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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.helpers.FactoryCubit;
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import org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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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.MeshBase;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static3D;
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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 TwistyPyraminx extends TwistyObject
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{
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static final float SCREEN_RATIO = 0.88f;
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,-SQ3/3,+SQ6/3),
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new Static3D(+SQ6/3,+SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0),
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};
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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_GREEN , COLOR_YELLOW,
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COLOR_BLUE , COLOR_RED
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};
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// computed with res/raw/compute_quats.c
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, 0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, 0.5f),
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new Static4D( SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f),
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new Static4D( 0.0f, -0.5f, -SQ2/2, -0.5f),
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new Static4D( 0.0f, -0.5f, SQ2/2, -0.5f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f)
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};
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private static final double[][] VERTICES_TETRA = new double[][]
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{
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{-0.5, SQ2/4, 0.0},
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{ 0.5, SQ2/4, 0.0},
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{ 0.0,-SQ2/4, 0.5},
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{ 0.0,-SQ2/4,-0.5}
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};
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private static final int[][] VERT_INDEXES_TETRA = new int[][]
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{
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{2,1,0}, // counterclockwise!
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{3,0,1},
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{3,2,0},
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{2,3,1}
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};
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private static final double[][] VERTICES_OCTA = new double[][]
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{
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{ 0.5, 0.0, 0.5},
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{ 0.5, 0.0,-0.5},
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{-0.5, 0.0,-0.5},
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{-0.5, 0.0, 0.5},
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{ 0.0, SQ2/2, 0.0},
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{ 0.0,-SQ2/2, 0.0}
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};
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private static final int[][] VERT_INDEXES_OCTA = new int[][]
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{
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{3,0,4}, // counterclockwise!
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{0,1,4},
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{1,2,4},
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{2,3,4},
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{5,0,3},
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{5,1,0},
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{5,2,1},
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{5,3,2}
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.4330127f, -0.25f, 0.4330127f, -0.25f, 0.0f, 0.5f }
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};
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private static float[] mRowChances;
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private static final ObjectSticker[] mStickers;
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static
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{
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mStickers = new ObjectSticker[STICKERS.length];
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final float stroke = 0.08f;
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final float radius = 0.06f;
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final float[] radii= {radius,radius,radius};
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mStickers[0] = new ObjectSticker(STICKERS[0],null,radii,stroke);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyPyraminx(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, size, quat, texture, mesh, effects, moves, ObjectList.PYRA, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] getRowChances(int numLayers)
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{
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int total = numLayers*(numLayers+1)/2;
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float running=0.0f;
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float[] chances = new float[numLayers];
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for(int i=0; i<numLayers; i++)
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{
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running += (numLayers-i);
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chances[i] = running / total;
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}
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return chances;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void addTetrahedralLattice(int size, int index, float[][] pos)
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{
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final float DX = 1.0f;
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final float DY = SQ2/2;
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final float DZ = 1.0f;
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float startX = 0.0f;
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float startY =-DY*(size-1)/2;
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float startZ = DZ*(size-1)/2;
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for(int layer=0; layer<size; layer++)
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{
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float currX = startX;
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float currY = startY;
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for(int x=0; x<layer+1; x++)
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{
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float currZ = startZ;
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for(int z=0; z<size-layer; z++)
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{
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pos[index] = new float[] {currX,currY,currZ};
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index++;
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currZ -= DZ;
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}
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currX += DX;
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}
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startX-=DX/2;
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startY+=DY;
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startZ-=DZ/2;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// there are (n^3-n)/6 octahedrons and ((n+1)^3 - (n+1))/6 tetrahedrons
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float[][] getCubitPositions(int size)
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{
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int numOcta = (size-1)*size*(size+1)/6;
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int numTetra= size*(size+1)*(size+2)/6;
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float[][] ret = new float[numOcta+numTetra][];
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addTetrahedralLattice(size-1, 0,ret);
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addTetrahedralLattice(size ,numOcta,ret);
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumStickerTypes(int numLayers)
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{
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return STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int size)
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{
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float[][] cuts = new float[4][size-1];
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for(int i=0; i<size-1; i++)
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{
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float cut = (1.0f-0.25f*size+i)*(SQ6/3);
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cuts[0][i] = cut;
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cuts[1][i] = cut;
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cuts[2][i] = cut;
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cuts[3][i] = cut;
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return SCREEN_RATIO;
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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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private int getNumOctahedrons(int numLayers)
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{
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return (numLayers-1)*numLayers*(numLayers+1)/6;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int faceColor(int cubit, int axis)
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{
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return CUBITS[cubit].mRotationRow[axis] == 1 ? axis : NUM_FACES;
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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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if( cubit< (size-1)*size*(size+1)/6 )
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{
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switch( cubitface )
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{
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case 0: return faceColor(cubit,0);
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case 2: return faceColor(cubit,1);
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case 5: return faceColor(cubit,3);
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case 7: return faceColor(cubit,2);
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default:return NUM_FACES;
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}
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}
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else
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{
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return cubitface<NUM_FACES ? faceColor(cubit,cubitface) : NUM_FACES;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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if( variant==0 )
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{
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int N = numLayers==3? 6 : 5;
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int E = numLayers==3? 2 : 1;
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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int[] bandIndices = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] corners = new float[][] { {0.04f,0.20f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0,0,0 };
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return new ObjectShape(VERTICES_OCTA,VERT_INDEXES_OCTA,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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else
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{
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int N = numLayers==3? 6 : 5;
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int E = numLayers==3? 2 : 1;
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float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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int[] bandIndices = new int[] { 0,0,0,0 };
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float[][] corners = new float[][] { {0.06f,0.15f} };
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int[] cornerIndices = new int[] { 0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0 };
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return new ObjectShape(VERTICES_TETRA,VERT_INDEXES_TETRA,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit, int numLayers)
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{
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return QUATS[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCubitVariants(int numLayers)
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{
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit, int numLayers)
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{
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return cubit<getNumOctahedrons(numLayers) ? 0:1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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if( mMeshes==null )
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{
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[getNumCubitVariants(numLayers)];
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}
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if( mMeshes[variant]==null )
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{
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ObjectShape shape = getObjectShape(cubit,numLayers);
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(shape);
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mMeshes[variant] = factory.createRoundedSolid(shape);
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}
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MeshBase mesh = mMeshes[variant].copy(true);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectSticker retSticker(int face)
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{
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return mStickers[face/NUM_FACES];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SQ6/3 = height of the tetrahedron
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float returnMultiplier()
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{
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return getNumLayers()/(SQ6/3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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410
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[] getBasicAngle()
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{
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return BASIC_ANGLE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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424
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public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
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{
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int numLayers = getNumLayers();
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if( mRowChances==null ) mRowChances = getRowChances(numLayers);
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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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}
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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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439
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// Correct the situation when we first rotate the largest layer, then a tip (which doesn't
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441
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// intersect anything besides the largest layer!) and then we try to rotate again along
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442
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// the same axis like 2 rotations before - which carries the risk we rotate the largest
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// layer back to its spot again and the three moves end up being only a single tip rotation.
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444
|
if( curr>=2 && scramble[curr-1][1]==(numLayers-1) && scramble[curr][0]==scramble[curr-2][0] )
|
445
|
{
|
446
|
for(int ax=0; ax<NUM_AXIS; ax++)
|
447
|
{
|
448
|
if( scramble[curr-1][0]!=ax && scramble[curr-2][0]!=ax )
|
449
|
{
|
450
|
scramble[curr][0]=ax;
|
451
|
break;
|
452
|
}
|
453
|
}
|
454
|
}
|
455
|
}
|
456
|
|
457
|
float rowFloat = rnd.nextFloat();
|
458
|
|
459
|
for(int row=0; row<numLayers; row++)
|
460
|
{
|
461
|
if( rowFloat<=mRowChances[row] )
|
462
|
{
|
463
|
scramble[curr][1] = row;
|
464
|
break;
|
465
|
}
|
466
|
}
|
467
|
|
468
|
switch( rnd.nextInt(2) )
|
469
|
{
|
470
|
case 0: scramble[curr][2] = -1; break;
|
471
|
case 1: scramble[curr][2] = 1; break;
|
472
|
}
|
473
|
}
|
474
|
|
475
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
476
|
|
477
|
public boolean isSolved()
|
478
|
{
|
479
|
int index = CUBITS[0].mQuatIndex;
|
480
|
|
481
|
for(int i=1; i<NUM_CUBITS; i++)
|
482
|
{
|
483
|
if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
|
484
|
}
|
485
|
|
486
|
return true;
|
487
|
}
|
488
|
|
489
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
490
|
|
491
|
public int getObjectName(int numLayers)
|
492
|
{
|
493
|
switch(numLayers)
|
494
|
{
|
495
|
case 3: return R.string.pyra3;
|
496
|
case 4: return R.string.pyra4;
|
497
|
case 5: return R.string.pyra5;
|
498
|
}
|
499
|
return R.string.pyra3;
|
500
|
}
|
501
|
|
502
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
503
|
|
504
|
public int getInventor(int numLayers)
|
505
|
{
|
506
|
switch(numLayers)
|
507
|
{
|
508
|
case 3: return R.string.pyra3_inventor;
|
509
|
case 4: return R.string.pyra4_inventor;
|
510
|
case 5: return R.string.pyra5_inventor;
|
511
|
}
|
512
|
return R.string.pyra3_inventor;
|
513
|
}
|
514
|
|
515
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
516
|
|
517
|
public int getComplexity(int numLayers)
|
518
|
{
|
519
|
switch(numLayers)
|
520
|
{
|
521
|
case 3: return 4;
|
522
|
case 4: return 6;
|
523
|
case 5: return 8;
|
524
|
}
|
525
|
return 4;
|
526
|
}
|
527
|
}
|