Revision a31d25de
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/object/RubikObject.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikObject(int size, int fov, Static4D quatCur, Static4D quatAcc, DistortedTexture nodeTexture, |
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MeshRectangles nodeMesh, DistortedEffects nodeEffects, String moves, RubikObjectList list)
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MeshRectangles nodeMesh, DistortedEffects nodeEffects, int[][] moves, RubikObjectList list)
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{ |
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super(nodeTexture,nodeEffects,nodeMesh); |
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... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// TODO |
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// note the minus in front of the sin() - we rotate counterclockwise |
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// when looking towards the direction where the axis increases in values. |
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private void setupPosition(String moves)
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private Static4D makeQuaternion(int axisIndex, int angleInDegrees)
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{ |
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android.util.Log.e("object", "initializing: "+moves); |
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/* |
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int index,tmp, a1,a2,a3, rv, rc, ra; |
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numRotations=0; |
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initializeVertices(mSize); |
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int len=moves.length()/4; |
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for(int i=0; i<len; i++) |
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{ |
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a1=moves.charAt(4*i+1)-'0'; |
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a2=moves.charAt(4*i+2)-'0'; |
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a3=moves.charAt(4*i+3)-'0'; |
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rv = (10*a1+a2)/32; |
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rc = (10*a1+a2)%32; |
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ra = 2-a3; |
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rotVector = rv; |
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tmp=rc; |
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index=0; |
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while( tmp!=0 ) |
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{ |
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if( (tmp&0x1)==1 ) |
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{ |
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rotAngle[index] = ra*90; |
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RubikWorld.setIdentity(rotMat[index]); |
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switch(rotVector) |
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{ |
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case VECTX: RubikWorld.postRotate( rotMat[index], (float)((ra*90)%360), 1f,0f,0f); break; |
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case VECTY: RubikWorld.postRotate( rotMat[index], (float)((ra*90)%360), 0f,1f,0f); break; |
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case VECTZ: RubikWorld.postRotate( rotMat[index], (float)((ra*90)%360), 0f,0f,1f); break; |
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} |
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transposeTiles(index); |
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rotAngle[index]=0; |
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} |
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tmp/=2; |
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index++; |
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} |
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} |
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*/ |
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Static3D axis = ROTATION_AXIS[axisIndex]; |
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while( angleInDegrees<0 ) angleInDegrees += 360; |
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angleInDegrees %= 360; |
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float cosA = (float)Math.cos(Math.PI*angleInDegrees/360); |
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float sinA =-(float)Math.sqrt(1-cosA*cosA); |
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return new Static4D(axis.get0()*sinA, axis.get1()*sinA, axis.get2()*sinA, cosA); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void setupPosition(int[][] moves) |
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{ |
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if( moves!=null ) |
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{ |
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Static4D quat; |
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int axis, rowBitmap, angle; |
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int corr = (360/getBasicAngle()); |
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for(int[] move: moves) |
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{ |
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axis = move[0]; |
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rowBitmap= move[1]; |
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angle = move[2]*corr; |
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quat = makeQuaternion(axis,angle); |
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for(int j=0; j<NUM_CUBITS; j++) |
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if( belongsToRotation(j,axis,rowBitmap) ) |
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{ |
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mCubits[j].removeRotationNow(quat); |
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} |
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} |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public void initializeObject(String moves)
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public void initializeObject(int[][] moves)
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{ |
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solve(); |
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setupPosition(moves); |
Also available in: Unified diff
Major progress with Prretty Patterns.
Two things remain:
1) looks like sometimes making/backing Moves in a Pattern gets stuck. ( Pattern.mCanRotate! )
2) we need to add RubikPatternList!