1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
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.helpers.FactoryCubit;
|
27
|
import org.distorted.helpers.FactorySticker;
|
28
|
import org.distorted.library.effect.MatrixEffectQuaternion;
|
29
|
import org.distorted.library.main.DistortedEffects;
|
30
|
import org.distorted.library.main.DistortedTexture;
|
31
|
import org.distorted.library.mesh.MeshBase;
|
32
|
import org.distorted.library.mesh.MeshSquare;
|
33
|
import org.distorted.library.type.Static3D;
|
34
|
import org.distorted.library.type.Static4D;
|
35
|
import org.distorted.main.R;
|
36
|
|
37
|
import java.util.Random;
|
38
|
|
39
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
40
|
|
41
|
public class TwistySkewb extends TwistyObject
|
42
|
{
|
43
|
private static final int FACES_PER_CUBIT =6;
|
44
|
|
45
|
// the four rotation axis of a RubikSkewb. Must be normalized.
|
46
|
static final Static3D[] ROT_AXIS = new Static3D[]
|
47
|
{
|
48
|
new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
|
49
|
new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
|
50
|
new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
|
51
|
new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
|
52
|
};
|
53
|
|
54
|
private static final int[] FACE_COLORS = new int[]
|
55
|
{
|
56
|
COLOR_YELLOW, COLOR_WHITE,
|
57
|
COLOR_BLUE , COLOR_GREEN,
|
58
|
COLOR_RED , COLOR_ORANGE
|
59
|
};
|
60
|
|
61
|
// All legal rotation quats of a RubikSkewb
|
62
|
private static final Static4D[] QUATS = new Static4D[]
|
63
|
{
|
64
|
new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
|
65
|
new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
|
66
|
new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
|
67
|
new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
|
68
|
|
69
|
new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
|
70
|
new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
|
71
|
new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
|
72
|
new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
|
73
|
new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
|
74
|
new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
|
75
|
new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
|
76
|
new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
|
77
|
};
|
78
|
|
79
|
private static final int[][] mCornerMap =
|
80
|
{
|
81
|
{ 4, 2, 0, 18,18,18 },
|
82
|
{ 2, 5, 0, 18,18,18 },
|
83
|
{ 3, 4, 0, 18,18,18 },
|
84
|
{ 5, 3, 0, 18,18,18 },
|
85
|
{ 1, 2, 4, 18,18,18 },
|
86
|
{ 5, 2, 1, 18,18,18 },
|
87
|
{ 4, 3, 1, 18,18,18 },
|
88
|
{ 1, 3, 5, 18,18,18 },
|
89
|
};
|
90
|
|
91
|
private static final int[][] mEdgeMap =
|
92
|
{
|
93
|
{ 10, 8, 18,18,18,18 },
|
94
|
{ 6,10, 18,18,18,18 },
|
95
|
{ 10, 9, 18,18,18,18 },
|
96
|
{ 7,10, 18,18,18,18 },
|
97
|
{ 8, 6, 18,18,18,18 },
|
98
|
{ 9, 6, 18,18,18,18 },
|
99
|
{ 9, 7, 18,18,18,18 },
|
100
|
{ 8, 7, 18,18,18,18 },
|
101
|
{ 11, 8, 18,18,18,18 },
|
102
|
{ 6,11, 18,18,18,18 },
|
103
|
{ 11, 9, 18,18,18,18 },
|
104
|
{ 7,11, 18,18,18,18 }
|
105
|
};
|
106
|
|
107
|
private static final int[][] mCenterMap =
|
108
|
{
|
109
|
{ 12, 18,18,18,18,18 },
|
110
|
{ 13, 18,18,18,18,18 },
|
111
|
{ 14, 18,18,18,18,18 },
|
112
|
{ 15, 18,18,18,18,18 },
|
113
|
{ 16, 18,18,18,18,18 },
|
114
|
{ 17, 18,18,18,18,18 },
|
115
|
};
|
116
|
|
117
|
private static final double[][] VERTICES_CORNER = new double[][]
|
118
|
{
|
119
|
{-0.5f, 0.0f, 0.0f},
|
120
|
{ 0.0f,-0.5f, 0.0f},
|
121
|
{ 0.0f, 0.0f,-0.5f},
|
122
|
{-0.5f,-0.5f,-0.5f},
|
123
|
{ 0.0f, 0.0f, 0.0f}
|
124
|
};
|
125
|
|
126
|
private static final int[][] VERT_INDEXES_CORNER = new int[][]
|
127
|
{
|
128
|
{0,1,4},
|
129
|
{2,0,4},
|
130
|
{1,2,4},
|
131
|
{3,1,0},
|
132
|
{3,2,1},
|
133
|
{3,0,2}
|
134
|
};
|
135
|
|
136
|
private static final double[][] VERTICES_EDGE = new double[][]
|
137
|
{
|
138
|
{-0.5, 0.0, 0.0},
|
139
|
{ 0.5, 0.0, 0.0},
|
140
|
{ 0.0,-0.5, 0.0},
|
141
|
{ 0.0, 0.0,-0.5}
|
142
|
};
|
143
|
|
144
|
private static final int[][] VERT_INDEXES_EDGE = new int[][]
|
145
|
{
|
146
|
{2,1,0}, // counterclockwise!
|
147
|
{3,0,1},
|
148
|
{2,3,1},
|
149
|
{3,2,0},
|
150
|
};
|
151
|
|
152
|
private static final double[][] VERTICES_FACE = new double[][]
|
153
|
{
|
154
|
{-0.5f, 0.0f, 0.0f },
|
155
|
{ 0.0f,-0.5f, 0.0f },
|
156
|
{ 0.5f, 0.0f, 0.0f },
|
157
|
{ 0.0f, 0.5f, 0.0f },
|
158
|
{ 0.0f, 0.0f,-0.5f }
|
159
|
};
|
160
|
|
161
|
private static final int[][] VERT_INDEXES_FACE = new int[][]
|
162
|
{
|
163
|
{0,1,2,3},
|
164
|
{4,1,0},
|
165
|
{4,2,1},
|
166
|
{4,3,2},
|
167
|
{4,0,3}
|
168
|
};
|
169
|
|
170
|
private static final float[][] STICKERS = new float[][]
|
171
|
{
|
172
|
{ -0.5f, 0.25f, 0.25f, -0.5f, 0.25f, 0.25f },
|
173
|
{ -0.5f, 0.00f, 0.00f, -0.5f, 0.50f, 0.0f, 0.0f, 0.5f }
|
174
|
};
|
175
|
|
176
|
private static MeshBase[] mMeshes;
|
177
|
|
178
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
179
|
|
180
|
TwistySkewb(int size, Static4D quat, DistortedTexture texture,
|
181
|
MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
182
|
{
|
183
|
super(size, 2*size-2, quat, texture, mesh, effects, moves, ObjectList.SKEW, res, scrWidth);
|
184
|
}
|
185
|
|
186
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
187
|
|
188
|
private int getNumCorners()
|
189
|
{
|
190
|
return 8;
|
191
|
}
|
192
|
|
193
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
194
|
|
195
|
private int getNumEdges(int layers)
|
196
|
{
|
197
|
return (layers-2)*12;
|
198
|
}
|
199
|
|
200
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
201
|
|
202
|
private int getNumCentersPerFace(int layers)
|
203
|
{
|
204
|
return ((layers-2)*(layers-2) + (layers-1)*(layers-1));
|
205
|
}
|
206
|
|
207
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
208
|
|
209
|
float getScreenRatio()
|
210
|
{
|
211
|
return 1.0f;
|
212
|
}
|
213
|
|
214
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
215
|
|
216
|
Static4D[] getQuats()
|
217
|
{
|
218
|
return QUATS;
|
219
|
}
|
220
|
|
221
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
222
|
|
223
|
int getNumFaces()
|
224
|
{
|
225
|
return FACE_COLORS.length;
|
226
|
}
|
227
|
|
228
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
229
|
|
230
|
boolean shouldResetTextureMaps()
|
231
|
{
|
232
|
return false;
|
233
|
}
|
234
|
|
235
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
236
|
|
237
|
int getNumStickerTypes(int numLayers)
|
238
|
{
|
239
|
return 3;
|
240
|
}
|
241
|
|
242
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
243
|
|
244
|
float[] getCuts(int numLayers)
|
245
|
{
|
246
|
float[] cuts = new float[numLayers-1];
|
247
|
|
248
|
switch(numLayers)
|
249
|
{
|
250
|
case 2: cuts[0] = 0;
|
251
|
break;
|
252
|
case 3: cuts[0] = -SQ3/12;
|
253
|
cuts[1] = +SQ3/12;
|
254
|
break;
|
255
|
case 4: cuts[0] = -SQ3/9;
|
256
|
cuts[1] = 0;
|
257
|
cuts[2] = +SQ3/9;
|
258
|
break;
|
259
|
}
|
260
|
return cuts;
|
261
|
}
|
262
|
|
263
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
264
|
|
265
|
int getNumCubitFaces()
|
266
|
{
|
267
|
return FACES_PER_CUBIT;
|
268
|
}
|
269
|
|
270
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
271
|
|
272
|
float[][] getCubitPositions(int numLayers)
|
273
|
{
|
274
|
final float DIST_CORNER = (numLayers-1)*0.50f;
|
275
|
final float DIST_EDGE = (numLayers-1)*0.50f;
|
276
|
final float DIST_CENTER = (numLayers-1)*0.50f;
|
277
|
|
278
|
final int numCorners = getNumCorners();
|
279
|
final int numEdges = getNumEdges(numLayers);
|
280
|
final int numCenters = 6*getNumCentersPerFace(numLayers);
|
281
|
|
282
|
final float[][] CENTERS = new float[numCorners+numEdges+numCenters][];
|
283
|
|
284
|
/// CORNERS //////////////////////////////////////////////
|
285
|
|
286
|
CENTERS[0] = new float[] { DIST_CORNER, DIST_CORNER, DIST_CORNER };
|
287
|
CENTERS[1] = new float[] { DIST_CORNER, DIST_CORNER,-DIST_CORNER };
|
288
|
CENTERS[2] = new float[] { DIST_CORNER,-DIST_CORNER, DIST_CORNER };
|
289
|
CENTERS[3] = new float[] { DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
|
290
|
CENTERS[4] = new float[] {-DIST_CORNER, DIST_CORNER, DIST_CORNER };
|
291
|
CENTERS[5] = new float[] {-DIST_CORNER, DIST_CORNER,-DIST_CORNER };
|
292
|
CENTERS[6] = new float[] {-DIST_CORNER,-DIST_CORNER, DIST_CORNER };
|
293
|
CENTERS[7] = new float[] {-DIST_CORNER,-DIST_CORNER,-DIST_CORNER };
|
294
|
|
295
|
/// EDGES ///////////////////////////////////////////////
|
296
|
|
297
|
final float[][] edgeTable =
|
298
|
{
|
299
|
{0,+DIST_EDGE,+DIST_EDGE},
|
300
|
{+DIST_EDGE,0,+DIST_EDGE},
|
301
|
{0,-DIST_EDGE,+DIST_EDGE},
|
302
|
{-DIST_EDGE,0,+DIST_EDGE},
|
303
|
{+DIST_EDGE,+DIST_EDGE,0},
|
304
|
{+DIST_EDGE,-DIST_EDGE,0},
|
305
|
{-DIST_EDGE,-DIST_EDGE,0},
|
306
|
{-DIST_EDGE,+DIST_EDGE,0},
|
307
|
{0,+DIST_EDGE,-DIST_EDGE},
|
308
|
{+DIST_EDGE,0,-DIST_EDGE},
|
309
|
{0,-DIST_EDGE,-DIST_EDGE},
|
310
|
{-DIST_EDGE,0,-DIST_EDGE}
|
311
|
};
|
312
|
|
313
|
int index=8;
|
314
|
|
315
|
for (float[] edges : edgeTable)
|
316
|
{
|
317
|
float c = (3-numLayers)*0.5f;
|
318
|
|
319
|
for (int j=0; j<numLayers-2; j++, c+=1.0f, index++)
|
320
|
{
|
321
|
CENTERS[index] = new float[] { edges[0]==0 ? c : edges[0] ,
|
322
|
edges[1]==0 ? c : edges[1] ,
|
323
|
edges[2]==0 ? c : edges[2] };
|
324
|
}
|
325
|
}
|
326
|
|
327
|
/// CENTERS //////////////////////////////////////////////
|
328
|
|
329
|
final float X= -1000.0f;
|
330
|
final float Y= -1001.0f;
|
331
|
|
332
|
final float[][] centerTable =
|
333
|
{
|
334
|
{+DIST_CENTER,X,Y},
|
335
|
{-DIST_CENTER,X,Y},
|
336
|
{X,+DIST_CENTER,Y},
|
337
|
{X,-DIST_CENTER,Y},
|
338
|
{X,Y,+DIST_CENTER},
|
339
|
{X,Y,-DIST_CENTER}
|
340
|
};
|
341
|
|
342
|
float x,y, cen0, cen1, cen2;
|
343
|
|
344
|
for( float[] centers : centerTable )
|
345
|
{
|
346
|
x = (2-numLayers)*0.5f;
|
347
|
|
348
|
for(int i=0; i<numLayers-1; i++, x+=1.0f)
|
349
|
{
|
350
|
y = (2-numLayers)*0.5f;
|
351
|
|
352
|
for(int j=0; j<numLayers-1; j++, y+=1.0f, index++)
|
353
|
{
|
354
|
if( centers[0]==Y ) cen0 = y;
|
355
|
else if( centers[0]==X ) cen0 = x;
|
356
|
else cen0 = centers[0];
|
357
|
|
358
|
if( centers[1]==Y ) cen1 = y;
|
359
|
else if( centers[1]==X ) cen1 = x;
|
360
|
else cen1 = centers[1];
|
361
|
|
362
|
if( centers[2]==Y ) cen2 = y;
|
363
|
else if( centers[2]==X ) cen2 = x;
|
364
|
else cen2 = centers[2];
|
365
|
|
366
|
CENTERS[index] = new float[] {cen0,cen1,cen2};
|
367
|
}
|
368
|
}
|
369
|
|
370
|
x = (3-numLayers)*0.5f;
|
371
|
|
372
|
for(int i=0; i<numLayers-2; i++, x+=1.0f)
|
373
|
{
|
374
|
y = (3-numLayers)*0.5f;
|
375
|
|
376
|
for(int j=0; j<numLayers-2; j++, y+=1.0f, index++)
|
377
|
{
|
378
|
if( centers[0]==Y ) cen0 = y;
|
379
|
else if( centers[0]==X ) cen0 = x;
|
380
|
else cen0 = centers[0];
|
381
|
|
382
|
if( centers[1]==Y ) cen1 = y;
|
383
|
else if( centers[1]==X ) cen1 = x;
|
384
|
else cen1 = centers[1];
|
385
|
|
386
|
if( centers[2]==Y ) cen2 = y;
|
387
|
else if( centers[2]==X ) cen2 = x;
|
388
|
else cen2 = centers[2];
|
389
|
|
390
|
CENTERS[index] = new float[] {cen0,cen1,cen2};
|
391
|
}
|
392
|
}
|
393
|
}
|
394
|
|
395
|
return CENTERS;
|
396
|
}
|
397
|
|
398
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
399
|
|
400
|
private Static4D getQuat(int cubit, int numLayers)
|
401
|
{
|
402
|
int numCorners = getNumCorners();
|
403
|
int numEdges = getNumEdges(numLayers);
|
404
|
|
405
|
if( cubit<numCorners )
|
406
|
{
|
407
|
switch(cubit)
|
408
|
{
|
409
|
case 0: return QUATS[0]; // unit quat
|
410
|
case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
411
|
case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
412
|
case 3: return QUATS[1]; // 180 along X
|
413
|
case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
414
|
case 5: return QUATS[2]; // 180 along Y
|
415
|
case 6: return QUATS[3]; // 180 along Z
|
416
|
case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
|
417
|
}
|
418
|
}
|
419
|
else if( cubit<numCorners+numEdges )
|
420
|
{
|
421
|
int edge = (cubit-numCorners)/(numLayers-2);
|
422
|
|
423
|
switch(edge)
|
424
|
{
|
425
|
case 0: return QUATS[ 0];
|
426
|
case 1: return QUATS[ 5];
|
427
|
case 2: return QUATS[ 3];
|
428
|
case 3: return QUATS[11];
|
429
|
case 4: return QUATS[ 4];
|
430
|
case 5: return QUATS[ 7];
|
431
|
case 6: return QUATS[ 9];
|
432
|
case 7: return QUATS[10];
|
433
|
case 8: return QUATS[ 2];
|
434
|
case 9: return QUATS[ 8];
|
435
|
case 10: return QUATS[ 1];
|
436
|
case 11: return QUATS[ 6];
|
437
|
}
|
438
|
}
|
439
|
else
|
440
|
{
|
441
|
int center = (cubit-numCorners-numEdges)/getNumCentersPerFace(numLayers);
|
442
|
|
443
|
switch(center)
|
444
|
{
|
445
|
case 0: return new Static4D(0,-SQ2/2,0,SQ2/2); // -90 along Y
|
446
|
case 1: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
447
|
case 2: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
448
|
case 3: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
449
|
case 4: return QUATS[0]; // unit quaternion
|
450
|
case 5: return QUATS[1]; // 180 along X
|
451
|
}
|
452
|
}
|
453
|
|
454
|
return null;
|
455
|
}
|
456
|
|
457
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
458
|
|
459
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
460
|
{
|
461
|
if( mMeshes==null )
|
462
|
{
|
463
|
FactoryCubit factory = FactoryCubit.getInstance();
|
464
|
factory.clear();
|
465
|
mMeshes = new MeshBase[3];
|
466
|
}
|
467
|
|
468
|
MeshBase mesh;
|
469
|
|
470
|
int numCorners = getNumCorners();
|
471
|
int numEdges = getNumEdges(numLayers);
|
472
|
|
473
|
if( cubit<numCorners )
|
474
|
{
|
475
|
if( mMeshes[0]==null )
|
476
|
{
|
477
|
float[][] bands= new float[][]
|
478
|
{
|
479
|
{0.028f,35,0.16f,0.7f,7,3,3},
|
480
|
{0.000f, 0,1.00f,0.0f,3,1,5}
|
481
|
};
|
482
|
int[] bandIndexes = new int[] { 0,0,0,1,1,1 };
|
483
|
float[][] corners = new float[][] { {0.08f,0.15f}, {0.08f,0.20f} };
|
484
|
int[] cornerIndexes = new int[] { 1,1,1,0,0 };
|
485
|
float[][] centers = new float[][] { {-0.25f, -0.25f, -0.25f} };
|
486
|
int[] centerIndexes = new int[] { 0,0,0,-1,0 };
|
487
|
|
488
|
FactoryCubit factory = FactoryCubit.getInstance();
|
489
|
factory.createNewFaceTransform(VERTICES_CORNER,VERT_INDEXES_CORNER);
|
490
|
mMeshes[0] = factory.createRoundedSolid(VERTICES_CORNER, VERT_INDEXES_CORNER,
|
491
|
bands, bandIndexes,
|
492
|
corners, cornerIndexes,
|
493
|
centers, centerIndexes,
|
494
|
getNumCubitFaces() );
|
495
|
}
|
496
|
mesh = mMeshes[0].copy(true);
|
497
|
}
|
498
|
else if( cubit<numCorners+numEdges )
|
499
|
{
|
500
|
if( mMeshes[1]==null )
|
501
|
{
|
502
|
float[][] bands= new float[][]
|
503
|
{
|
504
|
{0.035f,30,0.16f,0.8f,7,2,5},
|
505
|
{0.020f,45,0.16f,0.2f,3,1,2}
|
506
|
};
|
507
|
int[] bandIndexes = new int[] { 0,0,1,1 };
|
508
|
float[][] corners = new float[][] { {0.07f,0.20f}, {0.02f,0.30f} };
|
509
|
int[] cornerIndexes = new int[] { 0,0,1,1 };
|
510
|
float[][] centers = new float[][] { {0.0f, -0.25f, -0.25f} };
|
511
|
int[] centerIndexes = new int[] { 0,0,0,0 };
|
512
|
|
513
|
FactoryCubit factory = FactoryCubit.getInstance();
|
514
|
factory.createNewFaceTransform(VERTICES_EDGE,VERT_INDEXES_EDGE);
|
515
|
mMeshes[1] = factory.createRoundedSolid(VERTICES_EDGE, VERT_INDEXES_EDGE,
|
516
|
bands, bandIndexes,
|
517
|
corners, cornerIndexes,
|
518
|
centers, centerIndexes,
|
519
|
getNumCubitFaces() );
|
520
|
}
|
521
|
mesh = mMeshes[1].copy(true);
|
522
|
}
|
523
|
else
|
524
|
{
|
525
|
if( mMeshes[2]==null )
|
526
|
{
|
527
|
float[][] bands= new float[][]
|
528
|
{
|
529
|
{0.051f,35,SQ2/8,0.9f, 7,3,3},
|
530
|
{0.000f, 0, 1,0.0f, 3,0,0}
|
531
|
};
|
532
|
int[] bandIndexes = new int[] { 0,1,1,1,1 };
|
533
|
float[][] corners = new float[][] { {0.06f,0.10f} };
|
534
|
int[] cornerIndexes = new int[] { 0,0,0,0,0 };
|
535
|
float[][] centers = new float[][] { {0,0,-0.2f} };
|
536
|
int[] centerIndexes = new int[] { 0,0,0,0,-1 };
|
537
|
|
538
|
FactoryCubit factory = FactoryCubit.getInstance();
|
539
|
factory.createNewFaceTransform(VERTICES_FACE,VERT_INDEXES_FACE);
|
540
|
mMeshes[2] = factory.createRoundedSolid(VERTICES_FACE, VERT_INDEXES_FACE,
|
541
|
bands, bandIndexes,
|
542
|
corners, cornerIndexes,
|
543
|
centers, centerIndexes,
|
544
|
getNumCubitFaces() );
|
545
|
}
|
546
|
mesh = mMeshes[2].copy(true);
|
547
|
}
|
548
|
|
549
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) );
|
550
|
mesh.apply(quat,0xffffffff,0);
|
551
|
|
552
|
return mesh;
|
553
|
}
|
554
|
|
555
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
556
|
|
557
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
558
|
{
|
559
|
int numCorners = getNumCorners();
|
560
|
int numEdges = getNumEdges(numLayers);
|
561
|
|
562
|
if( cubit<numCorners )
|
563
|
{
|
564
|
return mCornerMap[cubit][cubitface];
|
565
|
}
|
566
|
else if( cubit<numCorners+numEdges )
|
567
|
{
|
568
|
int edge = (cubit-numCorners)/(numLayers-2);
|
569
|
return mEdgeMap[edge][cubitface];
|
570
|
}
|
571
|
else
|
572
|
{
|
573
|
int center = (cubit-numCorners-numEdges)/getNumCentersPerFace(numLayers);
|
574
|
return mCenterMap[center][cubitface];
|
575
|
}
|
576
|
}
|
577
|
|
578
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
579
|
|
580
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
581
|
{
|
582
|
int COLORS = FACE_COLORS.length;
|
583
|
float R=0.0f,S=0.0f;
|
584
|
int index=0, cubitType = face/COLORS;
|
585
|
|
586
|
switch(cubitType)
|
587
|
{
|
588
|
case 0: R = 0.025f; S = 0.045f; index= 0; break;
|
589
|
case 1: R = 0.025f; S = 0.035f; index= 0; break;
|
590
|
case 2: R = 0.055f; S = 0.035f; index= 1; break;
|
591
|
}
|
592
|
|
593
|
FactorySticker factory = FactorySticker.getInstance();
|
594
|
factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[index], S, FACE_COLORS[face%COLORS], R);
|
595
|
}
|
596
|
|
597
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
598
|
|
599
|
float returnMultiplier()
|
600
|
{
|
601
|
return 2.0f;
|
602
|
}
|
603
|
|
604
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
605
|
|
606
|
float[] getRowChances(int numLayers)
|
607
|
{
|
608
|
float[] chances = new float[numLayers];
|
609
|
|
610
|
switch(numLayers)
|
611
|
{
|
612
|
case 2: chances[0] = 0.5f;
|
613
|
chances[1] = 1.0f;
|
614
|
break;
|
615
|
case 3: chances[0] = 0.5f;
|
616
|
chances[1] = 0.5f;
|
617
|
chances[2] = 1.0f;
|
618
|
break;
|
619
|
default:for(int i=0; i<numLayers; i++)
|
620
|
{
|
621
|
chances[i] = (float)(i+1)/numLayers;
|
622
|
}
|
623
|
}
|
624
|
|
625
|
return chances;
|
626
|
}
|
627
|
|
628
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
629
|
// PUBLIC API
|
630
|
|
631
|
public Static3D[] getRotationAxis()
|
632
|
{
|
633
|
return ROT_AXIS;
|
634
|
}
|
635
|
|
636
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
637
|
|
638
|
public int getBasicAngle()
|
639
|
{
|
640
|
return 3;
|
641
|
}
|
642
|
|
643
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
644
|
|
645
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
|
646
|
{
|
647
|
if( num==0 )
|
648
|
{
|
649
|
scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
|
650
|
}
|
651
|
else
|
652
|
{
|
653
|
int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
|
654
|
scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
|
655
|
}
|
656
|
|
657
|
float rowFloat = rnd.nextFloat();
|
658
|
|
659
|
for(int row=0; row<mRowChances.length; row++)
|
660
|
{
|
661
|
if( rowFloat<=mRowChances[row] )
|
662
|
{
|
663
|
scramble[num][1] = row;
|
664
|
break;
|
665
|
}
|
666
|
}
|
667
|
|
668
|
switch( rnd.nextInt(2) )
|
669
|
{
|
670
|
case 0: scramble[num][2] = -1; break;
|
671
|
case 1: scramble[num][2] = 1; break;
|
672
|
}
|
673
|
}
|
674
|
|
675
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
676
|
// The Skewb is solved if and only if:
|
677
|
//
|
678
|
// 1) all of its corner and edge cubits are rotated with the same quat
|
679
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
680
|
// and optionally they also might be upside down.
|
681
|
//
|
682
|
// i.e.
|
683
|
// cubits [ 8] and [ 9] - might be extra QUAT[1]
|
684
|
// cubits [10] and [11] - might be extra QUAT[2]
|
685
|
// cubits [12] and [13] - might be extra QUAT[3]
|
686
|
|
687
|
public boolean isSolved()
|
688
|
{
|
689
|
int q = CUBITS[0].mQuatIndex;
|
690
|
|
691
|
int numLayers = getNumLayers();
|
692
|
int numCorners = getNumCorners();
|
693
|
int numEdges = getNumEdges(numLayers);
|
694
|
int cornersAndEdges= numCorners + numEdges;
|
695
|
int centersPerFace = getNumCentersPerFace(numLayers);
|
696
|
int cubit, q1=q;
|
697
|
|
698
|
for(cubit=0; cubit<cornersAndEdges; cubit++)
|
699
|
{
|
700
|
if( CUBITS[cubit].mQuatIndex != q ) return false;
|
701
|
}
|
702
|
|
703
|
for(int face=0; face<6; face++)
|
704
|
{
|
705
|
if( face%2==0 ) q1 = mulQuat(q, (face/2)+1);
|
706
|
|
707
|
for(int center=0; center<centersPerFace; center++)
|
708
|
{
|
709
|
if( CUBITS[cubit].mQuatIndex != q && CUBITS[cubit].mQuatIndex != q1 ) return false;
|
710
|
cubit++;
|
711
|
}
|
712
|
}
|
713
|
|
714
|
return true;
|
715
|
}
|
716
|
|
717
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
718
|
// only needed for solvers - there are no Skewb solvers ATM)
|
719
|
|
720
|
public String retObjectString()
|
721
|
{
|
722
|
return "";
|
723
|
}
|
724
|
|
725
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
726
|
|
727
|
public int getObjectName(int numLayers)
|
728
|
{
|
729
|
switch(numLayers)
|
730
|
{
|
731
|
case 2: return R.string.skew2;
|
732
|
case 3: return R.string.skew3;
|
733
|
}
|
734
|
return R.string.skew2;
|
735
|
}
|
736
|
|
737
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
738
|
|
739
|
public int getInventor(int numLayers)
|
740
|
{
|
741
|
switch(numLayers)
|
742
|
{
|
743
|
case 2: return R.string.skew2_inventor;
|
744
|
case 3: return R.string.skew3_inventor;
|
745
|
}
|
746
|
return R.string.skew2_inventor;
|
747
|
}
|
748
|
|
749
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
750
|
|
751
|
public int getComplexity(int numLayers)
|
752
|
{
|
753
|
switch(numLayers)
|
754
|
{
|
755
|
case 2: return 5;
|
756
|
case 3: return 9;
|
757
|
}
|
758
|
return 5;
|
759
|
}
|
760
|
}
|