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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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 android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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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.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static1D;
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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 TwistyRex extends TwistyObject
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{
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private static final int FACES_PER_CUBIT =6;
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public static final float REX_D = 0.2f;
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// the four rotation axis of a RubikRex. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a RubikRex
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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( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
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};
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private static final int[][] mFaceMap =
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{
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 0, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 1, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 2, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 3, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 4, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 5, 18,18,18,18,18 },
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{ 6, 18,18,18,18,18 },
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{ 7, 18,18,18,18,18 },
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{ 8, 18,18,18,18,18 },
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{ 9, 18,18,18,18,18 },
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{ 10, 18,18,18,18,18 },
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{ 11, 18,18,18,18,18 },
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{ 16,14, 18,18,18,18 },
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{ 16,12, 18,18,18,18 },
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{ 16,15, 18,18,18,18 },
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{ 16,13, 18,18,18,18 },
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{ 12,14, 18,18,18,18 },
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{ 15,12, 18,18,18,18 },
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{ 15,13, 18,18,18,18 },
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{ 13,14, 18,18,18,18 },
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{ 14,17, 18,18,18,18 },
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{ 12,17, 18,18,18,18 },
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{ 17,15, 18,18,18,18 },
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{ 13,17, 18,18,18,18 },
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};
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private static MeshBase mCornerMesh, mFaceMesh, mEdgeMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyRex(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.REX, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 1.5f;
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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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boolean shouldResetTextureMaps()
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{
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return false;
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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 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getCuts(int numLayers)
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{
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float C = SQ3*0.15f; // bit less than 1/6 of the length of the main diagonal
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return new float[] {-C,+C};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return FACES_PER_CUBIT;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int numLayers)
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{
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final float DIST = 0.50f;
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final float DIST2= (1+2*REX_D)/6;
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final float[][] CENTERS = new float[42][];
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CENTERS[ 0] = new float[] { +DIST , +DIST2, +DIST2};
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CENTERS[ 1] = new float[] { +DIST , +DIST2, -DIST2};
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CENTERS[ 2] = new float[] { +DIST , -DIST2, -DIST2};
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CENTERS[ 3] = new float[] { +DIST , -DIST2, +DIST2};
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CENTERS[ 4] = new float[] { -DIST , +DIST2, +DIST2};
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CENTERS[ 5] = new float[] { -DIST , +DIST2, -DIST2};
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CENTERS[ 6] = new float[] { -DIST , -DIST2, -DIST2};
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CENTERS[ 7] = new float[] { -DIST , -DIST2, +DIST2};
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CENTERS[ 8] = new float[] { +DIST2, +DIST , +DIST2};
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CENTERS[ 9] = new float[] { +DIST2, +DIST , -DIST2};
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CENTERS[10] = new float[] { -DIST2, +DIST , -DIST2};
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CENTERS[11] = new float[] { -DIST2, +DIST , +DIST2};
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CENTERS[12] = new float[] { +DIST2, -DIST , +DIST2};
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CENTERS[13] = new float[] { +DIST2, -DIST , -DIST2};
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CENTERS[14] = new float[] { -DIST2, -DIST , -DIST2};
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CENTERS[15] = new float[] { -DIST2, -DIST , +DIST2};
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CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST };
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CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST };
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CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST };
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CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST };
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CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST };
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CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST };
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CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST };
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CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST };
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CENTERS[24] = new float[] { +DIST , +0.00f, +0.00f};
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CENTERS[25] = new float[] { -DIST , +0.00f, +0.00f};
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CENTERS[26] = new float[] { +0.00f, +DIST , +0.00f};
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CENTERS[27] = new float[] { +0.00f, -DIST , +0.00f};
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CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST };
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CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST };
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CENTERS[30] = new float[] { +0.00f, +DIST , +DIST };
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CENTERS[31] = new float[] { +DIST , +0.00f, +DIST };
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CENTERS[32] = new float[] { +0.00f, -DIST , +DIST };
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CENTERS[33] = new float[] { -DIST , +0.00f, +DIST };
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CENTERS[34] = new float[] { +DIST , +DIST , +0.00f};
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CENTERS[35] = new float[] { +DIST , -DIST , +0.00f};
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CENTERS[36] = new float[] { -DIST , -DIST , +0.00f};
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CENTERS[37] = new float[] { -DIST , +DIST , +0.00f};
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CENTERS[38] = new float[] { +0.00f, +DIST , -DIST };
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CENTERS[39] = new float[] { +DIST , +0.00f, -DIST };
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CENTERS[40] = new float[] { +0.00f, -DIST , -DIST };
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CENTERS[41] = new float[] { -DIST , +0.00f, -DIST };
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D getQuat(int cubit)
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{
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switch(cubit)
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{
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case 0: return new Static4D(+SQ2/2, 0,+SQ2/2, 0);
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case 1: return QUATS[5];
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case 2: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 3: return QUATS[8];
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case 4: return QUATS[6];
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case 5: return new Static4D(-SQ2/2, 0,+SQ2/2, 0);
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case 6: return QUATS[11];
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case 7: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 8: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 9: return QUATS[10];
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case 10: return new Static4D( 0,+SQ2/2,+SQ2/2, 0);
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case 11: return QUATS[4];
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case 12: return QUATS[9];
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case 13: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
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case 14: return QUATS[7];
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case 15: return new Static4D( 0,-SQ2/2,+SQ2/2, 0);
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case 16: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
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case 17: return QUATS[0];
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case 18: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
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case 19: return QUATS[3];
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case 20: return QUATS[1];
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case 21: return new Static4D(+SQ2/2,-SQ2/2, 0, 0);
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case 22: return QUATS[2];
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case 23: return new Static4D(+SQ2/2,+SQ2/2, 0, 0);
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case 24: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 25: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 26: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 27: return new Static4D(-SQ2/2, 0, 0, SQ2/2);
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case 28: return QUATS[0];
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case 29: return QUATS[1];
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case 30: return QUATS[0];
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case 31: return new Static4D( 0, 0,+SQ2/2, SQ2/2);
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case 32: return QUATS[3];
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case 33: return new Static4D( 0, 0,-SQ2/2, SQ2/2);
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case 34: return new Static4D( 0,-SQ2/2, 0, SQ2/2);
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case 35: return QUATS[7];
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case 36: return QUATS[9];
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case 37: return new Static4D( 0,+SQ2/2, 0, SQ2/2);
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case 38: return new Static4D(+SQ2/2, 0, 0, SQ2/2);
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case 39: return QUATS[8];
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case 40: return QUATS[1];
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case 41: return QUATS[6];
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}
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return QUATS[0];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createFacesRexCorner()
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{
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MeshBase[] meshes = new MeshBase[2];
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float F = REX_D*SQ2;
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float G = (1-REX_D)*SQ2/2;
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float H = 0.1f;
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float J = +2*G/3 - H*G;
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float[] vertices = { -F/2, -G/3, +F/2, -G/3, H*F/2, J, -H*F/2, J};
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FactoryCubit factory = FactoryCubit.getInstance();
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float[] bands0 = factory.computeBands(+0.016f,10,G/3,0.5f,5);
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float[] bands1 = factory.computeBands(-0.230f,45,G/3,0.0f,2);
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meshes[0] = new MeshPolygon(vertices,bands0,1,1);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = new MeshPolygon(vertices,bands1,0,0);
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meshes[1].setEffectAssociation(0,2,0);
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createFacesRexFace()
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{
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MeshBase[] meshes = new MeshBase[2];
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float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
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FactoryCubit factory = FactoryCubit.getInstance();
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float[] bands0 = factory.computeBands(0.016f,10,REX_D/2,0.5f,5);
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float[] bands1 = factory.computeBands(0.000f,45,REX_D/2,0.0f,2);
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meshes[0] = new MeshPolygon(vertices,bands0,0,0);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = new MeshPolygon(vertices,bands1,0,0);
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meshes[1].setEffectAssociation(0,2,0);
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return new MeshJoined(meshes);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createFacesRexEdge()
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{
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MeshBase[] meshes = new MeshPolygon[6];
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FactoryCubit factory = FactoryCubit.getInstance();
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float E = 0.5f - REX_D;
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float F = 0.5f;
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float[] vertices0 = { -F,E/3, 0,-2*E/3, +F,E/3 };
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float[] bands0 = factory.computeBands(0.03f,27,F/3,0.8f,5);
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meshes[0] = new MeshPolygon(vertices0, bands0, 2, 3);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = meshes[0].copy(true);
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meshes[1].setEffectAssociation(0,2,0);
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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
|
}
|