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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.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 org.distorted.main.RubikSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyMinx
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{
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static final float MEGA_D = 0.05f;
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private static final int NUM_CORNERS = 20;
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private static final int NUM_CENTERS = 12;
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private static final int NUM_EDGES = 30;
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// the five vertices that form a given face. Order: the same as colors
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// of the faces in TwistyMinx.
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private static final int[][] mCenterMap =
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{
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{ 0, 12, 4, 14, 2},
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{ 0, 2, 18, 6, 16},
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{ 6, 18, 11, 19, 7},
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{ 3, 15, 9, 11, 19},
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{ 4, 5, 15, 9, 14},
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{ 1, 13, 5, 15, 3},
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{ 1, 3, 19, 7, 17},
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{10, 16, 6, 7, 17},
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{ 0, 12, 8, 10, 16},
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{ 8, 13, 5, 4, 12},
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{ 1, 13, 8, 10, 17},
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{ 2, 14, 9, 11, 18},
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};
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// the quadruple ( vertex1, vertex2, face1, face2 ) defining an edge.
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// In fact the 2 vertices already define it, the faces only provide easy
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// way to get to know the colors. Order: arbitrary. Face1 arbitrarily on
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// the 'left' or right of vector vertex1 --> vertex2, according to Quat.
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private static final int[][] mEdgeMap =
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{
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{ 0, 12, 0, 8},
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{ 12, 4, 0, 9},
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{ 4, 14, 0, 4},
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{ 14, 2, 0, 11},
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{ 2, 0, 0, 1},
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{ 14, 9, 4, 11},
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{ 9, 11, 3, 11},
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{ 11, 18, 2, 11},
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{ 18, 2, 1, 11},
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{ 18, 6, 2, 1},
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{ 6, 16, 7, 1},
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{ 16, 0, 8, 1},
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{ 16, 10, 8, 7},
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{ 10, 8, 8, 10},
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{ 8, 12, 8, 9},
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{ 8, 13, 9, 10},
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{ 13, 5, 9, 5},
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{ 5, 4, 9, 4},
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{ 5, 15, 4, 5},
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{ 15, 9, 4, 3},
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{ 11, 19, 2, 3},
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{ 19, 7, 2, 6},
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{ 7, 6, 2, 7},
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{ 7, 17, 7, 6},
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{ 17, 10, 7, 10},
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{ 17, 1, 6, 10},
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{ 1, 3, 6, 4},
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{ 3, 19, 6, 3},
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{ 1, 13, 10, 5},
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{ 3, 15, 5, 3},
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};
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private static final float[][] mCenterCoords = new float[NUM_CENTERS][3];
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static
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{
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for(int center=0; center<NUM_CENTERS; center++)
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{
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int[] map = mCenterMap[center];
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float x = CORNERS[map[0]].get0() +
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CORNERS[map[1]].get0() +
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CORNERS[map[2]].get0() +
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CORNERS[map[3]].get0() +
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CORNERS[map[4]].get0() ;
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float y = CORNERS[map[0]].get1() +
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CORNERS[map[1]].get1() +
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CORNERS[map[2]].get1() +
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CORNERS[map[3]].get1() +
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CORNERS[map[4]].get1() ;
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float z = CORNERS[map[0]].get2() +
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CORNERS[map[1]].get2() +
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CORNERS[map[2]].get2() +
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CORNERS[map[3]].get2() +
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CORNERS[map[4]].get2() ;
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mCenterCoords[center][0] = x/5;
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mCenterCoords[center][1] = y/5;
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mCenterCoords[center][2] = z/5;
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}
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}
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private static MeshBase[] mCenterMeshes, mCornerMeshes;
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private static MeshBase[][] mEdgeMeshes;
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private static final Static4D[] mBasicCornerV, mCurrCornerV;
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static
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{
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mBasicCornerV = new Static4D[3];
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mCurrCornerV = new Static4D[3];
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mBasicCornerV[0] = new Static4D( (SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
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mBasicCornerV[1] = new Static4D(-(SQ5+1)*0.125f, (SQ5-1)*0.125f, -0.250f, 0.0f );
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mBasicCornerV[2] = new Static4D( 0, -0.500f, 0.0f, 0.0f );
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyMegaminx(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.MEGA, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerCorner(int numLayers)
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{
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return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerEdge(int numLayers)
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{
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return numLayers-2;
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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 numLayers-1; //numLayers;
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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[] cuts = new float[numLayers-1];
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float D = (numLayers/3.0f)*MovementMinx.DIST3D;
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float E = 2*C1; // 2*cos(36 deg)
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float X = 2*D*E/(1+2*E); // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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// its height is then 2*DIST3D, it has one 'lower' part of height X, one
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// 'middle' part of height Y and one upper part of height X again.
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// It's edge length = numLayers/3.0f.
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int num = (numLayers-1)/2;
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float G = X*(0.5f-MEGA_D)/num; // height of one Layer
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for(int i=0; i<num; i++)
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{
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cuts[ i] = -MovementMinx.DIST3D + (i+0.5f)*G;
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cuts[2*num-1-i] = -cuts[i];
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeCenter(Static3D[] array, int center)
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{
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float[] coords = mCenterCoords[center];
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array[center].set( coords[0], coords[1], coords[2]);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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private void computeBasicCornerVectors(int corner)
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{
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Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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mCurrCornerV[0] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[0],quat);
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mCurrCornerV[1] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[1],quat);
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mCurrCornerV[2] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[2],quat);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeCorner(Static3D pos, int numCubitsPerCorner, int numLayers, int corner, int part)
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{
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float D = numLayers/3.0f;
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Static3D corn = CORNERS[corner];
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if( part==0 )
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{
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pos.set( corn.get0()*D, corn.get1()*D, corn.get2()*D );
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}
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else
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{
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float E = 2.0f*(numLayers/6.0f - MEGA_D)/(0.5f*(numLayers-1));
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int N = (numCubitsPerCorner-1)/3;
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int block = (part-1) % N;
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int index = (part-1) / N;
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Static4D pri = mCurrCornerV[index];
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Static4D sec = mCurrCornerV[(index+2)%3];
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int multP = (block % ((numLayers-3)/2)) + 1;
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int multS = (block / ((numLayers-3)/2));
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pos.set( corn.get0()*D + (pri.get0()*multP + sec.get0()*multS)*E,
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corn.get1()*D + (pri.get1()*multP + sec.get1()*multS)*E,
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corn.get2()*D + (pri.get2()*multP + sec.get2()*multS)*E );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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return (part+1)/2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeEdge(Static3D pos, int numLayers, int edge, int part)
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{
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Static3D c1 = CORNERS[ mEdgeMap[edge][0] ];
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Static3D c2 = CORNERS[ mEdgeMap[edge][1] ];
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float x = (c1.get0() + c2.get0())/2;
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float y = (c1.get1() + c2.get1())/2;
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float z = (c1.get2() + c2.get2())/2;
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if( part==0 )
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{
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pos.set(x,y,z);
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}
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else
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{
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int mult = (part+1)/2;
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int dir = (part+1)%2;
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float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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float vX = center[0]-x;
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float vY = center[1]-y;
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float vZ = center[2]-z;
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float A = mult*(0.5f-MEGA_D)/((1+SQ5/5)*(numLayers-1));
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pos.set( x+A*vX, y+A*vY, z+A*vZ );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static3D[] getCubitPositions(int numLayers)
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{
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge;// + NUM_CENTERS;
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int index=0;
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final Static3D[] CENTERS = new Static3D[numCubits];
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for(int corner=0; corner<NUM_CORNERS; corner++)
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{
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computeBasicCornerVectors(corner);
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for(int part=0; part<numCubitsPerCorner; part++, index++)
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{
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CENTERS[index] = new Static3D(0,0,0);
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computeCorner(CENTERS[index],numCubitsPerCorner,numLayers,corner,part);
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}
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}
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for(int edge=0; edge<NUM_EDGES; edge++)
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{
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for(int part=0; part<numCubitsPerEdge; part++, index++)
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{
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CENTERS[index] = new Static3D(0,0,0);
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computeEdge(CENTERS[index], numLayers, edge, part );
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}
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}
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/*
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for(int center=0; center<NUM_CENTERS; center++, index++)
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{
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computeCenter(CENTERS,index);
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}
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*/
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuat(int cubit, int numLayers)
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{
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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int corner = cubit/numCubitsPerCorner;
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return QUAT_CORNER_INDICES[corner];
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}
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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return QUAT_EDGE_INDICES[edge];
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}
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/*
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else
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{
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// TODO: centers
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}
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*/
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return 0;
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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 numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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int index = (numLayers-3)/2;
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int variants = ObjectList.MEGA.getNumVariants();
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MeshBase mesh;
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if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[variants];
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if( mEdgeMeshes ==null ) mEdgeMeshes = new MeshBase[variants][index+1];
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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if( mCornerMeshes[index]==null )
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{
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mCornerMeshes[index] = FactoryCubit.getInstance().createMegaminxCornerMesh(numLayers);
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}
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mesh = mCornerMeshes[index].copy(true);
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}
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else //if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
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if( mEdgeMeshes[index][type]==null )
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{
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mEdgeMeshes[index][type] = FactoryCubit.getInstance().createMegaminxEdgeMesh(index,type);
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}
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mesh = mEdgeMeshes[index][type].copy(true);
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}
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/*
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else
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{
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// TODO: centers
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}
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*/
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[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 getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
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{
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if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES*NUM_FACES;
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407
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int part = cubit % numCubitsPerCorner;
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int corner= cubit / numCubitsPerCorner;
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if( part==0 )
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412
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{
|
413
|
return mCornerFaceMap[corner][cubitface];
|
414
|
}
|
415
|
else
|
416
|
{
|
417
|
int N = (numCubitsPerCorner-1)/3;
|
418
|
int block = (part-1) % N;
|
419
|
int index = (part-1) / N;
|
420
|
|
421
|
if( block< (numLayers-1)/2 )
|
422
|
{
|
423
|
switch(index)
|
424
|
{
|
425
|
case 0: return cubitface==1 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
426
|
case 1: return cubitface==0 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
427
|
case 2: return cubitface==2 ? NUM_TEXTURES*NUM_FACES : mCornerFaceMap[corner][cubitface];
|
428
|
}
|
429
|
}
|
430
|
else
|
431
|
{
|
432
|
switch(index)
|
433
|
{
|
434
|
case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
435
|
case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
436
|
case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES*NUM_FACES;
|
437
|
}
|
438
|
}
|
439
|
}
|
440
|
|
441
|
return NUM_TEXTURES*NUM_FACES;
|
442
|
}
|
443
|
|
444
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445
|
|
446
|
int getEdgeColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner, int numCubitsPerEdge)
|
447
|
{
|
448
|
if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES*NUM_FACES;
|
449
|
|
450
|
int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
|
451
|
int edge = (cubit - NUM_CORNERS*numCubitsPerCorner) / numCubitsPerEdge;
|
452
|
|
453
|
if( part==0 )
|
454
|
{
|
455
|
return mEdgeMap[edge][cubitface+2];
|
456
|
}
|
457
|
|
458
|
return cubitface==((part+1)%2) ? mEdgeMap[edge][cubitface+2] : NUM_TEXTURES*NUM_FACES;
|
459
|
}
|
460
|
|
461
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
462
|
// TODO
|
463
|
|
464
|
int getCenterColor(int cubit, int cubitface, int numLayers)
|
465
|
{
|
466
|
return 0;
|
467
|
}
|
468
|
|
469
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
470
|
|
471
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
472
|
{
|
473
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
474
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
475
|
|
476
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
477
|
{
|
478
|
return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
|
479
|
}
|
480
|
else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
481
|
{
|
482
|
return getEdgeColor(cubit,cubitface,numLayers,numCubitsPerCorner,numCubitsPerEdge);
|
483
|
}
|
484
|
else
|
485
|
{
|
486
|
return getCenterColor(cubit,cubitface,numLayers);
|
487
|
}
|
488
|
}
|
489
|
|
490
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
491
|
// TODO
|
492
|
|
493
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
494
|
{
|
495
|
paint.setColor(FACE_COLORS[face%NUM_FACES]);
|
496
|
paint.setStyle(Paint.Style.FILL);
|
497
|
canvas.drawRect(left,top,left+TEXTURE_HEIGHT,top+TEXTURE_HEIGHT,paint);
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
// PUBLIC API
|
502
|
|
503
|
public boolean isSolved()
|
504
|
{
|
505
|
int index = CUBITS[0].mQuatIndex;
|
506
|
|
507
|
for(int i=1; i<NUM_CUBITS; i++)
|
508
|
{
|
509
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
510
|
}
|
511
|
|
512
|
return true;
|
513
|
}
|
514
|
|
515
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
516
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
517
|
// then if it were rotated by quaternion 'quat'.
|
518
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
519
|
// middle squares get interchanged. No visible difference!
|
520
|
//
|
521
|
// So: this is true iff the cubit
|
522
|
// a) is a corner or edge and the quaternions are the same
|
523
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
524
|
|
525
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
526
|
{
|
527
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
528
|
|
529
|
int belongsToHowManyFaces = 0;
|
530
|
int lastLayer = getNumLayers()-1;
|
531
|
float row;
|
532
|
final float MAX_ERROR = 0.01f;
|
533
|
|
534
|
for(int i=0; i<NUM_AXIS; i++)
|
535
|
{
|
536
|
row = cubit.mRotationRow[i];
|
537
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
538
|
(row-lastLayer<MAX_ERROR && row-lastLayer>-MAX_ERROR) ) belongsToHowManyFaces++;
|
539
|
}
|
540
|
|
541
|
switch(belongsToHowManyFaces)
|
542
|
{
|
543
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
544
|
case 1 : // cubit that lies inside one of the faces
|
545
|
Static3D orig = cubit.getOrigPosition();
|
546
|
Static4D quat1 = QUATS[quatIndex];
|
547
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
548
|
|
549
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
550
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
551
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
552
|
|
553
|
float row1, row2;
|
554
|
float x1 = rotated1.get0();
|
555
|
float y1 = rotated1.get1();
|
556
|
float z1 = rotated1.get2();
|
557
|
float x2 = rotated2.get0();
|
558
|
float y2 = rotated2.get1();
|
559
|
float z2 = rotated2.get2();
|
560
|
|
561
|
for(int i=0; i<NUM_AXIS; i++)
|
562
|
{
|
563
|
row1 = computeRow(x1,y1,z1,i);
|
564
|
row2 = computeRow(x2,y2,z2,i);
|
565
|
|
566
|
if( (row1==0 && row2==0) || (row1==lastLayer && row2==lastLayer) ) return true;
|
567
|
}
|
568
|
return false;
|
569
|
|
570
|
default: return false; // edge or corner
|
571
|
}
|
572
|
}
|
573
|
|
574
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
575
|
|
576
|
public int getObjectName(int numLayers)
|
577
|
{
|
578
|
if( numLayers==3 ) return R.string.minx3;
|
579
|
if( numLayers==5 ) return R.string.minx4;
|
580
|
|
581
|
return 0;
|
582
|
}
|
583
|
|
584
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
585
|
|
586
|
public int getInventor(int numLayers)
|
587
|
{
|
588
|
if( numLayers==3 ) return R.string.minx3_inventor;
|
589
|
if( numLayers==5 ) return R.string.minx4_inventor;
|
590
|
|
591
|
return 0;
|
592
|
}
|
593
|
|
594
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
595
|
|
596
|
public int getComplexity(int numLayers)
|
597
|
{
|
598
|
if( numLayers==3 ) return 4;
|
599
|
|
600
|
return 5;
|
601
|
}
|
602
|
}
|