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magiccube / src / main / java / org / distorted / objects / TwistyBandagedEvil.java @ 5043d5d0

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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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.MeshSquare;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.R;
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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyBandagedEvil extends TwistyBandagedAbstract
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{
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  TwistyBandagedEvil(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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                     DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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    {
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    super(size, quat, texture, mesh, effects, moves, ObjectList.BAN4, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getCubitVariant(int cubit)
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    {
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    switch(cubit)
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      {
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      case 0: return 0;
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      case 1: return 3;
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      }
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNumCubits()
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    {
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    return 13;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[] getCubitPosition(int cubit)
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    {
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    switch(cubit)
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      {
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      case  0: return new float[] { 1.0f,  1.0f, -1.0f};
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      case  1: return new float[] {-1.0f, -1.0f,  0.0f,
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                                   -1.0f,  0.0f,  0.0f,
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                                    0.0f, -1.0f,  0.0f,
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                                    0.0f,  0.0f,  0.0f};
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      case  2: return new float[] {-1.0f,  1.0f, -1.0f,
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                                    0.0f,  1.0f, -1.0f};
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      case  3: return new float[] {-1.0f,  0.0f, -1.0f,
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                                    0.0f,  0.0f, -1.0f};
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      case  4: return new float[] {-1.0f, -1.0f, -1.0f,
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                                    0.0f, -1.0f, -1.0f};
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      case  5: return new float[] {-1.0f,  1.0f,  0.0f,
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                                   -1.0f,  1.0f,  1.0f};
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      case  6: return new float[] { 0.0f,  1.0f,  0.0f,
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                                    0.0f,  1.0f,  1.0f};
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      case  7: return new float[] { 1.0f,  1.0f,  0.0f,
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                                    1.0f,  1.0f,  1.0f};
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      case  8: return new float[] {-1.0f, -1.0f,  1.0f,
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                                   -1.0f,  0.0f,  1.0f};
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      case  9: return new float[] { 0.0f, -1.0f,  1.0f,
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                                    0.0f,  0.0f,  1.0f};
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      case 10: return new float[] { 1.0f, -1.0f,  1.0f,
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                                    1.0f,  0.0f,  1.0f};
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      case 11: return new float[] { 1.0f, -1.0f,  0.0f,
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                                    1.0f,  0.0f,  0.0f};
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      case 12: return new float[] { 1.0f, -1.0f, -1.0f,
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                                    1.0f,  0.0f, -1.0f};
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getQuatIndex(int cubit)
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    {
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    switch(cubit)
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      {
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      case 1: return 1;
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      case 0:
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      case 2:
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      case 3:
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      case 4: return 0;
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      case 5:
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      case 6:
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      case 7: return 2;
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      default:return 3;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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// TODO
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  public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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    {
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    if( num==0 )
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      {
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      scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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      }
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    else
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      {
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      int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
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      scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
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      }
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    float rowFloat = rnd.nextFloat();
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    for(int row=0; row<mRowChances.length; row++)
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      {
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      if( rowFloat<=mRowChances[row] )
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        {
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        scramble[num][1] = row;
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        break;
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        }
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      }
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    switch( rnd.nextInt(4) )
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      {
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      case 0: scramble[num][2] = -2; break;
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      case 1: scramble[num][2] = -1; break;
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      case 2: scramble[num][2] =  1; break;
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      case 3: scramble[num][2] =  2; break;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getObjectName(int numLayers)
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    {
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    return R.string.bandaged_evil;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getInventor(int numLayers)
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    {
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    return R.string.bandaged_evil_inventor;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getComplexity(int numLayers)
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    {
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    return 8;
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    }
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}
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