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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.object;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.library.effect.MatrixEffect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.VertexEffectSink;
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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.MeshBase;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshRectangles;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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// the three rotation axis of a RubikCube. Must be normalized.
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static final Static3D[] AXIS = new Static3D[]
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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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private static final int[] FACE_COLORS = new int[]
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{
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0xffffff00, 0xffffffff, // AXIS[0]right (right-YELLOW) AXIS[0]left (left -WHITE)
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0xff0000ff, 0xff00ff00, // AXIS[1]right (top -BLUE ) AXIS[1]left (bottom-GREEN)
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0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN)
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};
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// All legal rotation quats of a RubikCube of any size must have all four of their components
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// equal to either 0, +-1, +-0.5 or +-sqrt(2)/2.
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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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// 3) linear scan through those shows that the only floats in those 24 quats are those 7 given
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// below.
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//
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// Example program in C, res/raw/compute_quats.c , is included.
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private static final float[] LEGALQUATS = new float[]
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{
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0.0f ,
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0.5f ,
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-0.5f ,
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1.0f ,
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-1.0f ,
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0.5f*((float)Math.sqrt(2)) ,
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-0.5f*((float)Math.sqrt(2))
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
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{
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super(size, 60, quatCur,quatAcc,texture,mesh,effects);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int size)
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{
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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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float diff = 0.5f*(size-1);
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int currentPosition = 0;
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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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{
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tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
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}
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return tmp;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getLegalQuats()
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{
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return LEGALQUATS;
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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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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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VertexEffectSink getSink(int size)
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{
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Static3D center = new Static3D(0,0,0);
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Static4D region = new Static4D(0,0,0,0.72f);
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float strength;
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switch(size)
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{
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case 1 : strength= 1.1f; break;
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case 2 : strength= 1.5f; break;
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case 3 : strength= 1.8f; break;
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case 4 : strength= 2.0f; break;
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default: strength= 3.0f - 4.0f/size;
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}
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return new VertexEffectSink( new Static1D(strength), center, region );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// paint only the square with lower-left corner at (face*TEX_H,0) and side length TEX_H
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void createFaceTexture(Canvas canvas, Paint paint, int face)
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{
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final int S = TEXTURE_HEIGHT;
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final int R = TEXTURE_HEIGHT/10;
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final int M = TEXTURE_HEIGHT/20;
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paint.setColor(FACE_COLORS[face]);
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canvas.drawRoundRect( (face*S+M), M, (face*S+M) + (S-2*M), M + (S-2*M), R, R, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int vertices)
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{
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final int MESHES=6;
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Static3D axisY = new Static3D(0,1,0);
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Static3D axisX = new Static3D(1,0,0);
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Static3D center = new Static3D(0,0,0);
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Static1D angle = new Static1D(0);
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MatrixEffect[] effectsY = new MatrixEffect[2];
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effectsY[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsY[1] = new MatrixEffectRotate( angle, axisY, center );
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MeshBase[] meshes = new MeshRectangles[MESHES];
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for(int i=0; i<MESHES; i++) meshes[i] = new MeshRectangles(vertices,vertices);
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angle.set(0);
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meshes[4].apply(effectsY); // front
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angle.set(90);
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meshes[0].apply(effectsY); // right
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angle.set(180);
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meshes[5].apply(effectsY); // back
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angle.set(270);
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meshes[1].apply(effectsY); // left
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MatrixEffect[] effectsX = new MatrixEffect[2];
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effectsX[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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effectsX[1] = new MatrixEffectRotate( angle, axisX, center );
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angle.set( 90);
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meshes[3].apply(effectsX); // bottom
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angle.set(-90);
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meshes[2].apply(effectsX); // top
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getBasicAngle()
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{
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return 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int returnRowFromOffset(float offset)
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{
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return (int)(getSize()*offset);
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}
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}
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