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magiccube / src / main / java / org / distorted / objects / Cubit.java @ 5944e760

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.SharedPreferences;
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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 org.distorted.main.RubikSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class Cubit
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  {
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  private final Static3D mOrigPosition;
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  private RubikObject mParent;
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  private Static3D mCurrentPosition;
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  private int mNumAxis;
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  int mQuatIndex;
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  float[] mRotationRow;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  Cubit(RubikObject parent, Static3D position)
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    {
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    float x = position.get0();
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    float y = position.get1();
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    float z = position.get2();
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    mParent          = parent;
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    mOrigPosition    = new Static3D(x,y,z);
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    mCurrentPosition = new Static3D(x,y,z);
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    mQuatIndex       = 0;
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    mNumAxis     = mParent.ROTATION_AXIS.length;
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    mRotationRow = new float[mNumAxis];
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    computeRotationRow();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Because of quatMultiplication, errors can accumulate - so to avoid this, we
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// correct the value of the 'scramble' quat to what it should be - one of the legal quats from the
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// list QUATS.
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//
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// We also have to remember that the group of unit quaternions is a double-cover of rotations
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// in 3D ( q represents the same rotation as -q ) - so invert if needed.
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  private int normalizeScrambleQuat(Static4D quat)
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    {
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    float x = quat.get0();
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    float y = quat.get1();
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    float z = quat.get2();
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    float w = quat.get3();
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    float xd,yd,zd,wd;
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    float diff, mindiff = Float.MAX_VALUE;
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    int ret=0;
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    int num_quats = mParent.QUATS.length;
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    Static4D qt;
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    for(int q=0; q<num_quats; q++)
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      {
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      qt = mParent.QUATS[q];
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      xd = x - qt.get0();
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      yd = y - qt.get1();
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      zd = z - qt.get2();
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      wd = w - qt.get3();
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      diff = xd*xd + yd*yd + zd*zd + wd*wd;
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      if( diff < mindiff )
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        {
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        ret = q;
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        mindiff = diff;
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        }
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      xd = x + qt.get0();
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      yd = y + qt.get1();
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      zd = z + qt.get2();
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      wd = w + qt.get3();
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      diff = xd*xd + yd*yd + zd*zd + wd*wd;
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      if( diff < mindiff )
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        {
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        ret = q;
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        mindiff = diff;
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        }
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      }
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void modifyCurrentPosition(Static4D quat)
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    {
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    float cubitCenterX = mCurrentPosition.get0();
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    float cubitCenterY = mCurrentPosition.get1();
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    float cubitCenterZ = mCurrentPosition.get2();
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    Static4D cubitCenter =  new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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    Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
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    float rotatedX = rotatedCenter.get0();
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    float rotatedY = rotatedCenter.get1();
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    float rotatedZ = rotatedCenter.get2();
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    mCurrentPosition.set(rotatedX, rotatedY, rotatedZ);
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    mParent.clampPos(mCurrentPosition);
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    computeRotationRow();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// cast current position on axis; use mStart and mStep to compute the rotation row for each axis.
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  private void computeRotationRow()
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    {
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    float tmp;
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    Static3D axis;
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    float x = mCurrentPosition.get0();
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    float y = mCurrentPosition.get1();
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    float z = mCurrentPosition.get2();
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    for(int i=0; i<mNumAxis; i++)
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      {
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      axis = mParent.ROTATION_AXIS[i];
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      tmp = x*axis.get0() + y*axis.get1() + z*axis.get2();
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      mRotationRow[i] = (tmp-mParent.mStart)/mParent.mStep;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int computeAssociation()
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    {
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    int row, result = 0, accumulativeShift = 0;
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    for(int axis=0; axis<mNumAxis; axis++)
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      {
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      row = (int)(mRotationRow[axis]+0.5f);
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      result += (1<<(row+accumulativeShift));
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      accumulativeShift += RubikObjectList.MAX_OBJECT_SIZE;
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      }
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    return result;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void savePreferences(SharedPreferences.Editor editor)
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    {
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    String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
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    editor.putInt("q_"+number, mQuatIndex);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int restorePreferences(SharedPreferences preferences)
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    {
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    String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
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    mQuatIndex = preferences.getInt("q_"+number, 0);
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    modifyCurrentPosition(mParent.QUATS[mQuatIndex]);
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    return mQuatIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
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// then if it were rotated by quaternion 'quat'.
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// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
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// middle squares get interchanged. No visible difference!
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//
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// So: this is true iff the cubit
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// a) is a corner or edge and the quaternions are the same
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// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
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  boolean thereIsNoVisibleDifference(int quatIndex)
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    {
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    if ( mQuatIndex == quatIndex ) return true;
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    int belongsToHowManyFaces = 0;
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    int size = mParent.getSize()-1;
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    float row;
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    final float MAX_ERROR = 0.01f;
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    for(int i=0; i<mNumAxis; i++)
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      {
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      row = mRotationRow[i];
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      if( (row     <MAX_ERROR && row     >-MAX_ERROR) ||
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          (row-size<MAX_ERROR && row-size>-MAX_ERROR)  ) belongsToHowManyFaces++;
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      }
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    switch(belongsToHowManyFaces)
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      {
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      case 0 : return true ;  // 'inside' cubit that does not lie on any face
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      case 1 :                // cubit that lies inside one of the faces
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               float cubitCenterX = mOrigPosition.get0();
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               float cubitCenterY = mOrigPosition.get1();
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               float cubitCenterZ = mOrigPosition.get2();
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               Static4D quat1 = mParent.QUATS[quatIndex];
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               Static4D quat2 = mParent.QUATS[mQuatIndex];
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               Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
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               Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
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               Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
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               float row1, row2, row3, row4;
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               float ax,ay,az;
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               Static3D axis;
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               float x1 = rotated1.get0();
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               float y1 = rotated1.get1();
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               float z1 = rotated1.get2();
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               float x2 = rotated2.get0();
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               float y2 = rotated2.get1();
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               float z2 = rotated2.get2();
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               for(int i=0; i<mNumAxis; i++)
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                 {
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                 axis = mParent.ROTATION_AXIS[i];
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                 ax = axis.get0();
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                 ay = axis.get1();
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                 az = axis.get2();
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                 row1 = ((x1*ax + y1*ay + z1*az) - mParent.mStart) / mParent.mStep;
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                 row2 = ((x2*ax + y2*ay + z2*az) - mParent.mStart) / mParent.mStep;
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                 row3 = row1 - size;
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                 row4 = row2 - size;
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                 if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
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                     (row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR)  )
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                   {
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                   return true;
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                   }
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                 }
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               return false;
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      default: return false;  // edge or corner
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int removeRotationNow(Static4D quat)
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    {
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    Static4D q = RubikSurfaceView.quatMultiply(quat,mParent.QUATS[mQuatIndex]);
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    mQuatIndex = normalizeScrambleQuat(q);
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    modifyCurrentPosition(quat);
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    return mQuatIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void solve()
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    {
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    mQuatIndex = 0;
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    mCurrentPosition.set(mOrigPosition);
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    computeRotationRow();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getDistSquared(float[] point)
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    {
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    float dx = mCurrentPosition.get0() - point[0];
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    float dy = mCurrentPosition.get1() - point[1];
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    float dz = mCurrentPosition.get2() - point[2];
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    return dx*dx + dy*dy + dz*dz;
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    }
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}
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