1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2021 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
|
|
24
|
import org.distorted.library.main.DistortedEffects;
|
25
|
import org.distorted.library.main.DistortedTexture;
|
26
|
import org.distorted.library.mesh.MeshSquare;
|
27
|
import org.distorted.library.type.Static4D;
|
28
|
import org.distorted.main.R;
|
29
|
|
30
|
import java.util.Random;
|
31
|
|
32
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
33
|
|
34
|
class TwistyBandagedFused extends TwistyBandagedAbstract
|
35
|
{
|
36
|
private static final float[][] POSITIONS = new float[][]
|
37
|
{
|
38
|
{-1.0f, -1.0f, +0.0f,
|
39
|
-1.0f, -1.0f, +1.0f,
|
40
|
-1.0f, 0.0f, +0.0f,
|
41
|
-1.0f, 0.0f, +1.0f,
|
42
|
0.0f, -1.0f, +0.0f,
|
43
|
0.0f, -1.0f, +1.0f,
|
44
|
0.0f, 0.0f, +0.0f,
|
45
|
0.0f, 0.0f, +1.0f},
|
46
|
{-1.0f, +1.0f, +1.0f},
|
47
|
{-1.0f, +1.0f, +0.0f},
|
48
|
{-1.0f, +1.0f, -1.0f},
|
49
|
{ 0.0f, +1.0f, +1.0f},
|
50
|
{ 0.0f, +1.0f, +0.0f},
|
51
|
{ 0.0f, +1.0f, -1.0f},
|
52
|
{ 1.0f, +1.0f, +1.0f},
|
53
|
{ 1.0f, +1.0f, +0.0f},
|
54
|
{ 1.0f, +1.0f, -1.0f},
|
55
|
{ 1.0f, 0.0f, +1.0f},
|
56
|
{ 1.0f, 0.0f, +0.0f},
|
57
|
{ 1.0f, 0.0f, -1.0f},
|
58
|
{ 1.0f, -1.0f, +1.0f},
|
59
|
{ 1.0f, -1.0f, +0.0f},
|
60
|
{ 1.0f, -1.0f, -1.0f},
|
61
|
{-1.0f, -1.0f, -1.0f},
|
62
|
{-1.0f, 0.0f, -1.0f},
|
63
|
{ 0.0f, -1.0f, -1.0f},
|
64
|
{ 0.0f, 0.0f, -1.0f}
|
65
|
};
|
66
|
|
67
|
private final double[][] VERTICES_SMALL = new double[][]
|
68
|
{
|
69
|
{ 0.5, 0.5, 0.5 },
|
70
|
{ 0.5, 0.5,-0.5 },
|
71
|
{ 0.5,-0.5, 0.5 },
|
72
|
{ 0.5,-0.5,-0.5 },
|
73
|
{-0.5, 0.5, 0.5 },
|
74
|
{-0.5, 0.5,-0.5 },
|
75
|
{-0.5,-0.5, 0.5 },
|
76
|
{-0.5,-0.5,-0.5 },
|
77
|
};
|
78
|
|
79
|
private final double[][] VERTICES_BIG = new double[][]
|
80
|
{
|
81
|
// TODO
|
82
|
};
|
83
|
|
84
|
private final int[][] VERT_INDEXES = new int[][]
|
85
|
{
|
86
|
{2,3,1,0}, // counterclockwise!
|
87
|
{7,6,4,5},
|
88
|
{4,0,1,5},
|
89
|
{7,3,2,6},
|
90
|
{6,2,0,4},
|
91
|
{3,7,5,1}
|
92
|
};
|
93
|
|
94
|
private static final int[] QUAT_INDICES = new int[] { 0 };
|
95
|
|
96
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
97
|
|
98
|
TwistyBandagedFused(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
|
99
|
DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
100
|
{
|
101
|
super(size, quat, texture, mesh, effects, moves, ObjectList.BAN1, res, scrWidth);
|
102
|
}
|
103
|
|
104
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
105
|
|
106
|
double[][] getVertices(int cubitType)
|
107
|
{
|
108
|
if( cubitType==0 ) // Small cubit
|
109
|
{
|
110
|
return VERTICES_SMALL;
|
111
|
}
|
112
|
if( cubitType==1 ) // Big cubit
|
113
|
{
|
114
|
return VERTICES_BIG;
|
115
|
}
|
116
|
|
117
|
return null;
|
118
|
}
|
119
|
|
120
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
121
|
|
122
|
int[][] getVertIndexes(int cubitType)
|
123
|
{
|
124
|
return VERT_INDEXES;
|
125
|
}
|
126
|
|
127
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
128
|
|
129
|
int getNumCubitTypes(int numLayers)
|
130
|
{
|
131
|
return 2;
|
132
|
}
|
133
|
|
134
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
135
|
|
136
|
float[][] getPositions()
|
137
|
{
|
138
|
return POSITIONS;
|
139
|
}
|
140
|
|
141
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
142
|
|
143
|
int[] getQuatIndices()
|
144
|
{
|
145
|
return QUAT_INDICES;
|
146
|
}
|
147
|
|
148
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
149
|
|
150
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
151
|
{
|
152
|
if( num==0 )
|
153
|
{
|
154
|
scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
|
155
|
}
|
156
|
else
|
157
|
{
|
158
|
int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
|
159
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
160
|
}
|
161
|
|
162
|
float rowFloat = rnd.nextFloat();
|
163
|
|
164
|
for(int row=0; row<mRowChances.length; row++)
|
165
|
{
|
166
|
if( rowFloat<=mRowChances[row] )
|
167
|
{
|
168
|
scramble[num][1] = row;
|
169
|
break;
|
170
|
}
|
171
|
}
|
172
|
|
173
|
switch( rnd.nextInt(4) )
|
174
|
{
|
175
|
case 0: scramble[num][2] = -2; break;
|
176
|
case 1: scramble[num][2] = -1; break;
|
177
|
case 2: scramble[num][2] = 1; break;
|
178
|
case 3: scramble[num][2] = 2; break;
|
179
|
}
|
180
|
}
|
181
|
|
182
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
183
|
|
184
|
public int getObjectName(int numLayers)
|
185
|
{
|
186
|
return R.string.bandaged_fused;
|
187
|
}
|
188
|
|
189
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
190
|
|
191
|
public int getInventor(int numLayers)
|
192
|
{
|
193
|
return R.string.bandaged_fused_inventor;
|
194
|
}
|
195
|
|
196
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
197
|
|
198
|
public int getComplexity(int numLayers)
|
199
|
{
|
200
|
return 8;
|
201
|
}
|
202
|
}
|