1 |
a64e07d0
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2 |
|
|
// Copyright 2020 Leszek Koltunski //
|
3 |
|
|
// //
|
4 |
|
|
// This file is part of Magic Cube. //
|
5 |
|
|
// //
|
6 |
|
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7 |
|
|
// it under the terms of the GNU General Public License as published by //
|
8 |
|
|
// the Free Software Foundation, either version 2 of the License, or //
|
9 |
|
|
// (at your option) any later version. //
|
10 |
|
|
// //
|
11 |
|
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12 |
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13 |
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14 |
|
|
// GNU General Public License for more details. //
|
15 |
|
|
// //
|
16 |
|
|
// You should have received a copy of the GNU General Public License //
|
17 |
|
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19 |
|
|
|
20 |
|
|
package org.distorted.objects;
|
21 |
|
|
|
22 |
|
|
import android.content.res.Resources;
|
23 |
|
|
import android.graphics.Canvas;
|
24 |
|
|
import android.graphics.Paint;
|
25 |
|
|
|
26 |
|
|
import org.distorted.library.effect.MatrixEffectQuaternion;
|
27 |
|
|
import org.distorted.library.main.DistortedEffects;
|
28 |
|
|
import org.distorted.library.main.DistortedTexture;
|
29 |
|
|
import org.distorted.library.mesh.MeshBase;
|
30 |
|
|
import org.distorted.library.mesh.MeshSquare;
|
31 |
|
|
import org.distorted.library.type.Static3D;
|
32 |
|
|
import org.distorted.library.type.Static4D;
|
33 |
|
|
import org.distorted.main.R;
|
34 |
|
|
import org.distorted.main.RubikSurfaceView;
|
35 |
|
|
|
36 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
37 |
|
|
|
38 |
|
|
public class TwistyMegaminx extends TwistyMinx
|
39 |
|
|
{
|
40 |
|
|
static final float MEGA_D = 0.05f;
|
41 |
|
|
|
42 |
|
|
private static final int NUM_CORNERS = 20;
|
43 |
|
|
private static final int NUM_CENTERS = 12;
|
44 |
|
|
private static final int NUM_EDGES = 30;
|
45 |
|
|
|
46 |
|
|
private static final int[][] mFaceVertexMap =
|
47 |
|
|
{
|
48 |
|
|
{ 0, 12, 8, 10, 16},
|
49 |
|
|
{ 0, 12, 4, 14, 2},
|
50 |
|
|
{ 2, 14, 9, 11, 18},
|
51 |
|
|
{ 0, 2, 18, 6, 16},
|
52 |
|
|
{ 8, 13, 5, 4, 12},
|
53 |
|
|
{ 4, 5, 15, 9, 14},
|
54 |
|
|
{ 6, 18, 11, 19, 7},
|
55 |
|
|
{10, 16, 6, 7, 17},
|
56 |
|
|
{ 1, 13, 8, 10, 17},
|
57 |
|
|
{ 1, 13, 5, 15, 3},
|
58 |
|
|
{ 3, 15, 9, 11, 19},
|
59 |
|
|
{ 1, 3, 19, 7, 17},
|
60 |
|
|
};
|
61 |
|
|
|
62 |
28b54fe3
|
Leszek Koltunski
|
private static MeshBase[] mCenterMeshes, mCornerMeshes, mEdgeMeshes;
|
63 |
a64e07d0
|
Leszek Koltunski
|
|
64 |
|
|
private static final Static4D[] mBasicV, mCurrV;
|
65 |
|
|
|
66 |
|
|
static
|
67 |
|
|
{
|
68 |
|
|
mBasicV = new Static4D[3];
|
69 |
|
|
mCurrV = new Static4D[3];
|
70 |
|
|
|
71 |
28b54fe3
|
Leszek Koltunski
|
mBasicV[0] = new Static4D( (SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
|
72 |
|
|
mBasicV[1] = new Static4D(-(SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
|
73 |
|
|
mBasicV[2] = new Static4D( 0, -0.500f, 0.0f, 0.0f );
|
74 |
a64e07d0
|
Leszek Koltunski
|
};
|
75 |
|
|
|
76 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
77 |
|
|
|
78 |
|
|
TwistyMegaminx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
|
79 |
|
|
DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
80 |
|
|
{
|
81 |
|
|
super(size, size, quat, texture, mesh, effects, moves, ObjectList.MEGA, res, scrWidth);
|
82 |
|
|
}
|
83 |
|
|
|
84 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
85 |
|
|
|
86 |
|
|
private int numCubitsPerCorner(int numLayers)
|
87 |
|
|
{
|
88 |
|
|
return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
|
89 |
|
|
}
|
90 |
|
|
|
91 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
92 |
|
|
|
93 |
|
|
private int numCubitsPerEdge(int numLayers)
|
94 |
|
|
{
|
95 |
|
|
return numLayers-2;
|
96 |
|
|
}
|
97 |
|
|
|
98 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
99 |
|
|
|
100 |
|
|
int getNumStickerTypes(int numLayers)
|
101 |
|
|
{
|
102 |
|
|
return 1; //numLayers;
|
103 |
|
|
}
|
104 |
|
|
|
105 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
106 |
|
|
|
107 |
|
|
float[] getCuts(int numLayers)
|
108 |
|
|
{
|
109 |
|
|
float[] cuts = new float[numLayers-1];
|
110 |
|
|
float D = (numLayers/3.0f)*MovementMinx.DIST3D;
|
111 |
|
|
float E = 2*C1; // 2*cos(36 deg)
|
112 |
|
|
float X = 2*D*E/(1+2*E); // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
|
113 |
|
|
// its height is then 2*DIST3D, it has one 'lower' part of height X, one
|
114 |
|
|
// 'middle' part of height Y and one upper part of height X again.
|
115 |
|
|
// It's edge length = numLayers/3.0f.
|
116 |
|
|
int num = (numLayers-1)/2;
|
117 |
|
|
float G = X*(0.5f-MEGA_D)/num; // height of one Layer
|
118 |
|
|
|
119 |
|
|
for(int i=0; i<num; i++)
|
120 |
|
|
{
|
121 |
|
|
cuts[ i] = -MovementMinx.DIST3D + (i+0.5f)*G;
|
122 |
|
|
cuts[2*num-1-i] = -cuts[i];
|
123 |
|
|
}
|
124 |
|
|
|
125 |
|
|
return cuts;
|
126 |
|
|
}
|
127 |
|
|
|
128 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
129 |
|
|
|
130 |
|
|
private void computeCenter(Static3D[] array, int center)
|
131 |
|
|
{
|
132 |
|
|
int[] map = mFaceVertexMap[center];
|
133 |
|
|
|
134 |
|
|
float x = CORNERS[map[0]].get0() +
|
135 |
|
|
CORNERS[map[1]].get0() +
|
136 |
|
|
CORNERS[map[2]].get0() +
|
137 |
|
|
CORNERS[map[3]].get0() +
|
138 |
|
|
CORNERS[map[4]].get0() ;
|
139 |
|
|
|
140 |
|
|
float y = CORNERS[map[0]].get1() +
|
141 |
|
|
CORNERS[map[1]].get1() +
|
142 |
|
|
CORNERS[map[2]].get1() +
|
143 |
|
|
CORNERS[map[3]].get1() +
|
144 |
|
|
CORNERS[map[4]].get1() ;
|
145 |
|
|
|
146 |
|
|
float z = CORNERS[map[0]].get2() +
|
147 |
|
|
CORNERS[map[1]].get2() +
|
148 |
|
|
CORNERS[map[2]].get2() +
|
149 |
|
|
CORNERS[map[3]].get2() +
|
150 |
|
|
CORNERS[map[4]].get2() ;
|
151 |
|
|
|
152 |
|
|
array[center].set(x/5,y/5,z/5);
|
153 |
|
|
}
|
154 |
|
|
|
155 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
156 |
|
|
// Fill out mCurr{X,Y,Z} by applying appropriate Quat to mBasic{X,Y,Z}
|
157 |
|
|
// Appropriate one: QUATS[QUAT_INDICES[corner]].
|
158 |
|
|
|
159 |
|
|
private void computeBasicVectors(int corner)
|
160 |
|
|
{
|
161 |
|
|
Static4D quat = QUATS[QUAT_INDICES[corner]];
|
162 |
|
|
|
163 |
|
|
mCurrV[0] = RubikSurfaceView.rotateVectorByQuat(mBasicV[0],quat);
|
164 |
|
|
mCurrV[1] = RubikSurfaceView.rotateVectorByQuat(mBasicV[1],quat);
|
165 |
|
|
mCurrV[2] = RubikSurfaceView.rotateVectorByQuat(mBasicV[2],quat);
|
166 |
|
|
}
|
167 |
|
|
|
168 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
169 |
|
|
|
170 |
|
|
private void computeCorner(Static3D pos, int numCubitsPerCorner, int numLayers, int corner, int part)
|
171 |
|
|
{
|
172 |
|
|
float D = numLayers/3.0f;
|
173 |
|
|
Static3D corn = CORNERS[corner];
|
174 |
|
|
|
175 |
|
|
if( part==0 )
|
176 |
|
|
{
|
177 |
|
|
pos.set( corn.get0()*D, corn.get1()*D, corn.get2()*D );
|
178 |
|
|
}
|
179 |
|
|
else
|
180 |
|
|
{
|
181 |
28b54fe3
|
Leszek Koltunski
|
float E = 2.0f*(numLayers/6.0f - MEGA_D)/(0.5f*(numLayers-1));
|
182 |
a64e07d0
|
Leszek Koltunski
|
int N = (numCubitsPerCorner-1)/3;
|
183 |
6e7146df
|
Leszek Koltunski
|
int block = (part-1) % N;
|
184 |
|
|
int index = (part-1) / N;
|
185 |
|
|
Static4D pri = mCurrV[index];
|
186 |
|
|
Static4D sec = mCurrV[(index+2)%3];
|
187 |
a64e07d0
|
Leszek Koltunski
|
|
188 |
6e7146df
|
Leszek Koltunski
|
int multP = (block % ((numLayers-3)/2)) + 1;
|
189 |
|
|
int multS = (block / ((numLayers-3)/2));
|
190 |
a64e07d0
|
Leszek Koltunski
|
|
191 |
|
|
pos.set( corn.get0()*D + (pri.get0()*multP + sec.get0()*multS)*E,
|
192 |
|
|
corn.get1()*D + (pri.get1()*multP + sec.get1()*multS)*E,
|
193 |
|
|
corn.get2()*D + (pri.get2()*multP + sec.get2()*multS)*E );
|
194 |
|
|
}
|
195 |
|
|
}
|
196 |
|
|
|
197 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
198 |
|
|
// TODO
|
199 |
|
|
|
200 |
|
|
private void computeEdge(Static3D pos, int edge, int part)
|
201 |
|
|
{
|
202 |
|
|
|
203 |
|
|
}
|
204 |
|
|
|
205 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
206 |
|
|
|
207 |
|
|
Static3D[] getCubitPositions(int numLayers)
|
208 |
|
|
{
|
209 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
210 |
|
|
// int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
211 |
|
|
int numCubits = NUM_CORNERS*numCubitsPerCorner ;//+ NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
|
212 |
|
|
int index=0;
|
213 |
|
|
|
214 |
|
|
final Static3D[] CENTERS = new Static3D[numCubits];
|
215 |
|
|
|
216 |
|
|
for(int corner=0; corner<NUM_CORNERS; corner++)
|
217 |
|
|
{
|
218 |
|
|
computeBasicVectors(corner);
|
219 |
|
|
|
220 |
|
|
for(int part=0; part<numCubitsPerCorner; part++, index++)
|
221 |
|
|
{
|
222 |
|
|
CENTERS[index] = new Static3D(0,0,0);
|
223 |
|
|
computeCorner(CENTERS[index],numCubitsPerCorner,numLayers,corner,part);
|
224 |
|
|
}
|
225 |
|
|
}
|
226 |
|
|
/*
|
227 |
|
|
for(int edge=0; edge<NUM_EDGES; edge++)
|
228 |
|
|
{
|
229 |
|
|
for(int part=0; part<numCubitsPerEdge; part++, index++)
|
230 |
|
|
{
|
231 |
|
|
computeEdge(CENTERS,index, edge, part );
|
232 |
|
|
}
|
233 |
|
|
}
|
234 |
|
|
|
235 |
|
|
for(int center=0; center<NUM_CENTERS; center++, index++)
|
236 |
|
|
{
|
237 |
|
|
computeCenter(CENTERS,index);
|
238 |
|
|
}
|
239 |
|
|
*/
|
240 |
|
|
return CENTERS;
|
241 |
|
|
}
|
242 |
|
|
|
243 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
244 |
|
|
|
245 |
|
|
private int getQuat(int cubit, int numLayers)
|
246 |
|
|
{
|
247 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
248 |
|
|
|
249 |
|
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
250 |
|
|
{
|
251 |
|
|
int corner = cubit/numCubitsPerCorner;
|
252 |
|
|
return QUAT_INDICES[corner];
|
253 |
|
|
}
|
254 |
|
|
/*
|
255 |
|
|
if( cubit < NUM_CENTERS + NUM_CORNERS*numCubitsPerCorner )
|
256 |
|
|
{
|
257 |
|
|
switch(cubit-NUM_CORNERS*numCubitsPerCorner)
|
258 |
|
|
{
|
259 |
|
|
case 0: return 0;
|
260 |
|
|
case 1: return 52;
|
261 |
|
|
case 2: return 3;
|
262 |
|
|
case 3: return 53;
|
263 |
|
|
case 4: return 59;
|
264 |
|
|
case 5: return 20;
|
265 |
|
|
case 6: return 22;
|
266 |
|
|
case 7: return 58;
|
267 |
|
|
case 8: return 55;
|
268 |
|
|
case 9: return 13;
|
269 |
|
|
case 10: return 1;
|
270 |
|
|
case 11: return 14;
|
271 |
|
|
}
|
272 |
|
|
}
|
273 |
|
|
|
274 |
|
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
275 |
|
|
|
276 |
|
|
// TODO: edges
|
277 |
|
|
*/
|
278 |
|
|
return 0;
|
279 |
|
|
}
|
280 |
|
|
|
281 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
282 |
|
|
|
283 |
|
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
284 |
|
|
{
|
285 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
286 |
|
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
287 |
28b54fe3
|
Leszek Koltunski
|
int index = (numLayers-3)/2;
|
288 |
a64e07d0
|
Leszek Koltunski
|
MeshBase mesh;
|
289 |
|
|
|
290 |
28b54fe3
|
Leszek Koltunski
|
if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[ObjectList.MEGA.getNumVariants()];
|
291 |
|
|
|
292 |
a64e07d0
|
Leszek Koltunski
|
// if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
293 |
|
|
{
|
294 |
28b54fe3
|
Leszek Koltunski
|
if( mCornerMeshes[index]==null ) mCornerMeshes[index] = FactoryCubit.getInstance().createMegaminxCornerMesh(numLayers);
|
295 |
|
|
mesh = mCornerMeshes[index].copy(true);
|
296 |
a64e07d0
|
Leszek Koltunski
|
}
|
297 |
|
|
/*
|
298 |
|
|
else if( cubit<NUM_CENTERS + NUM_CORNERS*numCubitsPerCorner )
|
299 |
|
|
{
|
300 |
|
|
if( mCornerMesh==null ) mCornerMesh = FactoryCubit.getInstance().createMegaminxCenterMesh();
|
301 |
|
|
mesh = mCornerMesh.copy(true);
|
302 |
|
|
}
|
303 |
|
|
else
|
304 |
|
|
{
|
305 |
|
|
if( mEdgeMesh==null ) mEdgeMesh = new MeshBase[(numLayers-1)/2];
|
306 |
|
|
|
307 |
|
|
// TODO
|
308 |
|
|
}
|
309 |
|
|
*/
|
310 |
|
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[getQuat(cubit,numLayers)], new Static3D(0,0,0) );
|
311 |
|
|
mesh.apply(quat,0xffffffff,0);
|
312 |
|
|
|
313 |
|
|
return mesh;
|
314 |
|
|
}
|
315 |
|
|
|
316 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
317 |
|
|
// TODO
|
318 |
|
|
|
319 |
|
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
320 |
|
|
{
|
321 |
6e7146df
|
Leszek Koltunski
|
if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES*NUM_FACES;
|
322 |
|
|
|
323 |
a64e07d0
|
Leszek Koltunski
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
324 |
6e7146df
|
Leszek Koltunski
|
int part = cubit % numCubitsPerCorner;
|
325 |
a64e07d0
|
Leszek Koltunski
|
int corner= cubit / numCubitsPerCorner;
|
326 |
|
|
|
327 |
6e7146df
|
Leszek Koltunski
|
if( part==0 )
|
328 |
a64e07d0
|
Leszek Koltunski
|
{
|
329 |
6e7146df
|
Leszek Koltunski
|
return mCornerFaceMap[corner][cubitface];
|
330 |
a64e07d0
|
Leszek Koltunski
|
}
|
331 |
|
|
else
|
332 |
|
|
{
|
333 |
|
|
int N = (numCubitsPerCorner-1)/3;
|
334 |
6e7146df
|
Leszek Koltunski
|
int block = (part-1) % N;
|
335 |
|
|
int index = (part-1) / N;
|
336 |
a64e07d0
|
Leszek Koltunski
|
|
337 |
6e7146df
|
Leszek Koltunski
|
if( block< (numLayers-1)/2 )
|
338 |
a64e07d0
|
Leszek Koltunski
|
{
|
339 |
6e7146df
|
Leszek Koltunski
|
switch(index)
|
340 |
|
|
{
|
341 |
|
|
case 0: return cubitface==1 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
342 |
|
|
case 1: return cubitface==0 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
343 |
|
|
case 2: return cubitface==2 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
344 |
|
|
}
|
345 |
a64e07d0
|
Leszek Koltunski
|
}
|
346 |
|
|
else
|
347 |
|
|
{
|
348 |
6e7146df
|
Leszek Koltunski
|
switch(index)
|
349 |
|
|
{
|
350 |
|
|
case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
351 |
|
|
case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
352 |
|
|
case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
353 |
|
|
}
|
354 |
a64e07d0
|
Leszek Koltunski
|
}
|
355 |
|
|
}
|
356 |
6e7146df
|
Leszek Koltunski
|
|
357 |
|
|
return NUM_TEXTURES*NUM_FACES;
|
358 |
a64e07d0
|
Leszek Koltunski
|
}
|
359 |
|
|
|
360 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
361 |
|
|
// TODO
|
362 |
|
|
|
363 |
|
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
364 |
|
|
{
|
365 |
|
|
paint.setColor(FACE_COLORS[face]);
|
366 |
|
|
paint.setStyle(Paint.Style.FILL);
|
367 |
|
|
canvas.drawRect(left,top,left+TEXTURE_HEIGHT,top+TEXTURE_HEIGHT,paint);
|
368 |
|
|
}
|
369 |
|
|
|
370 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371 |
|
|
// PUBLIC API
|
372 |
|
|
|
373 |
|
|
public boolean isSolved()
|
374 |
|
|
{
|
375 |
|
|
int index = CUBITS[0].mQuatIndex;
|
376 |
|
|
|
377 |
|
|
for(int i=1; i<NUM_CUBITS; i++)
|
378 |
|
|
{
|
379 |
|
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
380 |
|
|
}
|
381 |
|
|
|
382 |
|
|
return true;
|
383 |
|
|
}
|
384 |
|
|
|
385 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
386 |
|
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
387 |
|
|
// then if it were rotated by quaternion 'quat'.
|
388 |
|
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
389 |
|
|
// middle squares get interchanged. No visible difference!
|
390 |
|
|
//
|
391 |
|
|
// So: this is true iff the cubit
|
392 |
|
|
// a) is a corner or edge and the quaternions are the same
|
393 |
|
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
394 |
|
|
|
395 |
|
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
396 |
|
|
{
|
397 |
|
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
398 |
|
|
|
399 |
|
|
int belongsToHowManyFaces = 0;
|
400 |
|
|
int lastLayer = getNumLayers()-1;
|
401 |
|
|
float row;
|
402 |
|
|
final float MAX_ERROR = 0.01f;
|
403 |
|
|
|
404 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
405 |
|
|
{
|
406 |
|
|
row = cubit.mRotationRow[i];
|
407 |
|
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
408 |
|
|
(row-lastLayer<MAX_ERROR && row-lastLayer>-MAX_ERROR) ) belongsToHowManyFaces++;
|
409 |
|
|
}
|
410 |
|
|
|
411 |
|
|
switch(belongsToHowManyFaces)
|
412 |
|
|
{
|
413 |
|
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
414 |
|
|
case 1 : // cubit that lies inside one of the faces
|
415 |
|
|
Static3D orig = cubit.getOrigPosition();
|
416 |
|
|
Static4D quat1 = QUATS[quatIndex];
|
417 |
|
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
418 |
|
|
|
419 |
|
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
420 |
|
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
421 |
|
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
422 |
|
|
|
423 |
|
|
float row1, row2;
|
424 |
|
|
float x1 = rotated1.get0();
|
425 |
|
|
float y1 = rotated1.get1();
|
426 |
|
|
float z1 = rotated1.get2();
|
427 |
|
|
float x2 = rotated2.get0();
|
428 |
|
|
float y2 = rotated2.get1();
|
429 |
|
|
float z2 = rotated2.get2();
|
430 |
|
|
|
431 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
432 |
|
|
{
|
433 |
|
|
row1 = computeRow(x1,y1,z1,i);
|
434 |
|
|
row2 = computeRow(x2,y2,z2,i);
|
435 |
|
|
|
436 |
|
|
if( (row1==0 && row2==0) || (row1==lastLayer && row2==lastLayer) ) return true;
|
437 |
|
|
}
|
438 |
|
|
return false;
|
439 |
|
|
|
440 |
|
|
default: return false; // edge or corner
|
441 |
|
|
}
|
442 |
|
|
}
|
443 |
|
|
|
444 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445 |
|
|
|
446 |
|
|
public int getObjectName(int numLayers)
|
447 |
|
|
{
|
448 |
|
|
if( numLayers==3 ) return R.string.minx3;
|
449 |
|
|
if( numLayers==5 ) return R.string.minx4;
|
450 |
|
|
|
451 |
|
|
return 0;
|
452 |
|
|
}
|
453 |
|
|
|
454 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
455 |
|
|
|
456 |
|
|
public int getInventor(int numLayers)
|
457 |
|
|
{
|
458 |
|
|
if( numLayers==3 ) return R.string.minx3_inventor;
|
459 |
|
|
if( numLayers==5 ) return R.string.minx4_inventor;
|
460 |
|
|
|
461 |
|
|
return 0;
|
462 |
|
|
}
|
463 |
|
|
|
464 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
465 |
|
|
|
466 |
|
|
public int getComplexity(int numLayers)
|
467 |
|
|
{
|
468 |
|
|
if( numLayers==3 ) return 4;
|
469 |
|
|
|
470 |
|
|
return 5;
|
471 |
|
|
}
|
472 |
|
|
}
|