1 |
ece1b58d
|
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 |
|
|
|
34 |
|
|
import java.util.Random;
|
35 |
|
|
|
36 |
|
|
import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
|
37 |
|
|
|
38 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
39 |
|
|
|
40 |
9c2f0c91
|
Leszek Koltunski
|
public class TwistyDiamond extends TwistyObject
|
41 |
ece1b58d
|
Leszek Koltunski
|
{
|
42 |
|
|
private static final float SQ2 = (float)Math.sqrt(2);
|
43 |
|
|
private static final float SQ3 = (float)Math.sqrt(3);
|
44 |
|
|
private static final float SQ6 = (float)Math.sqrt(6);
|
45 |
|
|
|
46 |
|
|
private static final int FACES_PER_CUBIT =8;
|
47 |
|
|
|
48 |
|
|
// the four rotation axis of a Diamond. Must be normalized.
|
49 |
|
|
static final Static3D[] ROT_AXIS = new Static3D[]
|
50 |
|
|
{
|
51 |
|
|
new Static3D(+SQ6/3,+SQ3/3, 0),
|
52 |
|
|
new Static3D(-SQ6/3,+SQ3/3, 0),
|
53 |
|
|
new Static3D( 0,+SQ3/3,+SQ6/3),
|
54 |
|
|
new Static3D( 0,+SQ3/3,-SQ6/3)
|
55 |
|
|
};
|
56 |
|
|
|
57 |
|
|
// the eight axis that determine the faces
|
58 |
|
|
static final Static3D[] FACE_AXIS = new Static3D[]
|
59 |
|
|
{
|
60 |
|
|
new Static3D(+SQ6/3,+SQ3/3, 0), new Static3D(-SQ6/3,-SQ3/3, 0),
|
61 |
|
|
new Static3D(-SQ6/3,+SQ3/3, 0), new Static3D(+SQ6/3,-SQ3/3, 0),
|
62 |
|
|
new Static3D( 0,+SQ3/3,+SQ6/3), new Static3D( 0,-SQ3/3,-SQ6/3),
|
63 |
|
|
new Static3D( 0,+SQ3/3,-SQ6/3), new Static3D( 0,-SQ3/3,+SQ6/3)
|
64 |
|
|
};
|
65 |
|
|
|
66 |
|
|
private static final int[] FACE_COLORS = new int[]
|
67 |
|
|
{
|
68 |
|
|
COLOR_YELLOW, COLOR_WHITE,
|
69 |
|
|
COLOR_BLUE , COLOR_GREEN,
|
70 |
|
|
COLOR_RED , COLOR_BROWN,
|
71 |
|
|
COLOR_PINK , COLOR_VIOLET
|
72 |
|
|
};
|
73 |
|
|
|
74 |
|
|
// All legal rotation quats of a Diamond
|
75 |
|
|
private static final Static4D[] QUATS = new Static4D[]
|
76 |
|
|
{
|
77 |
|
|
new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
|
78 |
|
|
new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
|
79 |
|
|
new Static4D(+SQ2/2, 0.5f, 0.0f, 0.5f ),
|
80 |
|
|
new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f ),
|
81 |
|
|
new Static4D( 0.0f, 0.5f, +SQ2/2, 0.5f ),
|
82 |
|
|
new Static4D( 0.0f, 0.5f, -SQ2/2, 0.5f ),
|
83 |
|
|
new Static4D(+SQ2/2, 0.5f, 0.0f, -0.5f ),
|
84 |
|
|
new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f ),
|
85 |
|
|
new Static4D( 0.0f, 0.5f, +SQ2/2, -0.5f ),
|
86 |
|
|
new Static4D( 0.0f, 0.5f, -SQ2/2, -0.5f ),
|
87 |
|
|
new Static4D(+SQ2/2, 0.0f, -SQ2/2, 0.0f ),
|
88 |
|
|
new Static4D(-SQ2/2, 0.0f, -SQ2/2, 0.0f )
|
89 |
|
|
};
|
90 |
|
|
|
91 |
|
|
private static final float DIST = 0.50f;
|
92 |
|
|
|
93 |
|
|
// centers of the 6 octahedrons + 8 tetrahedrons ( i.e. of the all 14 cubits)
|
94 |
|
|
private static final Static3D[] CENTERS = new Static3D[]
|
95 |
|
|
{
|
96 |
|
|
new Static3D( DIST, 0, DIST ),
|
97 |
|
|
new Static3D( DIST, 0,-DIST ),
|
98 |
|
|
new Static3D(-DIST, 0,-DIST ),
|
99 |
|
|
new Static3D(-DIST, 0, DIST ),
|
100 |
|
|
new Static3D( 0, DIST*SQ2 , 0 ),
|
101 |
|
|
new Static3D( 0,-DIST*SQ2 , 0 ),
|
102 |
|
|
|
103 |
|
|
new Static3D( 0, DIST*SQ2/2, DIST ),
|
104 |
|
|
new Static3D( DIST, DIST*SQ2/2, 0 ),
|
105 |
|
|
new Static3D( 0, DIST*SQ2/2,-DIST ),
|
106 |
|
|
new Static3D(-DIST, DIST*SQ2/2, 0 ),
|
107 |
|
|
new Static3D( 0,-DIST*SQ2/2, DIST ),
|
108 |
|
|
new Static3D( DIST,-DIST*SQ2/2, 0 ),
|
109 |
|
|
new Static3D( 0,-DIST*SQ2/2,-DIST ),
|
110 |
|
|
new Static3D(-DIST,-DIST*SQ2/2, 0 )
|
111 |
|
|
};
|
112 |
|
|
|
113 |
|
|
// Colors of the faces of cubits. Each cubit has 8 faces
|
114 |
|
|
private static final int[][] mFaceMap = new int[][]
|
115 |
|
|
{
|
116 |
|
|
{ 6,1,8,8, 2,5,8,8 },
|
117 |
|
|
{ 8,1,3,8, 8,5,7,8 },
|
118 |
|
|
{ 8,8,3,4, 8,8,7,0 },
|
119 |
|
|
{ 6,8,8,4, 2,8,8,0 },
|
120 |
|
|
{ 6,1,3,4, 8,8,8,8 },
|
121 |
|
|
{ 8,8,8,8, 2,5,7,0 },
|
122 |
|
|
|
123 |
|
|
{ 6,8,8,8, 8,8,8,8 },
|
124 |
|
|
{ 1,8,8,8, 8,8,8,8 },
|
125 |
|
|
{ 3,8,8,8, 8,8,8,8 },
|
126 |
|
|
{ 4,8,8,8, 8,8,8,8 },
|
127 |
|
|
{ 2,8,8,8, 8,8,8,8 },
|
128 |
|
|
{ 5,8,8,8, 8,8,8,8 },
|
129 |
|
|
{ 7,8,8,8, 8,8,8,8 },
|
130 |
|
|
{ 0,8,8,8, 8,8,8,8 }
|
131 |
|
|
};
|
132 |
|
|
|
133 |
|
|
private static MeshBase mOctaMesh, mTetraMesh;
|
134 |
|
|
|
135 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
136 |
|
|
|
137 |
9c2f0c91
|
Leszek Koltunski
|
TwistyDiamond(int size, Static4D quat, DistortedTexture texture,
|
138 |
|
|
MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
139 |
ece1b58d
|
Leszek Koltunski
|
{
|
140 |
9c2f0c91
|
Leszek Koltunski
|
super(size, 60, quat, texture, mesh, effects, moves, ObjectList.DIAM, res, scrWidth);
|
141 |
ece1b58d
|
Leszek Koltunski
|
}
|
142 |
|
|
|
143 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
144 |
|
|
|
145 |
|
|
private void createOctaMesh()
|
146 |
|
|
{
|
147 |
|
|
|
148 |
|
|
}
|
149 |
|
|
|
150 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
151 |
|
|
|
152 |
|
|
private void createTetraMesh()
|
153 |
|
|
{
|
154 |
|
|
|
155 |
|
|
}
|
156 |
|
|
|
157 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
158 |
|
|
|
159 |
|
|
float getScreenRatio()
|
160 |
|
|
{
|
161 |
|
|
return 1.0f;
|
162 |
|
|
}
|
163 |
|
|
|
164 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
165 |
|
|
|
166 |
|
|
Static4D[] getQuats()
|
167 |
|
|
{
|
168 |
|
|
return QUATS;
|
169 |
|
|
}
|
170 |
|
|
|
171 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
172 |
|
|
|
173 |
|
|
int getNumFaces()
|
174 |
|
|
{
|
175 |
|
|
return FACE_COLORS.length;
|
176 |
|
|
}
|
177 |
|
|
|
178 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
179 |
|
|
|
180 |
|
|
boolean shouldResetTextureMaps()
|
181 |
|
|
{
|
182 |
|
|
return false;
|
183 |
|
|
}
|
184 |
|
|
|
185 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
186 |
|
|
|
187 |
|
|
int getNumStickerTypes()
|
188 |
|
|
{
|
189 |
|
|
return 1;
|
190 |
|
|
}
|
191 |
|
|
|
192 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
193 |
|
|
|
194 |
|
|
float getBasicStep()
|
195 |
|
|
{
|
196 |
|
|
return SQ6/6;
|
197 |
|
|
}
|
198 |
|
|
|
199 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
200 |
|
|
|
201 |
|
|
int getNumCubitFaces()
|
202 |
|
|
{
|
203 |
|
|
return FACES_PER_CUBIT;
|
204 |
|
|
}
|
205 |
|
|
|
206 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
207 |
|
|
|
208 |
|
|
Static3D[] getCubitPositions(int size)
|
209 |
|
|
{
|
210 |
|
|
return CENTERS;
|
211 |
|
|
}
|
212 |
|
|
|
213 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
214 |
|
|
|
215 |
|
|
private Static4D getQuat(int cubit)
|
216 |
|
|
{
|
217 |
|
|
switch(cubit)
|
218 |
|
|
{
|
219 |
|
|
case 0:
|
220 |
|
|
case 1:
|
221 |
|
|
case 2:
|
222 |
|
|
case 3:
|
223 |
|
|
case 4:
|
224 |
|
|
case 5:
|
225 |
|
|
case 6: return QUATS[0]; // unit quat
|
226 |
|
|
case 7: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along Y
|
227 |
|
|
case 8: return QUATS[1]; // 180 along Y
|
228 |
|
|
case 9: return new Static4D(-SQ2/2,0,0,SQ2/2); // 90 along Y
|
229 |
|
|
case 10: return new Static4D( 0,0,1, 0); // 180 along Z
|
230 |
|
|
case 11: return new Static4D(0, SQ2/2,SQ2/2,0); //
|
231 |
|
|
case 12: return new Static4D( 1,0,0, 0); // 180 along X
|
232 |
|
|
case 13: return new Static4D(0,-SQ2/2,SQ2/2,0); //
|
233 |
|
|
}
|
234 |
|
|
|
235 |
|
|
return null;
|
236 |
|
|
}
|
237 |
|
|
|
238 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
239 |
|
|
|
240 |
|
|
MeshBase createCubitMesh(int cubit)
|
241 |
|
|
{
|
242 |
|
|
MeshBase mesh;
|
243 |
|
|
|
244 |
|
|
if( cubit<6 )
|
245 |
|
|
{
|
246 |
|
|
if( mOctaMesh==null ) createOctaMesh();
|
247 |
|
|
mesh = mOctaMesh.copy(true);
|
248 |
|
|
}
|
249 |
|
|
else
|
250 |
|
|
{
|
251 |
|
|
if( mTetraMesh==null ) createTetraMesh();
|
252 |
|
|
mesh = mTetraMesh.copy(true);
|
253 |
|
|
}
|
254 |
|
|
|
255 |
|
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
|
256 |
|
|
mesh.apply(quat,0xffffffff,0);
|
257 |
|
|
|
258 |
|
|
return mesh;
|
259 |
|
|
}
|
260 |
|
|
|
261 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
262 |
|
|
|
263 |
|
|
int getFaceColor(int cubit, int cubitface, int size)
|
264 |
|
|
{
|
265 |
|
|
return mFaceMap[cubit][cubitface];
|
266 |
|
|
}
|
267 |
|
|
|
268 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
269 |
|
|
|
270 |
|
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
271 |
|
|
{
|
272 |
|
|
float STROKE = 0.044f*side;
|
273 |
|
|
float OFF = STROKE/2 -1;
|
274 |
|
|
float OFF2 = 0.5f*side + OFF;
|
275 |
|
|
float HEIGHT = side - OFF;
|
276 |
|
|
float RADIUS = side/12.0f;
|
277 |
|
|
float ARC1_H = 0.2f*side;
|
278 |
|
|
float ARC1_W = side*0.5f;
|
279 |
|
|
float ARC2_W = 0.153f*side;
|
280 |
|
|
float ARC2_H = 0.905f*side;
|
281 |
|
|
float ARC3_W = side-ARC2_W;
|
282 |
|
|
|
283 |
|
|
float M = SQ3/2;
|
284 |
|
|
float D = (M/2 - 0.51f)*side;
|
285 |
|
|
|
286 |
|
|
paint.setAntiAlias(true);
|
287 |
|
|
paint.setStrokeWidth(STROKE);
|
288 |
|
|
paint.setColor(FACE_COLORS[face]);
|
289 |
|
|
paint.setStyle(Paint.Style.FILL);
|
290 |
|
|
|
291 |
|
|
canvas.drawRect(left,top,left+side,top+side,paint);
|
292 |
|
|
|
293 |
|
|
paint.setColor(INTERIOR_COLOR);
|
294 |
|
|
paint.setStyle(Paint.Style.STROKE);
|
295 |
|
|
|
296 |
|
|
canvas.drawLine( left, M*HEIGHT+D, side +left, M*HEIGHT+D, paint);
|
297 |
|
|
canvas.drawLine( OFF +left, M*side +D, OFF2 +left, D, paint);
|
298 |
|
|
canvas.drawLine((side-OFF)+left, M*side +D, (side-OFF2) +left, D, paint);
|
299 |
|
|
|
300 |
|
|
canvas.drawArc( ARC1_W-RADIUS+left, M*(ARC1_H-RADIUS)+D, ARC1_W+RADIUS+left, M*(ARC1_H+RADIUS)+D, 225, 90, false, paint);
|
301 |
|
|
canvas.drawArc( ARC2_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC2_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 105, 90, false, paint);
|
302 |
|
|
canvas.drawArc( ARC3_W-RADIUS+left, M*(ARC2_H-RADIUS)+D, ARC3_W+RADIUS+left, M*(ARC2_H+RADIUS)+D, 345, 90, false, paint);
|
303 |
|
|
}
|
304 |
|
|
|
305 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
306 |
|
|
|
307 |
|
|
float returnMultiplier()
|
308 |
|
|
{
|
309 |
|
|
return 2.0f;
|
310 |
|
|
}
|
311 |
|
|
|
312 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
313 |
|
|
|
314 |
|
|
float[] getRowChances()
|
315 |
|
|
{
|
316 |
|
|
float[] chances = new float[2];
|
317 |
|
|
|
318 |
|
|
chances[0] = 0.5f;
|
319 |
|
|
chances[1] = 1.0f;
|
320 |
|
|
|
321 |
|
|
return chances;
|
322 |
|
|
}
|
323 |
|
|
|
324 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
325 |
|
|
// PUBLIC API
|
326 |
|
|
|
327 |
|
|
public Static3D[] getRotationAxis()
|
328 |
|
|
{
|
329 |
|
|
return ROT_AXIS;
|
330 |
|
|
}
|
331 |
|
|
|
332 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
333 |
|
|
|
334 |
|
|
public int getBasicAngle()
|
335 |
|
|
{
|
336 |
|
|
return 3;
|
337 |
|
|
}
|
338 |
|
|
|
339 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
340 |
|
|
|
341 |
|
|
public int computeRowFromOffset(float offset)
|
342 |
|
|
{
|
343 |
|
|
return offset<0.25f ? 0:1;
|
344 |
|
|
}
|
345 |
|
|
|
346 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
347 |
|
|
|
348 |
|
|
public float returnRotationFactor(float offset)
|
349 |
|
|
{
|
350 |
|
|
return 1.0f;
|
351 |
|
|
}
|
352 |
|
|
|
353 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
354 |
|
|
|
355 |
|
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
356 |
|
|
{
|
357 |
|
|
int numAxis = ROTATION_AXIS.length;
|
358 |
|
|
|
359 |
|
|
if( oldRotAxis == START_AXIS )
|
360 |
|
|
{
|
361 |
|
|
return rnd.nextInt(numAxis);
|
362 |
|
|
}
|
363 |
|
|
else
|
364 |
|
|
{
|
365 |
|
|
int newVector = rnd.nextInt(numAxis-1);
|
366 |
|
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
367 |
|
|
}
|
368 |
|
|
}
|
369 |
|
|
|
370 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371 |
|
|
|
372 |
|
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
373 |
|
|
{
|
374 |
|
|
float rowFloat = rnd.nextFloat();
|
375 |
|
|
|
376 |
|
|
for(int row=0; row<mRowChances.length; row++)
|
377 |
|
|
{
|
378 |
|
|
if( rowFloat<=mRowChances[row] ) return row;
|
379 |
|
|
}
|
380 |
|
|
|
381 |
|
|
return 0;
|
382 |
|
|
}
|
383 |
|
|
|
384 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
385 |
|
|
// The Diamond is solved if and only if:
|
386 |
|
|
//
|
387 |
|
|
// ??
|
388 |
|
|
|
389 |
|
|
public boolean isSolved()
|
390 |
|
|
{
|
391 |
|
|
|
392 |
|
|
|
393 |
|
|
return false;
|
394 |
|
|
}
|
395 |
|
|
|
396 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
397 |
|
|
// only needed for solvers - there are no Diamond solvers ATM)
|
398 |
|
|
|
399 |
|
|
public String retObjectString()
|
400 |
|
|
{
|
401 |
|
|
return "";
|
402 |
|
|
}
|
403 |
|
|
|
404 |
|
|
}
|