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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.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.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 TwistyDino6 extends TwistyDino
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{
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private static final int[] mFaceMap = {4,2, 0,4, 4,3, 1,4,
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2,0, 3,0, 3,1, 2,1,
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5,2, 0,5, 5,3, 1,5 };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDino6(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, quat, texture, mesh, effects, moves, ObjectList.DINO, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dino6 is solved if and only if:
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//
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// All four 'X' cubits (i.e. those whose longest edge goes along the X axis) are rotated
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// by the same quaternion qX, similarly all four 'Y' cubits by the same qY and all four 'Z'
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// by the same qZ, and then either:
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//
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// a) qX = qY = qZ
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// b) qY = qX*Q2 and qZ = qX*Q8 (i.e. swap of WHITE and YELLOW faces)
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// c) qX = qY*Q2 and qZ = qY*Q10 (i.e. swap of BLUE and GREEN faces)
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// d) qX = qZ*Q8 and qY = qZ*Q10 (i.e. swap of RED and BROWN faces)
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//
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// BUT: cases b), c) and d) are really the same - it's all just a mirror image of the original.
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//
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// X cubits: 0, 2, 8, 10
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// Y cubits: 1, 3, 9, 11
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// Z cubits: 4, 5, 6, 7
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int[] getSolvedQuats(int cubit, int numLayers)
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{
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switch(cubit)
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{
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case 0: case 2: case 8: case 10: return null;
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case 1: case 3: case 9: case 11: return new int[] {2};
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case 4: case 5: case 6: case 7: return new int[] {8};
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getFaceColor(int cubit, int cubitface, int size)
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{
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switch(cubitface)
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{
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case 0 : return mFaceMap[2*cubit];
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case 1 : return mFaceMap[2*cubit+1];
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default: return NUM_FACES;
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}
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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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boolean shouldResetTextureMaps()
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{
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
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{
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if( curr==0 )
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{
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scramble[curr][0] = rnd.nextInt(NUM_AXIS);
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scramble[curr][1] = rnd.nextFloat()<=0.5f ? 0:2;
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}
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else
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{
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int newVector = rnd.nextInt(NUM_AXIS-1);
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scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector);
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scramble[curr][1] = scramble[curr-1][0]+scramble[curr][0]==3 ? 2-scramble[curr-1][1] : scramble[curr-1][1];
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}
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switch( rnd.nextInt(2) )
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{
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case 0: scramble[curr][2] = -1; break;
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case 1: scramble[curr][2] = 1; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getObjectName(int numLayers)
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{
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return R.string.dino3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getInventor(int numLayers)
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{
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return R.string.dino3_inventor;
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}
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}
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