Project

General

Profile

Download (25.1 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / TwistyRex.java @ be56193c

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.effect.VertexEffect;
30
import org.distorted.library.effect.VertexEffectMove;
31
import org.distorted.library.effect.VertexEffectRotate;
32
import org.distorted.library.effect.VertexEffectScale;
33
import org.distorted.library.main.DistortedEffects;
34
import org.distorted.library.main.DistortedTexture;
35
import org.distorted.library.mesh.MeshBase;
36
import org.distorted.library.mesh.MeshJoined;
37
import org.distorted.library.mesh.MeshPolygon;
38
import org.distorted.library.mesh.MeshSquare;
39
import org.distorted.library.type.Static1D;
40
import org.distorted.library.type.Static3D;
41
import org.distorted.library.type.Static4D;
42
import org.distorted.main.R;
43

    
44
import java.util.Random;
45

    
46
///////////////////////////////////////////////////////////////////////////////////////////////////
47

    
48
public class TwistyRex extends TwistyObject
49
{
50
  private static final int FACES_PER_CUBIT =6;
51

    
52
  public static final float REX_D = 0.2f;
53

    
54
  // the four rotation axis of a RubikRex. Must be normalized.
55
  static final Static3D[] ROT_AXIS = new Static3D[]
56
         {
57
           new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
58
           new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
59
           new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
60
           new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
61
         };
62

    
63
  private static final int[] FACE_COLORS = new int[]
64
         {
65
           COLOR_YELLOW, COLOR_WHITE,
66
           COLOR_BLUE  , COLOR_GREEN,
67
           COLOR_RED   , COLOR_ORANGE
68
         };
69

    
70
  // All legal rotation quats of a RubikRex
71
  private static final Static4D[] QUATS = new Static4D[]
72
         {
73
           new Static4D(  0.0f,  0.0f,  0.0f,  1.0f ),
74
           new Static4D(  1.0f,  0.0f,  0.0f,  0.0f ),
75
           new Static4D(  0.0f,  1.0f,  0.0f,  0.0f ),
76
           new Static4D(  0.0f,  0.0f,  1.0f,  0.0f ),
77

    
78
           new Static4D(  0.5f,  0.5f,  0.5f,  0.5f ),
79
           new Static4D(  0.5f,  0.5f,  0.5f, -0.5f ),
80
           new Static4D(  0.5f,  0.5f, -0.5f,  0.5f ),
81
           new Static4D(  0.5f,  0.5f, -0.5f, -0.5f ),
82
           new Static4D(  0.5f, -0.5f,  0.5f,  0.5f ),
83
           new Static4D(  0.5f, -0.5f,  0.5f, -0.5f ),
84
           new Static4D(  0.5f, -0.5f, -0.5f,  0.5f ),
85
           new Static4D(  0.5f, -0.5f, -0.5f, -0.5f )
86
         };
87

    
88
  private static final int[][] mFaceMap =
89
         {
90
           {  0, 18,18,18,18,18 },
91
           {  0, 18,18,18,18,18 },
92
           {  0, 18,18,18,18,18 },
93
           {  0, 18,18,18,18,18 },
94
           {  1, 18,18,18,18,18 },
95
           {  1, 18,18,18,18,18 },
96
           {  1, 18,18,18,18,18 },
97
           {  1, 18,18,18,18,18 },
98
           {  2, 18,18,18,18,18 },
99
           {  2, 18,18,18,18,18 },
100
           {  2, 18,18,18,18,18 },
101
           {  2, 18,18,18,18,18 },
102
           {  3, 18,18,18,18,18 },
103
           {  3, 18,18,18,18,18 },
104
           {  3, 18,18,18,18,18 },
105
           {  3, 18,18,18,18,18 },
106
           {  4, 18,18,18,18,18 },
107
           {  4, 18,18,18,18,18 },
108
           {  4, 18,18,18,18,18 },
109
           {  4, 18,18,18,18,18 },
110
           {  5, 18,18,18,18,18 },
111
           {  5, 18,18,18,18,18 },
112
           {  5, 18,18,18,18,18 },
113
           {  5, 18,18,18,18,18 },
114

    
115
           {  6, 18,18,18,18,18 },
116
           {  7, 18,18,18,18,18 },
117
           {  8, 18,18,18,18,18 },
118
           {  9, 18,18,18,18,18 },
119
           { 10, 18,18,18,18,18 },
120
           { 11, 18,18,18,18,18 },
121

    
122
           { 16,14, 18,18,18,18 },
123
           { 16,12, 18,18,18,18 },
124
           { 16,15, 18,18,18,18 },
125
           { 16,13, 18,18,18,18 },
126
           { 12,14, 18,18,18,18 },
127
           { 15,12, 18,18,18,18 },
128
           { 15,13, 18,18,18,18 },
129
           { 13,14, 18,18,18,18 },
130
           { 14,17, 18,18,18,18 },
131
           { 12,17, 18,18,18,18 },
132
           { 17,15, 18,18,18,18 },
133
           { 13,17, 18,18,18,18 },
134
         };
135

    
136
  private static MeshBase mCornerMesh, mFaceMesh, mEdgeMesh;
137

    
138
///////////////////////////////////////////////////////////////////////////////////////////////////
139

    
140
  TwistyRex(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
141
            DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
142
    {
143
    super(size, size, quat, texture, mesh, effects, moves, ObjectList.REX, res, scrWidth);
144
    }
145

    
146
///////////////////////////////////////////////////////////////////////////////////////////////////
147

    
148
  float getScreenRatio()
149
    {
150
    return 1.5f;
151
    }
152

    
153
///////////////////////////////////////////////////////////////////////////////////////////////////
154

    
155
  Static4D[] getQuats()
156
    {
157
    return QUATS;
158
    }
159

    
160
///////////////////////////////////////////////////////////////////////////////////////////////////
161

    
162
  int getNumFaces()
163
    {
164
    return FACE_COLORS.length;
165
    }
166

    
167
///////////////////////////////////////////////////////////////////////////////////////////////////
168

    
169
  boolean shouldResetTextureMaps()
170
    {
171
    return false;
172
    }
173

    
174
///////////////////////////////////////////////////////////////////////////////////////////////////
175

    
176
  int getNumStickerTypes(int numLayers)
177
    {
178
    return 3;
179
    }
180

    
181
///////////////////////////////////////////////////////////////////////////////////////////////////
182

    
183
  float[] getCuts(int numLayers)
184
    {
185
    float C = SQ3*0.15f;   // bit less than 1/6 of the length of the main diagonal
186

    
187
    return new float[] {-C,+C};
188
    }
189

    
190
///////////////////////////////////////////////////////////////////////////////////////////////////
191

    
192
  int getNumCubitFaces()
193
    {
194
    return FACES_PER_CUBIT;
195
    }
196

    
197
///////////////////////////////////////////////////////////////////////////////////////////////////
198

    
199
  float[][] getCubitPositions(int numLayers)
200
    {
201
    final float DIST = 0.50f;
202
    final float DIST2= (1+2*REX_D)/6;
203

    
204
    final float[][] CENTERS = new float[42][];
205

    
206
    CENTERS[ 0] = new float[] { +DIST , +DIST2, +DIST2};
207
    CENTERS[ 1] = new float[] { +DIST , +DIST2, -DIST2};
208
    CENTERS[ 2] = new float[] { +DIST , -DIST2, -DIST2};
209
    CENTERS[ 3] = new float[] { +DIST , -DIST2, +DIST2};
210
    CENTERS[ 4] = new float[] { -DIST , +DIST2, +DIST2};
211
    CENTERS[ 5] = new float[] { -DIST , +DIST2, -DIST2};
212
    CENTERS[ 6] = new float[] { -DIST , -DIST2, -DIST2};
213
    CENTERS[ 7] = new float[] { -DIST , -DIST2, +DIST2};
214
    CENTERS[ 8] = new float[] { +DIST2, +DIST , +DIST2};
215
    CENTERS[ 9] = new float[] { +DIST2, +DIST , -DIST2};
216
    CENTERS[10] = new float[] { -DIST2, +DIST , -DIST2};
217
    CENTERS[11] = new float[] { -DIST2, +DIST , +DIST2};
218
    CENTERS[12] = new float[] { +DIST2, -DIST , +DIST2};
219
    CENTERS[13] = new float[] { +DIST2, -DIST , -DIST2};
220
    CENTERS[14] = new float[] { -DIST2, -DIST , -DIST2};
221
    CENTERS[15] = new float[] { -DIST2, -DIST , +DIST2};
222
    CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST };
223
    CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST };
224
    CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST };
225
    CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST };
226
    CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST };
227
    CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST };
228
    CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST };
229
    CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST };
230

    
231
    CENTERS[24] = new float[] { +DIST , +0.00f, +0.00f};
232
    CENTERS[25] = new float[] { -DIST , +0.00f, +0.00f};
233
    CENTERS[26] = new float[] { +0.00f, +DIST , +0.00f};
234
    CENTERS[27] = new float[] { +0.00f, -DIST , +0.00f};
235
    CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST };
236
    CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST };
237

    
238
    CENTERS[30] = new float[] { +0.00f, +DIST , +DIST };
239
    CENTERS[31] = new float[] { +DIST , +0.00f, +DIST };
240
    CENTERS[32] = new float[] { +0.00f, -DIST , +DIST };
241
    CENTERS[33] = new float[] { -DIST , +0.00f, +DIST };
242
    CENTERS[34] = new float[] { +DIST , +DIST , +0.00f};
243
    CENTERS[35] = new float[] { +DIST , -DIST , +0.00f};
244
    CENTERS[36] = new float[] { -DIST , -DIST , +0.00f};
245
    CENTERS[37] = new float[] { -DIST , +DIST , +0.00f};
246
    CENTERS[38] = new float[] { +0.00f, +DIST , -DIST };
247
    CENTERS[39] = new float[] { +DIST , +0.00f, -DIST };
248
    CENTERS[40] = new float[] { +0.00f, -DIST , -DIST };
249
    CENTERS[41] = new float[] { -DIST , +0.00f, -DIST };
250

    
251
    return CENTERS;
252
    }
253

    
254
///////////////////////////////////////////////////////////////////////////////////////////////////
255

    
256
  private Static4D getQuat(int cubit)
257
    {
258
    switch(cubit)
259
      {
260
      case  0: return new Static4D(+SQ2/2,     0,+SQ2/2,     0);
261
      case  1: return QUATS[5];
262
      case  2: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
263
      case  3: return QUATS[8];
264
      case  4: return QUATS[6];
265
      case  5: return new Static4D(-SQ2/2,     0,+SQ2/2,     0);
266
      case  6: return QUATS[11];
267
      case  7: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
268
      case  8: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
269
      case  9: return QUATS[10];
270
      case 10: return new Static4D(     0,+SQ2/2,+SQ2/2,     0);
271
      case 11: return QUATS[4];
272
      case 12: return QUATS[9];
273
      case 13: return new Static4D(-SQ2/2,     0,     0, SQ2/2);
274
      case 14: return QUATS[7];
275
      case 15: return new Static4D(     0,-SQ2/2,+SQ2/2,     0);
276
      case 16: return new Static4D(     0,     0,-SQ2/2, SQ2/2);
277
      case 17: return QUATS[0];
278
      case 18: return new Static4D(     0,     0,+SQ2/2, SQ2/2);
279
      case 19: return QUATS[3];
280
      case 20: return QUATS[1];
281
      case 21: return new Static4D(+SQ2/2,-SQ2/2,     0,     0);
282
      case 22: return QUATS[2];
283
      case 23: return new Static4D(+SQ2/2,+SQ2/2,     0,     0);
284

    
285
      case 24: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
286
      case 25: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
287
      case 26: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
288
      case 27: return new Static4D(-SQ2/2,     0,     0, SQ2/2);
289
      case 28: return QUATS[0];
290
      case 29: return QUATS[1];
291

    
292
      case 30: return QUATS[0];
293
      case 31: return new Static4D(     0,     0,+SQ2/2, SQ2/2);
294
      case 32: return QUATS[3];
295
      case 33: return new Static4D(     0,     0,-SQ2/2, SQ2/2);
296
      case 34: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
297
      case 35: return QUATS[7];
298
      case 36: return QUATS[9];
299
      case 37: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
300
      case 38: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
301
      case 39: return QUATS[8];
302
      case 40: return QUATS[1];
303
      case 41: return QUATS[6];
304
      }
305

    
306
    return QUATS[0];
307
    }
308

    
309
///////////////////////////////////////////////////////////////////////////////////////////////////
310

    
311
  MeshBase createFacesRexCorner()
312
    {
313
    MeshBase[] meshes = new MeshBase[2];
314

    
315
    float F = REX_D*SQ2;
316
    float G = (1-REX_D)*SQ2/2;
317
    float H = 0.1f;
318
    float J = +2*G/3 - H*G;
319

    
320
    float[] vertices = { -F/2, -G/3, +F/2, -G/3, H*F/2, J, -H*F/2, J};
321

    
322
    FactoryCubit factory = FactoryCubit.getInstance();
323
    float[] bands0 = factory.computeBands(+0.016f,10,G/3,0.5f,5);
324
    float[] bands1 = factory.computeBands(-0.230f,45,G/3,0.0f,2);
325

    
326
    meshes[0] = new MeshPolygon(vertices,bands0,1,1);
327
    meshes[0].setEffectAssociation(0,1,0);
328
    meshes[1] = new MeshPolygon(vertices,bands1,0,0);
329
    meshes[1].setEffectAssociation(0,2,0);
330

    
331
    return new MeshJoined(meshes);
332
    }
333

    
334
///////////////////////////////////////////////////////////////////////////////////////////////////
335

    
336
  MeshBase createFacesRexFace()
337
    {
338
    MeshBase[] meshes = new MeshBase[2];
339

    
340
    float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
341

    
342
    FactoryCubit factory = FactoryCubit.getInstance();
343
    float[] bands0 = factory.computeBands(0.016f,10,REX_D/2,0.5f,5);
344
    float[] bands1 = factory.computeBands(0.000f,45,REX_D/2,0.0f,2);
345

    
346
    meshes[0] = new MeshPolygon(vertices,bands0,0,0);
347
    meshes[0].setEffectAssociation(0,1,0);
348
    meshes[1] = new MeshPolygon(vertices,bands1,0,0);
349
    meshes[1].setEffectAssociation(0,2,0);
350

    
351
    return new MeshJoined(meshes);
352
    }
353

    
354
///////////////////////////////////////////////////////////////////////////////////////////////////
355

    
356
  MeshBase createFacesRexEdge()
357
    {
358
    MeshBase[] meshes = new MeshPolygon[6];
359
    FactoryCubit factory = FactoryCubit.getInstance();
360

    
361
    float E = 0.5f - REX_D;
362
    float F = 0.5f;
363
    float[] vertices0 = { -F,E/3, 0,-2*E/3, +F,E/3 };
364
    float[] bands0 = factory.computeBands(0.03f,27,F/3,0.8f,5);
365

    
366
    meshes[0] = new MeshPolygon(vertices0, bands0, 2, 3);
367
    meshes[0].setEffectAssociation(0,1,0);
368
    meshes[1] = meshes[0].copy(true);
369
    meshes[1].setEffectAssociation(0,2,0);
370

    
371
    float G = (float)Math.sqrt(E*E+F*F);
372
    float[] vertices1 = { -2*G/3, -E/3, G/3, -E/3, G/3, 2*E/3 };
373
    float[] bands1 = factory.computeBands(0.00f,45,G/3,0.2f,3);
374

    
375
    meshes[2] = new MeshPolygon(vertices1, bands1, 1, 2);
376
    meshes[2].setEffectAssociation(0,4,0);
377
    meshes[3] = meshes[2].copy(true);
378
    meshes[3].setEffectAssociation(0,8,0);
379
    meshes[4] = meshes[2].copy(true);
380
    meshes[4].setEffectAssociation(0,16,0);
381
    meshes[5] = meshes[2].copy(true);
382
    meshes[5].setEffectAssociation(0,32,0);
383

    
384
    return new MeshJoined(meshes);
385
    }
386

    
387
///////////////////////////////////////////////////////////////////////////////////////////////////
388

    
389
  private VertexEffect[] createVertexEffectsRexEdge()
390
    {
391
    float E = 0.5f - REX_D;
392
    float F = 0.5f;
393
    float G = (float)Math.sqrt(E*E+F*F);
394
    float A = (float)((180/Math.PI)*Math.asin(E/G));
395

    
396
    Static3D move1 = new Static3D(    0.0f, -E/3, 0.0f);
397
    Static3D move2 = new Static3D(2*G/3 -F, +E/3, 0.0f);
398

    
399
    Static3D center0= new Static3D(0.0f, 0.0f, 0.0f);
400
    Static3D center1= new Static3D(  -F, 0.0f, 0.0f);
401
    Static3D center2= new Static3D(  +F, 0.0f, 0.0f);
402
    Static3D axisX  = new Static3D(1.0f, 0.0f, 0.0f);
403
    Static3D axisY  = new Static3D(0.0f, 1.0f, 0.0f);
404
    Static3D axisZ  = new Static3D(0.0f, 0.0f, 1.0f);
405

    
406
    Static1D angle180 = new Static1D(180);
407
    Static1D angle90  = new Static1D( 90);
408
    Static1D angle270 = new Static1D(270);
409
    Static1D angle1   = new Static1D(+A);
410
    Static1D angle2   = new Static1D(-A);
411

    
412
    VertexEffect[] effect = new VertexEffect[12];
413

    
414
    effect[0] = new VertexEffectMove(move1);
415
    effect[1] = new VertexEffectMove(move2);
416
    effect[2] = new VertexEffectRotate(  angle90, axisX, center0 );
417
    effect[3] = new VertexEffectRotate( angle270, axisX, center0 );
418
    effect[4] = new VertexEffectRotate( angle180, axisX, center0 );
419
    effect[5] = new VertexEffectRotate( angle180, axisY, center0 );
420
    effect[6] = new VertexEffectScale( new Static3D(-1, 1, 1) );
421
    effect[7] = new VertexEffectScale ( new Static3D( 1,-1, 1) );
422
    effect[8] = new VertexEffectRotate(   angle1, axisY, center1);
423
    effect[9] = new VertexEffectRotate(   angle2, axisY, center2);
424
    effect[10]= new VertexEffectRotate(   angle2, axisZ, center1);
425
    effect[11]= new VertexEffectRotate(   angle1, axisZ, center2);
426

    
427
    effect[0].setMeshAssociation( 3,-1);  // meshes 0 & 1
428
    effect[1].setMeshAssociation(60,-1);  // meshes 2,3,4,5
429
    effect[2].setMeshAssociation( 2,-1);  // meshes 1
430
    effect[3].setMeshAssociation(12,-1);  // meshes 2,3
431
    effect[4].setMeshAssociation(48,-1);  // meshes 4,5
432
    effect[5].setMeshAssociation(32,-1);  // mesh 5
433
    effect[6].setMeshAssociation( 8,-1);  // apply to mesh 3
434
    effect[7].setMeshAssociation( 2,-1);  // apply to mesh 1
435
    effect[8].setMeshAssociation(16,-1);  // apply to mesh 4
436
    effect[9].setMeshAssociation(32,-1);  // apply to mesh 5
437
    effect[10].setMeshAssociation(4,-1);  // apply to mesh 2
438
    effect[11].setMeshAssociation(8,-1);  // apply to mesh 3
439

    
440
    return effect;
441
    }
442

    
443
///////////////////////////////////////////////////////////////////////////////////////////////////
444

    
445
  private VertexEffect[] createVertexEffectsRexCorner()
446
    {
447
    Static3D center= new Static3D(0.0f, 0.0f, 0.0f);
448
    Static3D axisZ = new Static3D(0.0f, 0.0f, 1.0f);
449
    Static1D angle = new Static1D(225);
450

    
451
    VertexEffect[] effect = new VertexEffect[1];
452
    effect[0] = new VertexEffectRotate(angle, axisZ, center);
453

    
454
    return effect;
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458

    
459
  private MeshBase createRexCornerMesh()
460
    {
461
    MeshBase mesh = createFacesRexCorner();
462
    VertexEffect[] effects = createVertexEffectsRexCorner();
463
    for( VertexEffect effect : effects ) mesh.apply(effect);
464

    
465
    final float G = (1-REX_D)/3;
466
    Static3D center = new Static3D(0.0f,0.0f,-G*SQ2/2);
467
    Static3D[] vertices = new Static3D[1];
468
    vertices[0] = new Static3D(+G,-G,+0.0f);
469
    FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.10f,0.10f);
470

    
471
    mesh.mergeEffComponents();
472
    mesh.addEmptyTexComponent();
473
    mesh.addEmptyTexComponent();
474
    mesh.addEmptyTexComponent();
475
    mesh.addEmptyTexComponent();
476

    
477
    return mesh;
478
    }
479

    
480
///////////////////////////////////////////////////////////////////////////////////////////////////
481

    
482
  private MeshBase createRexFaceMesh()
483
    {
484
    MeshBase mesh = createFacesRexFace();
485

    
486
    mesh.mergeEffComponents();
487
    mesh.addEmptyTexComponent();
488
    mesh.addEmptyTexComponent();
489
    mesh.addEmptyTexComponent();
490
    mesh.addEmptyTexComponent();
491

    
492
    return mesh;
493
    }
494

    
495
///////////////////////////////////////////////////////////////////////////////////////////////////
496

    
497
  private MeshBase createRexEdgeMesh()
498
    {
499
    MeshBase mesh = createFacesRexEdge();
500
    VertexEffect[] effects = createVertexEffectsRexEdge();
501
    for( VertexEffect effect : effects ) mesh.apply(effect);
502

    
503
    Static3D center = new Static3D(0.0f,-0.5f,-0.5f);
504
    Static3D[] vertices = new Static3D[2];
505
    vertices[0] = new Static3D(+0.5f,+0.0f,+0.0f);
506
    vertices[1] = new Static3D(-0.5f,+0.0f,+0.0f);
507
    FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.06f,0.10f);
508

    
509
    mesh.mergeEffComponents();
510

    
511
    return mesh;
512
    }
513

    
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515

    
516
  MeshBase createCubitMesh(int cubit, int numLayers)
517
    {
518
    MeshBase mesh;
519

    
520
    if( cubit<24 )
521
      {
522
      if( mCornerMesh==null ) mCornerMesh = createRexCornerMesh();
523
      mesh = mCornerMesh.copy(true);
524
      }
525
    else if( cubit<30 )
526
      {
527
      if( mFaceMesh==null ) mFaceMesh = createRexFaceMesh();
528
      mesh = mFaceMesh.copy(true);
529
      }
530
    else
531
      {
532
      if( mEdgeMesh==null ) mEdgeMesh = createRexEdgeMesh();
533
      mesh = mEdgeMesh.copy(true);
534
      }
535

    
536
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
537
    mesh.apply(quat,0xffffffff,0);
538

    
539
    return mesh;
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543

    
544
  int getFaceColor(int cubit, int cubitface, int numLayers)
545
    {
546
    return mFaceMap[cubit][cubitface];
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550

    
551
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
552
    {
553
    int COLORS = FACE_COLORS.length;
554
    FactorySticker factory = FactorySticker.getInstance();
555
    float S1 = 0.050f;
556
    float S2 = 0.051f;
557
    float R1 = 0.07f;
558
    float R2 = 0.02f;
559
    float R3 = 0.06f;
560
    float R4 = 0.04f;
561

    
562
    if( face<COLORS )
563
      {
564
      factory.drawRexCornerSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S1, R2, R3);
565
      }
566
    else if( face<2*COLORS )
567
      {
568
      float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
569
      factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S1, FACE_COLORS[face%COLORS], R4);
570
      }
571
    else
572
      {
573
      factory.drawRexEdgeSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S2, R1);
574
      }
575
    }
576

    
577
///////////////////////////////////////////////////////////////////////////////////////////////////
578

    
579
  float returnMultiplier()
580
    {
581
    return 2.0f;
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585

    
586
  float[] getRowChances(int numLayers)
587
    {
588
    return new float[] { 0.5f, 0.5f, 1.0f };
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592
// PUBLIC API
593

    
594
  public Static3D[] getRotationAxis()
595
    {
596
    return ROT_AXIS;
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600

    
601
  public int getBasicAngle()
602
    {
603
    return 3;
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607

    
608
  public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
609
    {
610
    if( num==0 )
611
      {
612
      scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
613
      }
614
    else
615
      {
616
      int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
617
      scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
618
      }
619

    
620
    float rowFloat = rnd.nextFloat();
621

    
622
    for(int row=0; row<mRowChances.length; row++)
623
      {
624
      if( rowFloat<=mRowChances[row] )
625
        {
626
        scramble[num][1] = row;
627
        break;
628
        }
629
      }
630

    
631
    switch( rnd.nextInt(2) )
632
      {
633
      case 0: scramble[num][2] = -1; break;
634
      case 1: scramble[num][2] =  1; break;
635
      }
636
    }
637

    
638
///////////////////////////////////////////////////////////////////////////////////////////////////
639
// The Rex is solved if and only if:
640
//
641
// 1) all 12 of its edge cubits are rotated with the same quat
642
// 2) all its face & corner cubits are rotated with the same quat like the edge ones,
643
//    and optionally they also might be upside down.
644
//
645
// i.e.
646
// corners ( 0, 1, 2, 3, 4, 5, 6, 7) and faces (24,25) - might be extra QUAT[1]
647
// corners ( 8, 9,10,11,12,13,14,15) and faces (26,27) - might be extra QUAT[2]
648
// corners (16,17,18,19,20,21,22,23) and faces (28,29) - might be extra QUAT[3]
649

    
650
  public boolean isSolved()
651
    {
652
    int q1,q = CUBITS[30].mQuatIndex;
653

    
654
    for(int i=31; i<42; i++)
655
      {
656
      if( CUBITS[i].mQuatIndex != q) return false;
657
      }
658

    
659
    q1 = mulQuat(q,1);
660

    
661
    for(int i=0; i<8; i++)
662
      {
663
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
664
      }
665

    
666
    if( CUBITS[24].mQuatIndex != q && CUBITS[24].mQuatIndex != q1 ) return false;
667
    if( CUBITS[25].mQuatIndex != q && CUBITS[25].mQuatIndex != q1 ) return false;
668

    
669
    q1 = mulQuat(q,2);
670

    
671
    for(int i=8; i<16; i++)
672
      {
673
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
674
      }
675

    
676
    if( CUBITS[26].mQuatIndex != q && CUBITS[26].mQuatIndex != q1 ) return false;
677
    if( CUBITS[27].mQuatIndex != q && CUBITS[27].mQuatIndex != q1 ) return false;
678

    
679
    q1 = mulQuat(q,3);
680

    
681
    for(int i=16; i<24; i++)
682
      {
683
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
684
      }
685

    
686
    if( CUBITS[28].mQuatIndex != q && CUBITS[28].mQuatIndex != q1 ) return false;
687
    if( CUBITS[29].mQuatIndex != q && CUBITS[29].mQuatIndex != q1 ) return false;
688

    
689
    return true;
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693
// only needed for solvers - there are no Rex solvers ATM
694

    
695
  public String retObjectString()
696
    {
697
    return "";
698
    }
699

    
700
///////////////////////////////////////////////////////////////////////////////////////////////////
701

    
702
  public int getObjectName(int numLayers)
703
    {
704
    return R.string.rex3;
705
    }
706

    
707
///////////////////////////////////////////////////////////////////////////////////////////////////
708

    
709
  public int getInventor(int numLayers)
710
    {
711
    return R.string.rex3_inventor;
712
    }
713

    
714
///////////////////////////////////////////////////////////////////////////////////////////////////
715

    
716
  public int getComplexity(int numLayers)
717
    {
718
    return 3;
719
    }
720
}
(32-32/33)