
meshes[0] = new MeshPolygon(vertices,bands,extraI,extraV);
|
271 |
e82f3f9c
|
Leszek Koltunski
|
meshes[0].setEffectAssociation(0,association,0);
|
272 |
40ab026e
|
Leszek Koltunski
|
|
273 |
|
|
for(int i=1; i<MESHES; i++)
|
274 |
|
|
{
|
275 |
|
|
association <<=1;
|
276 |
|
|
meshes[i] = meshes[0].copy(true);
|
277 |
e82f3f9c
|
Leszek Koltunski
|
meshes[i].setEffectAssociation(0,association,0);
|
278 |
40ab026e
|
Leszek Koltunski
|
}
|
279 |
|
|
|
280 |
fbca0033
|
Leszek Koltunski
|
mMeshes[index] = new MeshJoined(meshes);
|
281 |
40ab026e
|
Leszek Koltunski
|
|
282 |
|
|
Static3D axisY = new Static3D(0,1,0);
|
283 |
|
|
Static3D axisX = new Static3D(1,0,0);
|
284 |
|
|
Static3D center = new Static3D(0,0,0);
|
285 |
|
|
Static1D angle90 = new Static1D(90);
|
286 |
|
|
Static1D angle180= new Static1D(180);
|
287 |
|
|
Static1D angle270= new Static1D(270);
|
288 |
|
|
|
289 |
14bd7976
|
Leszek Koltunski
|
float d1 = 1.0f;
|
290 |
|
|
float d2 =-0.05f;
|
291 |
|
|
float d3 = 0.12f;
|
292 |
|
|
|
293 |
|
|
Static3D dCen0 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(+0.5f) );
|
294 |
|
|
Static3D dCen1 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(-0.5f) );
|
295 |
|
|
Static3D dCen2 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(+0.5f) );
|
296 |
|
|
Static3D dCen3 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(-0.5f) );
|
297 |
|
|
Static3D dCen4 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(+0.5f) );
|
298 |
|
|
Static3D dCen5 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(-0.5f) );
|
299 |
|
|
Static3D dCen6 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(+0.5f) );
|
300 |
|
|
Static3D dCen7 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(-0.5f) );
|
301 |
|
|
|
302 |
|
|
Static3D dVec0 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(+0.5f) );
|
303 |
|
|
Static3D dVec1 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(-0.5f) );
|
304 |
|
|
Static3D dVec2 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(+0.5f) );
|
305 |
|
|
Static3D dVec3 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(-0.5f) );
|
306 |
|
|
Static3D dVec4 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(+0.5f) );
|
307 |
|
|
Static3D dVec5 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(-0.5f) );
|
308 |
|
|
Static3D dVec6 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(+0.5f) );
|
309 |
|
|
Static3D dVec7 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(-0.5f) );
|
310 |
|
|
|
311 |
|
|
Static4D dReg = new Static4D(0,0,0,d3);
|
312 |
|
|
Static1D dRad = new Static1D(1);
|
313 |
|
|
|
314 |
40ab026e
|
Leszek Koltunski
|
VertexEffectMove effect0 = new VertexEffectMove(new Static3D(0,0,+0.5f));
|
315 |
e82f3f9c
|
Leszek Koltunski
|
effect0.setMeshAssociation(63,-1); // all 6 sides
|
316 |
40ab026e
|
Leszek Koltunski
|
VertexEffectRotate effect1 = new VertexEffectRotate( angle180, axisX, center );
|
317 |
e82f3f9c
|
Leszek Koltunski
|
effect1.setMeshAssociation(32,-1); // back
|
318 |
40ab026e
|
Leszek Koltunski
|
VertexEffectRotate effect2 = new VertexEffectRotate( angle90 , axisX, center );
|
319 |
e82f3f9c
|
Leszek Koltunski
|
effect2.setMeshAssociation( 8,-1); // bottom
|
320 |
40ab026e
|
Leszek Koltunski
|
VertexEffectRotate effect3 = new VertexEffectRotate( angle270, axisX, center );
|
321 |
e82f3f9c
|
Leszek Koltunski
|
effect3.setMeshAssociation( 4,-1); // top
|
322 |
40ab026e
|
Leszek Koltunski
|
VertexEffectRotate effect4 = new VertexEffectRotate( angle270, axisY, center );
|
323 |
e82f3f9c
|
Leszek Koltunski
|
effect4.setMeshAssociation( 2,-1); // left
|
324 |
40ab026e
|
Leszek Koltunski
|
VertexEffectRotate effect5 = new VertexEffectRotate( angle90 , axisY, center );
|
325 |
e82f3f9c
|
Leszek Koltunski
|
effect5.setMeshAssociation( 1,-1); // right
|
326 |
40ab026e
|
Leszek Koltunski
|
|
327 |
14bd7976
|
Leszek Koltunski
|
VertexEffectDeform effect6 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
|
328 |
|
|
VertexEffectDeform effect7 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
|
329 |
|
|
VertexEffectDeform effect8 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
|
330 |
|
|
VertexEffectDeform effect9 = new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
|
331 |
|
|
VertexEffectDeform effect10= new VertexEffectDeform(dVec4, dRad, dCen4, dReg);
|
332 |
|
|
VertexEffectDeform effect11= new VertexEffectDeform(dVec5, dRad, dCen5, dReg);
|
333 |
|
|
VertexEffectDeform effect12= new VertexEffectDeform(dVec6, dRad, dCen6, dReg);
|
334 |
|
|
VertexEffectDeform effect13= new VertexEffectDeform(dVec7, dRad, dCen7, dReg);
|
335 |
|
|
|
336 |
fbca0033
|
Leszek Koltunski
|
mMeshes[index].apply(effect0);
|
337 |
|
|
mMeshes[index].apply(effect1);
|
338 |
|
|
mMeshes[index].apply(effect2);
|
339 |
|
|
mMeshes[index].apply(effect3);
|
340 |
|
|
mMeshes[index].apply(effect4);
|
341 |
|
|
mMeshes[index].apply(effect5);
|
342 |
|
|
mMeshes[index].apply(effect6);
|
343 |
|
|
mMeshes[index].apply(effect7);
|
344 |
|
|
mMeshes[index].apply(effect8);
|
345 |
|
|
mMeshes[index].apply(effect9);
|
346 |
|
|
mMeshes[index].apply(effect10);
|
347 |
|
|
mMeshes[index].apply(effect11);
|
348 |
|
|
mMeshes[index].apply(effect12);
|
349 |
|
|
mMeshes[index].apply(effect13);
|
350 |
|
|
|
351 |
|
|
mMeshes[index].mergeEffComponents();
|
352 |
40ab026e
|
Leszek Koltunski
|
}
|
353 |
411c6285
|
Leszek Koltunski
|
|
354 |
fbca0033
|
Leszek Koltunski
|
return mMeshes[index].copy(true);
|
355 |
a10ada2a
|
Leszek Koltunski
|
}
|
356 |
e844c116
|
Leszek Koltunski
|
|
357 |
fb377dae
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
358 |
|
|
|
359 |
|
|
float returnMultiplier()
|
360 |
|
|
{
|
361 |
|
|
return getSize();
|
362 |
|
|
}
|
363 |
|
|
|
364 |
7c969a6d
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
365 |
|
|
|
366 |
|
|
float[] getRowChances()
|
367 |
|
|
{
|
368 |
|
|
int size = getSize();
|
369 |
|
|
float[] chances = new float[size];
|
370 |
|
|
|
371 |
|
|
for(int i=0; i<size; i++)
|
372 |
|
|
{
|
373 |
|
|
chances[i] = (i+1.0f) / size;
|
374 |
|
|
}
|
375 |
|
|
|
376 |
|
|
return chances;
|
377 |
|
|
}
|
378 |
|
|
|
379 |
e844c116
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
380 |
|
|
// PUBLIC API
|
381 |
|
|
|
382 |
12ad3fca
|
Leszek Koltunski
|
public Static3D[] getRotationAxis()
|
383 |
|
|
{
|
384 |
ad38d800
|
Leszek Koltunski
|
return ROT_AXIS;
|
385 |
12ad3fca
|
Leszek Koltunski
|
}
|
386 |
|
|
|
387 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
388 |
|
|
|
389 |
e844c116
|
Leszek Koltunski
|
public int getBasicAngle()
|
390 |
|
|
{
|
391 |
|
|
return 4;
|
392 |
|
|
}
|
393 |
39e74052
|
Leszek Koltunski
|
|
394 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
395 |
|
|
|
396 |
fb377dae
|
Leszek Koltunski
|
public int computeRowFromOffset(float offset)
|
397 |
39e74052
|
Leszek Koltunski
|
{
|
398 |
fb377dae
|
Leszek Koltunski
|
return (int)(getSize()*offset);
|
399 |
39e74052
|
Leszek Koltunski
|
}
|
400 |
e46e17fb
|
Leszek Koltunski
|
|
401 |
5cf34c5f
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
402 |
|
|
|
403 |
7c969a6d
|
Leszek Koltunski
|
public float returnRotationFactor(float offset)
|
404 |
5cf34c5f
|
Leszek Koltunski
|
{
|
405 |
7c969a6d
|
Leszek Koltunski
|
return 1.0f;
|
406 |
|
|
}
|
407 |
5cf34c5f
|
Leszek Koltunski
|
|
408 |
7c969a6d
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
409 |
|
|
|
410 |
|
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
411 |
|
|
{
|
412 |
|
|
int numAxis = ROTATION_AXIS.length;
|
413 |
|
|
|
414 |
|
|
if( oldRotAxis == START_AXIS )
|
415 |
5cf34c5f
|
Leszek Koltunski
|
{
|
416 |
7c969a6d
|
Leszek Koltunski
|
return rnd.nextInt(numAxis);
|
417 |
|
|
}
|
418 |
|
|
else
|
419 |
|
|
{
|
420 |
|
|
int newVector = rnd.nextInt(numAxis-1);
|
421 |
|
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
422 |
5cf34c5f
|
Leszek Koltunski
|
}
|
423 |
|
|
}
|
424 |
|
|
|
425 |
e46e17fb
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
426 |
|
|
|
427 |
7c969a6d
|
Leszek Koltunski
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
428 |
e46e17fb
|
Leszek Koltunski
|
{
|
429 |
7c969a6d
|
Leszek Koltunski
|
float rowFloat = rnd.nextFloat();
|
430 |
|
|
|
431 |
|
|
for(int row=0; row<mRowChances.length; row++)
|
432 |
|
|
{
|
433 |
|
|
if( rowFloat<=mRowChances[row] ) return row;
|
434 |
|
|
}
|
435 |
|
|
|
436 |
|
|
return 0;
|
437 |
e46e17fb
|
Leszek Koltunski
|
}
|
438 |
f0336037
|
Leszek Koltunski
|
|
439 |
6b6504fe
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
440 |
|
|
|
441 |
|
|
public boolean isSolved()
|
442 |
|
|
{
|
443 |
|
|
int index = CUBITS[0].mQuatIndex;
|
444 |
|
|
|
445 |
|
|
for(int i=1; i<NUM_CUBITS; i++)
|
446 |
|
|
{
|
447 |
|
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
448 |
|
|
}
|
449 |
|
|
|
450 |
|
|
return true;
|
451 |
|
|
}
|
452 |
|
|
|
453 |
1ebc4767
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
454 |
|
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
455 |
|
|
// then if it were rotated by quaternion 'quat'.
|
456 |
|
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
457 |
|
|
// middle squares get interchanged. No visible difference!
|
458 |
|
|
//
|
459 |
|
|
// So: this is true iff the cubit
|
460 |
|
|
// a) is a corner or edge and the quaternions are the same
|
461 |
|
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
462 |
|
|
|
463 |
6b6504fe
|
Leszek Koltunski
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
464 |
1ebc4767
|
Leszek Koltunski
|
{
|
465 |
|
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
466 |
|
|
|
467 |
|
|
int belongsToHowManyFaces = 0;
|
468 |
|
|
int size = getSize()-1;
|
469 |
|
|
float row;
|
470 |
|
|
final float MAX_ERROR = 0.01f;
|
471 |
|
|
|
472 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
473 |
|
|
{
|
474 |
|
|
row = cubit.mRotationRow[i];
|
475 |
|
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
476 |
|
|
(row-size<MAX_ERROR && row-size>-MAX_ERROR) ) belongsToHowManyFaces++;
|
477 |
|
|
}
|
478 |
|
|
|
479 |
|
|
switch(belongsToHowManyFaces)
|
480 |
|
|
{
|
481 |
|
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
482 |
|
|
case 1 : // cubit that lies inside one of the faces
|
483 |
|
|
Static3D orig = cubit.getOrigPosition();
|
484 |
|
|
Static4D quat1 = QUATS[quatIndex];
|
485 |
|
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
486 |
|
|
|
487 |
|
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
488 |
|
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
489 |
|
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
490 |
|
|
|
491 |
|
|
float row1, row2, row3, row4;
|
492 |
|
|
float ax,ay,az;
|
493 |
|
|
Static3D axis;
|
494 |
|
|
float x1 = rotated1.get0();
|
495 |
|
|
float y1 = rotated1.get1();
|
496 |
|
|
float z1 = rotated1.get2();
|
497 |
|
|
float x2 = rotated2.get0();
|
498 |
|
|
float y2 = rotated2.get1();
|
499 |
|
|
float z2 = rotated2.get2();
|
500 |
|
|
|
501 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
502 |
|
|
{
|
503 |
|
|
axis = ROTATION_AXIS[i];
|
504 |
|
|
ax = axis.get0();
|
505 |
|
|
ay = axis.get1();
|
506 |
|
|
az = axis.get2();
|
507 |
|
|
|
508 |
|
|
row1 = ((x1*ax + y1*ay + z1*az) - mStart) / mStep;
|
509 |
|
|
row2 = ((x2*ax + y2*ay + z2*az) - mStart) / mStep;
|
510 |
|
|
row3 = row1 - size;
|
511 |
|
|
row4 = row2 - size;
|
512 |
|
|
|
513 |
|
|
if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
|
514 |
|
|
(row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR) )
|
515 |
|
|
{
|
516 |
|
|
return true;
|
517 |
|
|
}
|
518 |
|
|
}
|
519 |
|
|
return false;
|
520 |
|
|
|
521 |
|
|
default: return false; // edge or corner
|
522 |
|
|
}
|
523 |
|
|
}
|
524 |
|
|
|
525 |
f0336037
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
526 |
a304ee64
|
Leszek Koltunski
|
// order: Up --> Right --> Front --> Down --> Left --> Back
|
527 |
|
|
// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
|
528 |
|
|
//
|
529 |
fa0f7a56
|
Leszek Koltunski
|
// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
|
530 |
a304ee64
|
Leszek Koltunski
|
//
|
531 |
fa0f7a56
|
Leszek Koltunski
|
// s : size of the cube; let index = a*s + b (i.e. a,b = row,column)
|
532 |
|
|
//
|
533 |
|
|
// Up : index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
|
534 |
a304ee64
|
Leszek Koltunski
|
// Right : index --> 6*s*s - 12*s + 7 - index
|
535 |
fa0f7a56
|
Leszek Koltunski
|
// Front : index --> if b==0 : s*s - 1 - index
|
536 |
|
|
// if b==s-1: 6*s*s -11*s +6 - index
|
537 |
|
|
// else
|
538 |
|
|
// a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
|
539 |
|
|
// else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
|
540 |
|
|
// Down : index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
|
541 |
|
|
// Left : index --> (s-1-a)*s + b
|
542 |
|
|
// Back : index --> if b==s-1: s*(s-1-a)
|
543 |
|
|
// if b==0 : 5*s*s -12*s + 8 + (s-1-a)*s
|
544 |
|
|
// else
|
545 |
|
|
// if a==s-1: s*s + 4*(s-2-b)*(s-1)
|
546 |
|
|
// else : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
|
547 |
f0336037
|
Leszek Koltunski
|
|
548 |
20931cf6
|
Leszek Koltunski
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public String retObjectString()
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549 |
f0336037
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Leszek Koltunski
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{
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550 |
fa0f7a56
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Leszek Koltunski
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StringBuilder objectString = new StringBuilder();
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551 |
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int size = getSize();
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552 |
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int len = size*size;
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553 |
49595e4b
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Leszek Koltunski
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int cubitIndex=-1, row=-1, col=-1;
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554 |
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int color=-1, face=-1;
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555 |
fa0f7a56
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Leszek Koltunski
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556 |
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final int RIGHT= 0;
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557 |
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final int LEFT = 1;
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558 |
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final int UP = 2;
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559 |
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final int DOWN = 3;
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560 |
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final int FRONT= 4;
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561 |
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final int BACK = 5;
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563 |
fb52fae9
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Leszek Koltunski
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// 'I' - interior, theoretically can happen
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final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B', 'I'};
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565 |
49595e4b
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Leszek Koltunski
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566 |
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face = UP;
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567 |
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568 |
fa0f7a56
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Leszek Koltunski
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for(int i=0; i<len; i++)
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569 |
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{
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570 |
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row = i/size;
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col = i%size;
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cubitIndex = col<size-1 ? (size-1)*(size+4*col) + row : 6*size*size - 13*size + 8 + row;
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574 |
49595e4b
|
Leszek Koltunski
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color = getCubitFaceColorIndex(cubitIndex,face);
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575 |
fa0f7a56
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Leszek Koltunski
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objectString.append(FACE_NAMES[color]);
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576 |
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}
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578 |
49595e4b
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Leszek Koltunski
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face = RIGHT;
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579 |
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580 |
fa0f7a56
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Leszek Koltunski
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for(int i=0; i<len; i++)
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581 |
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{
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582 |
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cubitIndex = 6*size*size - 12*size +7 - i;
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583 |
49595e4b
|
Leszek Koltunski
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color = getCubitFaceColorIndex(cubitIndex,face);
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584 |
fa0f7a56
|
Leszek Koltunski
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objectString.append(FACE_NAMES[color]);
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585 |
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}
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586 |
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587 |
49595e4b
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Leszek Koltunski
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face = FRONT;
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588 |
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589 |
fa0f7a56
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Leszek Koltunski
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for(int i=0; i<len; i++)
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590 |
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{
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591 |
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row = i/size;
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592 |
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col = i%size;
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593 |
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594 |
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if( col==size-1 ) cubitIndex = 6*size*size - 11*size + 6 -i;
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595 |
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else if( col==0 ) cubitIndex = size*size - 1 - i;
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596 |
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else
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597 |
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{
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598 |
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if( row==0 ) cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-2) + size;
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else cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-1-row);
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600 |
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}
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601 |
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602 |
49595e4b
|
Leszek Koltunski
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color = getCubitFaceColorIndex(cubitIndex,face);
|
603 |
fa0f7a56
|
Leszek Koltunski
|
objectString.append(FACE_NAMES[color]);
|
604 |
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}
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605 |
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606 |
49595e4b
|
Leszek Koltunski
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face = DOWN;
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607 |
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|
608 |
fa0f7a56
|
Leszek Koltunski
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for(int i=0; i<len; i++)
|
609 |
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{
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610 |
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row = i/size;
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611 |
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col = i%size;
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612 |
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613 |
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cubitIndex = col==0 ? size-1-row : size*size + size-1 + 4*(col-1)*(size-1) - row;
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614 |
49595e4b
|
Leszek Koltunski
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
615 |
fa0f7a56
|
Leszek Koltunski
|
objectString.append(FACE_NAMES[color]);
|
616 |
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}
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617 |
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618 |
49595e4b
|
Leszek Koltunski
|
face = LEFT;
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619 |
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|
620 |
fa0f7a56
|
Leszek Koltunski
|
for(int i=0; i<len; i++)
|
621 |
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{
|
622 |
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row = i/size;
|
623 |
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col = i%size;
|
624 |
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|
625 |
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cubitIndex = (size-1-row)*size + col;
|
626 |
49595e4b
|
Leszek Koltunski
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
627 |
fa0f7a56
|
Leszek Koltunski
|
objectString.append(FACE_NAMES[color]);
|
628 |
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}
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629 |
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|
630 |
49595e4b
|
Leszek Koltunski
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face = BACK;
|
631 |
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|
632 |
fa0f7a56
|
Leszek Koltunski
|
for(int i=0; i<len; i++)
|
633 |
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{
|
634 |
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row = i/size;
|
635 |
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col = i%size;
|
636 |
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|
637 |
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if( col==size-1 ) cubitIndex = size*(size-1-row);
|
638 |
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else if( col==0 ) cubitIndex = 5*size*size - 12*size + 8 + (size-1-row)*size;
|
639 |
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else
|
640 |
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{
|
641 |
|
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if( row==size-1 ) cubitIndex = size*size + 4*(size-2-col)*(size-1);
|
642 |
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else cubitIndex = size*size + 4*(size-2-col)*(size-1) + size + 2*(size-2-row);
|
643 |
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}
|
644 |
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|
|
645 |
49595e4b
|
Leszek Koltunski
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
646 |
fa0f7a56
|
Leszek Koltunski
|
objectString.append(FACE_NAMES[color]);
|
647 |
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}
|
648 |
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|
649 |
|
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return objectString.toString();
|
650 |
f0336037
|
Leszek Koltunski
|
}
|
651 |
0c52af30
|
Leszek Koltunski
|
}
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