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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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import org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.ScrambleState;
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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.Static3D;
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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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public class TwistyIvy extends TwistyObject
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{
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public static final float IVY_D = 0.003f;
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private static final int IVY_N = 8;
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikIvy. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a RubikIvy
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private static final Static4D[] QUATS = new Static4D[]
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{
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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( 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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};
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private static final int[][] mFaceMap =
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{
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{ 4, 0, 2, 12,12,12 },
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{ 5, 1, 2, 12,12,12 },
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{ 4, 1, 3, 12,12,12 },
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{ 5, 0, 3, 12,12,12 },
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{ 6, 12,12,12,12,12 },
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{ 7, 12,12,12,12,12 },
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{ 8, 12,12,12,12,12 },
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{ 9, 12,12,12,12,12 },
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{ 10, 12,12,12,12,12 },
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{ 11, 12,12,12,12,12 },
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};
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private static final ObjectSticker[] mStickers;
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private static final float[][] STICKERS = new float[][]
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{
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{ 0.29258922f, -0.5f, 0.29258922f, 0.29258922f, -0.5f, 0.29258922f },
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{ -0.5f, 0.5f, 0.5f, -0.5f }
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};
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private static final int NUM_STICKERS = STICKERS.length;
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static
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{
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mStickers = new ObjectSticker[NUM_STICKERS];
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float D = (float)(Math.PI/4);
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final float[][] angles = { { 0,0,D },{ D,D } };
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final float[][] radii = { { 0,0.04f,0 },{ 0.06f,0.06f } };
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final float[] strokes = { 0.03f, 0.08f };
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for(int s=0; s<NUM_STICKERS; s++)
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{
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mStickers[s] = new ObjectSticker(STICKERS[s], angles[s],radii[s],strokes[s]);
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}
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}
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private int mCurrState;
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private int mIndexExcluded;
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private final ScrambleState[] mStates;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyIvy(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, ObjectList.IVY, res, scrWidth);
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int[] tmp = {0,-1,0, 0,1,0, 1,-1,0, 1,1,0 };
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getSolvedQuats(int cubit, int numLayers)
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{
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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(MovementIvy.FACE_AXIS[status],QUATS);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getSolvedFunctionIndex()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return NUM_STICKERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int numLayers)
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{
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float[] cut = new float[] {0.0f};
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return new float[][] { cut,cut,cut,cut };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int numLayers)
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{
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final float DIST_CORNER = (numLayers-1)*0.50f;
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final float DIST_CENTER = (numLayers-1)*0.50f;
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final float[][] CENTERS = new float[10][];
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CENTERS[0] = new float[] { DIST_CORNER, DIST_CORNER, DIST_CORNER };
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CENTERS[1] = new float[] {-DIST_CORNER, DIST_CORNER,-DIST_CORNER };
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CENTERS[2] = new float[] {-DIST_CORNER,-DIST_CORNER, DIST_CORNER };
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CENTERS[3] = new float[] { DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
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CENTERS[4] = new float[] { DIST_CENTER, 0, 0 };
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CENTERS[5] = new float[] {-DIST_CENTER, 0, 0 };
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CENTERS[6] = new float[] { 0, DIST_CENTER, 0 };
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CENTERS[7] = new float[] { 0,-DIST_CENTER, 0 };
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CENTERS[8] = new float[] { 0, 0, DIST_CENTER };
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CENTERS[9] = new float[] { 0, 0,-DIST_CENTER };
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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if( variant==0 )
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{
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final float angle = (float)Math.PI/(2*IVY_N);
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final float CORR = 1.0f - 2*IVY_D;
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float[][] centers= new float[][] { {-0.5f,-0.5f,-0.5f} };
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float[][] corners= new float[][] { {0.03f,0.10f}, {0.02f,0.10f} };
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int[] cornerIndices= new int[3*(IVY_N+1)+4];
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int[] centerIndices= new int[3*(IVY_N+1)+4];
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double[][] vertices= new double[3*(IVY_N+1)+4][3];
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int[][] vertIndices= new int[6][IVY_N+4];
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int[] bandIndices = new int[] { 0,0,0,1,1,1 };
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float[][] bands =
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{
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{+0.015f,20,0.2f,0.5f,7,1,2},
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{-0.100f,20,0.2f,0.0f,2,1,2}
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};
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for(int i=0; i<3*(IVY_N+1); i++)
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{
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cornerIndices[i+4] = -1;
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centerIndices[i+4] = -1;
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}
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cornerIndices[0] = 1;
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cornerIndices[1] = 0;
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cornerIndices[2] = 0;
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cornerIndices[3] = 0;
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centerIndices[0] = 0;
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centerIndices[1] = 0;
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centerIndices[2] = 0;
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centerIndices[3] = 0;
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vertices[0][0] = 0.0;
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vertices[0][1] = 0.0;
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vertices[0][2] = 0.0;
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vertices[1][0] =-1.0;
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vertices[1][1] = 0.0;
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vertices[1][2] = 0.0;
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vertices[2][0] = 0.0;
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vertices[2][1] =-1.0;
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vertices[2][2] = 0.0;
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vertices[3][0] = 0.0;
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vertices[3][1] = 0.0;
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vertices[3][2] =-1.0;
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vertIndices[0][0] = 2;
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vertIndices[0][1] = 0;
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vertIndices[0][2] = 1;
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vertIndices[3][0] = 2;
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vertIndices[3][1] = 0;
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vertIndices[3][2] = 1;
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vertIndices[1][0] = 3;
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vertIndices[1][1] = 0;
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vertIndices[1][2] = 2;
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vertIndices[4][0] = 3;
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vertIndices[4][1] = 0;
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vertIndices[4][2] = 2;
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vertIndices[2][0] = 1;
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vertIndices[2][1] = 0;
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vertIndices[2][2] = 3;
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vertIndices[5][0] = 1;
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vertIndices[5][1] = 0;
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vertIndices[5][2] = 3;
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int N1 = 4;
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int N2 = N1 + IVY_N + 1;
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int N3 = N2 + IVY_N + 1;
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for(int i=0; i<=IVY_N; i++)
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{
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double cos1 = Math.cos((IVY_N-i)*angle);
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double sin1 = Math.sin((IVY_N-i)*angle);
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double cos2 = Math.cos(( i)*angle);
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double sin2 = Math.sin(( i)*angle);
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vertices[N1+i][0] = CORR*(cos1-0.5) - 0.5;
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vertices[N1+i][1] = CORR*(sin1-0.5) - 0.5;
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vertices[N1+i][2] = 0.0;
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vertices[N2+i][0] = 0.0;
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vertices[N2+i][1] = CORR*(sin2-0.5) - 0.5;
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vertices[N2+i][2] = CORR*(cos2-0.5) - 0.5;
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vertices[N3+i][0] = CORR*(cos2-0.5) - 0.5;
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vertices[N3+i][1] = 0.0;
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vertices[N3+i][2] = CORR*(sin2-0.5) - 0.5;
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vertIndices[0][i+3] = N1 + i;
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vertIndices[1][i+3] = N2 + i;
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vertIndices[2][i+3] = N3 + i;
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vertIndices[3][i+3] = N1 + i;
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vertIndices[4][i+3] = N2 + i;
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vertIndices[5][i+3] = N3 + i;
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}
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float C = 0.5f - SQ2/4;
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float[] convexCenter = new float[] {-C,-C,-C};
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return new ObjectShape(vertices,vertIndices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), convexCenter);
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}
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else
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{
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final float angle = (float)Math.PI/(2*IVY_N);
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final float CORR = 1.0f - 2*IVY_D;
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double[][] vertices = new double[2*IVY_N][3];
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int[][] vert_indices = new int[2][2*IVY_N];
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int[] bandIndices= new int[] { 0,1 };
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int[] indexes = new int[2*IVY_N];
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float[][] corners= new float[][] { {0.03f,0.10f} };
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float[][] centers= new float[][] { {-0.0f,-0.0f,-0.5f} };
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for(int i=0; i<IVY_N; i++)
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{
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double sin = Math.sin(i*angle);
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double cos = Math.cos(i*angle);
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vertices[i ][0] = CORR*(0.5f-cos);
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vertices[i ][1] = CORR*(0.5f-sin);
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vertices[i ][2] = 0;
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vertices[i+IVY_N][0] = CORR*(cos-0.5f);
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vertices[i+IVY_N][1] = CORR*(sin-0.5f);
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vertices[i+IVY_N][2] = 0;
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}
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for(int i=0; i<2*IVY_N; i++)
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{
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vert_indices[0][i] = i;
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vert_indices[1][i] = 2*IVY_N-1-i;
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}
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for(int i=0; i<2*IVY_N; i++)
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{
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indexes[i] = -1;
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}
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indexes[0] = indexes[IVY_N] = 0;
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float[][] bands =
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{
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{+0.03f,35,0.5f,0.5f,5,0,0},
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{+0.10f,45,0.5f,0.0f,2,0,0}
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};
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,indexes,centers,indexes,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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385
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386
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Static4D getQuat(int cubit, int numLayers)
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{
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switch(cubit)
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{
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case 0: return QUATS[0];
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case 1: return QUATS[2];
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case 2: return QUATS[3];
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case 3: return QUATS[1];
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case 4: return QUATS[8];
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case 5: return QUATS[11];
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case 6: return QUATS[10];
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case 7: return QUATS[9];
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case 8: return QUATS[0];
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case 9: return QUATS[2];
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}
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return QUATS[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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407
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408
|
int getNumCubitVariants(int numLayers)
|
409
|
{
|
410
|
return 2;
|
411
|
}
|
412
|
|
413
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
414
|
|
415
|
int getCubitVariant(int cubit, int numLayers)
|
416
|
{
|
417
|
return cubit<4 ? 0:1;
|
418
|
}
|
419
|
|
420
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
421
|
|
422
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
423
|
{
|
424
|
return mFaceMap[cubit][cubitface];
|
425
|
}
|
426
|
|
427
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
428
|
|
429
|
int getColor(int face)
|
430
|
{
|
431
|
return FACE_COLORS[face];
|
432
|
}
|
433
|
|
434
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
435
|
|
436
|
ObjectSticker retSticker(int face)
|
437
|
{
|
438
|
return mStickers[face/NUM_FACES];
|
439
|
}
|
440
|
|
441
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
442
|
|
443
|
float returnMultiplier()
|
444
|
{
|
445
|
return 2.0f;
|
446
|
}
|
447
|
|
448
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
449
|
// PUBLIC API
|
450
|
|
451
|
public Static3D[] getRotationAxis()
|
452
|
{
|
453
|
return ROT_AXIS;
|
454
|
}
|
455
|
|
456
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
457
|
|
458
|
public int[] getBasicAngle()
|
459
|
{
|
460
|
return BASIC_ANGLE;
|
461
|
}
|
462
|
|
463
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
464
|
|
465
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int totalScrambles)
|
466
|
{
|
467
|
if( curr==0 )
|
468
|
{
|
469
|
mCurrState = 0;
|
470
|
mIndexExcluded =-1;
|
471
|
}
|
472
|
|
473
|
int total = mStates[mCurrState].getTotal(mIndexExcluded);
|
474
|
int random= rnd.nextInt(total);
|
475
|
int[] info= mStates[mCurrState].getInfo(random,mIndexExcluded);
|
476
|
|
477
|
scramble[curr][0] = info[0];
|
478
|
scramble[curr][1] = info[1];
|
479
|
scramble[curr][2] = info[2];
|
480
|
|
481
|
mCurrState = info[3];
|
482
|
mIndexExcluded = info[0];
|
483
|
}
|
484
|
|
485
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
486
|
|
487
|
public int getObjectName(int numLayers)
|
488
|
{
|
489
|
return R.string.ivy2;
|
490
|
}
|
491
|
|
492
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493
|
|
494
|
public int getInventor(int numLayers)
|
495
|
{
|
496
|
return R.string.ivy2_inventor;
|
497
|
}
|
498
|
|
499
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
500
|
|
501
|
public int getComplexity(int numLayers)
|
502
|
{
|
503
|
return 1;
|
504
|
}
|
505
|
}
|