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a64e07d0
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Leszek Koltunski
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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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3d8237cc
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Leszek Koltunski
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import static org.distorted.objects.FactoryCubit.COS18;
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import static org.distorted.objects.FactoryCubit.SIN18;
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a64e07d0
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyMinx
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{
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e4bf4d02
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Leszek Koltunski
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static final float MEGA_D = 0.04f;
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a64e07d0
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Leszek Koltunski
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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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d38f1397
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Leszek Koltunski
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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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a64e07d0
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Leszek Koltunski
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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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d38f1397
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Leszek Koltunski
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{ 4, 5, 15, 9, 14},
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{ 1, 13, 5, 15, 3},
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a64e07d0
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Leszek Koltunski
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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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a64e07d0
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};
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d38f1397
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Leszek Koltunski
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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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3d8237cc
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{ 18, 6, 1, 2},
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{ 6, 16, 1, 7},
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d38f1397
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{ 16, 0, 8, 1},
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3d8237cc
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Leszek Koltunski
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{ 16, 10, 7, 8},
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{ 10, 8, 10, 8},
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{ 8, 12, 9, 8},
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d38f1397
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Leszek Koltunski
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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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3d8237cc
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Leszek Koltunski
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{ 5, 15, 5, 4},
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{ 15, 9, 3, 4},
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d38f1397
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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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3d8237cc
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Leszek Koltunski
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{ 17, 1, 10, 6},
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{ 1, 3, 5, 6},
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{ 3, 19, 3, 6},
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d38f1397
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Leszek Koltunski
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{ 1, 13, 10, 5},
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3d8237cc
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Leszek Koltunski
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{ 3, 15, 3, 5},
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d38f1397
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Leszek Koltunski
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};
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a64e07d0
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Leszek Koltunski
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e4bf4d02
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Leszek Koltunski
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private static final int[] QUAT_EDGE_INDICES =
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{
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56, 40, 43, 59, 0, 55, 10, 17, 25, 49,
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48, 57, 18, 7, 53, 32, 20, 11, 31, 38,
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37, 30, 8, 28, 36, 44, 1, 46, 12, 14
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};
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private static final int[] QUAT_CENTER_INDICES =
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{
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16, 18, 22, 1, 20, 13, 14, 15, 0, 12, 2, 3
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};
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d38f1397
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Leszek Koltunski
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private static final float[][] mCenterCoords = new float[NUM_CENTERS][3];
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a64e07d0
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Leszek Koltunski
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static
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{
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d38f1397
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Leszek Koltunski
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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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a64e07d0
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Leszek Koltunski
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d38f1397
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Leszek Koltunski
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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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a64e07d0
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Leszek Koltunski
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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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e4bf4d02
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Leszek Koltunski
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return (numLayers+3)/2;
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a64e07d0
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Leszek Koltunski
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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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e4bf4d02
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Leszek Koltunski
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private void computeCenter(Static3D pos, int center, int numLayers)
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a64e07d0
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Leszek Koltunski
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{
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d38f1397
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Leszek Koltunski
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float[] coords = mCenterCoords[center];
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e4bf4d02
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Leszek Koltunski
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float A = numLayers/3.0f;
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pos.set( A*coords[0], A*coords[1], A*coords[2] );
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a64e07d0
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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d38f1397
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Leszek Koltunski
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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a64e07d0
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Leszek Koltunski
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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d38f1397
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Leszek Koltunski
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private void computeBasicCornerVectors(int corner)
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a64e07d0
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Leszek Koltunski
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{
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d38f1397
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Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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a64e07d0
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Leszek Koltunski
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d38f1397
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Leszek Koltunski
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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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a64e07d0
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Leszek Koltunski
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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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3d8237cc
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Leszek Koltunski
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float E = 2.0f*(numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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254 |
a64e07d0
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Leszek Koltunski
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int N = (numCubitsPerCorner-1)/3;
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6e7146df
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Leszek Koltunski
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int block = (part-1) % N;
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int index = (part-1) / N;
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d38f1397
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Leszek Koltunski
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Static4D pri = mCurrCornerV[index];
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Static4D sec = mCurrCornerV[(index+2)%3];
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a64e07d0
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Leszek Koltunski
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6e7146df
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Leszek Koltunski
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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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a64e07d0
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Leszek Koltunski
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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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d38f1397
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Leszek Koltunski
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private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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a64e07d0
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Leszek Koltunski
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{
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d38f1397
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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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a64e07d0
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Leszek Koltunski
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d38f1397
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Leszek Koltunski
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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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281 |
3d8237cc
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Leszek Koltunski
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float corr = numLayers/3.0f;
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d38f1397
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Leszek Koltunski
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Static3D c1 = CORNERS[ mEdgeMap[edge][0] ];
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Static3D c2 = CORNERS[ mEdgeMap[edge][1] ];
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285 |
3d8237cc
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Leszek Koltunski
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float x = corr*(c1.get0() + c2.get0())/2;
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float y = corr*(c1.get1() + c2.get1())/2;
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float z = corr*(c1.get2() + c2.get2())/2;
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288 |
d38f1397
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Leszek Koltunski
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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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|
299 |
3d8237cc
|
Leszek Koltunski
|
float vX = corr*center[0] - x;
|
300 |
|
|
float vY = corr*center[1] - y;
|
301 |
|
|
float vZ = corr*center[2] - z;
|
302 |
d38f1397
|
Leszek Koltunski
|
|
303 |
3d8237cc
|
Leszek Koltunski
|
float len = (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
|
304 |
|
|
float A = mult*corr*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f)/len;
|
305 |
d38f1397
|
Leszek Koltunski
|
|
306 |
|
|
pos.set( x+A*vX, y+A*vY, z+A*vZ );
|
307 |
|
|
}
|
308 |
a64e07d0
|
Leszek Koltunski
|
}
|
309 |
|
|
|
310 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
311 |
|
|
|
312 |
|
|
Static3D[] getCubitPositions(int numLayers)
|
313 |
|
|
{
|
314 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
315 |
d38f1397
|
Leszek Koltunski
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
316 |
e4bf4d02
|
Leszek Koltunski
|
int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
|
317 |
a64e07d0
|
Leszek Koltunski
|
int index=0;
|
318 |
|
|
|
319 |
|
|
final Static3D[] CENTERS = new Static3D[numCubits];
|
320 |
|
|
|
321 |
|
|
for(int corner=0; corner<NUM_CORNERS; corner++)
|
322 |
|
|
{
|
323 |
d38f1397
|
Leszek Koltunski
|
computeBasicCornerVectors(corner);
|
324 |
a64e07d0
|
Leszek Koltunski
|
|
325 |
|
|
for(int part=0; part<numCubitsPerCorner; part++, index++)
|
326 |
|
|
{
|
327 |
|
|
CENTERS[index] = new Static3D(0,0,0);
|
328 |
|
|
computeCorner(CENTERS[index],numCubitsPerCorner,numLayers,corner,part);
|
329 |
|
|
}
|
330 |
|
|
}
|
331 |
d38f1397
|
Leszek Koltunski
|
|
332 |
a64e07d0
|
Leszek Koltunski
|
for(int edge=0; edge<NUM_EDGES; edge++)
|
333 |
|
|
{
|
334 |
|
|
for(int part=0; part<numCubitsPerEdge; part++, index++)
|
335 |
|
|
{
|
336 |
d38f1397
|
Leszek Koltunski
|
CENTERS[index] = new Static3D(0,0,0);
|
337 |
|
|
computeEdge(CENTERS[index], numLayers, edge, part );
|
338 |
a64e07d0
|
Leszek Koltunski
|
}
|
339 |
|
|
}
|
340 |
e4bf4d02
|
Leszek Koltunski
|
|
341 |
a64e07d0
|
Leszek Koltunski
|
for(int center=0; center<NUM_CENTERS; center++, index++)
|
342 |
|
|
{
|
343 |
e4bf4d02
|
Leszek Koltunski
|
CENTERS[index] = new Static3D(0,0,0);
|
344 |
|
|
computeCenter(CENTERS[index], center, numLayers);
|
345 |
a64e07d0
|
Leszek Koltunski
|
}
|
346 |
e4bf4d02
|
Leszek Koltunski
|
|
347 |
a64e07d0
|
Leszek Koltunski
|
return CENTERS;
|
348 |
|
|
}
|
349 |
|
|
|
350 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
351 |
|
|
|
352 |
e4bf4d02
|
Leszek Koltunski
|
private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
|
353 |
a64e07d0
|
Leszek Koltunski
|
{
|
354 |
|
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
355 |
|
|
{
|
356 |
|
|
int corner = cubit/numCubitsPerCorner;
|
357 |
d38f1397
|
Leszek Koltunski
|
return QUAT_CORNER_INDICES[corner];
|
358 |
a64e07d0
|
Leszek Koltunski
|
}
|
359 |
|
|
|
360 |
d38f1397
|
Leszek Koltunski
|
if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
361 |
|
|
{
|
362 |
|
|
int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
|
363 |
|
|
return QUAT_EDGE_INDICES[edge];
|
364 |
|
|
}
|
365 |
|
|
|
366 |
e4bf4d02
|
Leszek Koltunski
|
int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
|
367 |
|
|
return QUAT_CENTER_INDICES[center];
|
368 |
a64e07d0
|
Leszek Koltunski
|
}
|
369 |
|
|
|
370 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371 |
|
|
|
372 |
|
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
373 |
|
|
{
|
374 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
375 |
|
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
376 |
28b54fe3
|
Leszek Koltunski
|
int index = (numLayers-3)/2;
|
377 |
db608887
|
Leszek Koltunski
|
int[] sizes = ObjectList.MEGA.getSizes();
|
378 |
|
|
int variants = sizes.length;
|
379 |
a64e07d0
|
Leszek Koltunski
|
MeshBase mesh;
|
380 |
|
|
|
381 |
d38f1397
|
Leszek Koltunski
|
if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[variants];
|
382 |
db608887
|
Leszek Koltunski
|
if( mEdgeMeshes ==null ) mEdgeMeshes = new MeshBase[variants][(sizes[variants-1]-1)/2];
|
383 |
e4bf4d02
|
Leszek Koltunski
|
if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
|
384 |
28b54fe3
|
Leszek Koltunski
|
|
385 |
d38f1397
|
Leszek Koltunski
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
386 |
a64e07d0
|
Leszek Koltunski
|
{
|
387 |
d38f1397
|
Leszek Koltunski
|
if( mCornerMeshes[index]==null )
|
388 |
|
|
{
|
389 |
|
|
mCornerMeshes[index] = FactoryCubit.getInstance().createMegaminxCornerMesh(numLayers);
|
390 |
|
|
}
|
391 |
28b54fe3
|
Leszek Koltunski
|
mesh = mCornerMeshes[index].copy(true);
|
392 |
a64e07d0
|
Leszek Koltunski
|
}
|
393 |
e4bf4d02
|
Leszek Koltunski
|
else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
394 |
a64e07d0
|
Leszek Koltunski
|
{
|
395 |
d38f1397
|
Leszek Koltunski
|
int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
|
396 |
|
|
|
397 |
|
|
if( mEdgeMeshes[index][type]==null )
|
398 |
|
|
{
|
399 |
3d8237cc
|
Leszek Koltunski
|
float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
|
400 |
|
|
float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
|
401 |
|
|
|
402 |
|
|
mEdgeMeshes[index][type] = FactoryCubit.getInstance().createMegaminxEdgeMesh(width,height);
|
403 |
d38f1397
|
Leszek Koltunski
|
}
|
404 |
|
|
|
405 |
|
|
mesh = mEdgeMeshes[index][type].copy(true);
|
406 |
a64e07d0
|
Leszek Koltunski
|
}
|
407 |
|
|
else
|
408 |
|
|
{
|
409 |
e4bf4d02
|
Leszek Koltunski
|
if( mCenterMeshes[index]==null )
|
410 |
|
|
{
|
411 |
|
|
float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
|
412 |
|
|
mCenterMeshes[index] = FactoryCubit.getInstance().createMegaminxCenterMesh(width);
|
413 |
|
|
}
|
414 |
|
|
|
415 |
|
|
mesh = mCenterMeshes[index].copy(true);
|
416 |
a64e07d0
|
Leszek Koltunski
|
}
|
417 |
e4bf4d02
|
Leszek Koltunski
|
|
418 |
|
|
Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
|
419 |
3d8237cc
|
Leszek Koltunski
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
|
420 |
a64e07d0
|
Leszek Koltunski
|
mesh.apply(quat,0xffffffff,0);
|
421 |
|
|
|
422 |
|
|
return mesh;
|
423 |
|
|
}
|
424 |
|
|
|
425 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
426 |
|
|
|
427 |
d38f1397
|
Leszek Koltunski
|
int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
|
428 |
a64e07d0
|
Leszek Koltunski
|
{
|
429 |
0e7a13b4
|
Leszek Koltunski
|
if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
|
430 |
6e7146df
|
Leszek Koltunski
|
|
431 |
|
|
int part = cubit % numCubitsPerCorner;
|
432 |
a64e07d0
|
Leszek Koltunski
|
int corner= cubit / numCubitsPerCorner;
|
433 |
|
|
|
434 |
6e7146df
|
Leszek Koltunski
|
if( part==0 )
|
435 |
a64e07d0
|
Leszek Koltunski
|
{
|
436 |
6e7146df
|
Leszek Koltunski
|
return mCornerFaceMap[corner][cubitface];
|
437 |
a64e07d0
|
Leszek Koltunski
|
}
|
438 |
|
|
else
|
439 |
|
|
{
|
440 |
|
|
int N = (numCubitsPerCorner-1)/3;
|
441 |
6e7146df
|
Leszek Koltunski
|
int block = (part-1) % N;
|
442 |
|
|
int index = (part-1) / N;
|
443 |
a64e07d0
|
Leszek Koltunski
|
|
444 |
0e7a13b4
|
Leszek Koltunski
|
if( block< (numLayers-3)/2 )
|
445 |
a64e07d0
|
Leszek Koltunski
|
{
|
446 |
6e7146df
|
Leszek Koltunski
|
switch(index)
|
447 |
|
|
{
|
448 |
0e7a13b4
|
Leszek Koltunski
|
case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
449 |
|
|
case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
450 |
|
|
case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
|
451 |
6e7146df
|
Leszek Koltunski
|
}
|
452 |
a64e07d0
|
Leszek Koltunski
|
}
|
453 |
|
|
else
|
454 |
|
|
{
|
455 |
6e7146df
|
Leszek Koltunski
|
switch(index)
|
456 |
|
|
{
|
457 |
0e7a13b4
|
Leszek Koltunski
|
case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
458 |
|
|
case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
459 |
|
|
case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
|
460 |
6e7146df
|
Leszek Koltunski
|
}
|
461 |
a64e07d0
|
Leszek Koltunski
|
}
|
462 |
|
|
}
|
463 |
6e7146df
|
Leszek Koltunski
|
|
464 |
0e7a13b4
|
Leszek Koltunski
|
return NUM_TEXTURES;
|
465 |
a64e07d0
|
Leszek Koltunski
|
}
|
466 |
|
|
|
467 |
d38f1397
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
468 |
|
|
|
469 |
e4bf4d02
|
Leszek Koltunski
|
int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
|
470 |
d38f1397
|
Leszek Koltunski
|
{
|
471 |
0e7a13b4
|
Leszek Koltunski
|
if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
|
472 |
d38f1397
|
Leszek Koltunski
|
|
473 |
e4bf4d02
|
Leszek Koltunski
|
int part = edge % numCubitsPerEdge;
|
474 |
|
|
int variant = edge / numCubitsPerEdge;
|
475 |
d38f1397
|
Leszek Koltunski
|
|
476 |
e4bf4d02
|
Leszek Koltunski
|
return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + (part+1)*NUM_FACES : NUM_TEXTURES;
|
477 |
d38f1397
|
Leszek Koltunski
|
}
|
478 |
|
|
|
479 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
480 |
|
|
|
481 |
e4bf4d02
|
Leszek Koltunski
|
int getCenterColor(int center, int cubitface, int numLayers)
|
482 |
d38f1397
|
Leszek Koltunski
|
{
|
483 |
e4bf4d02
|
Leszek Koltunski
|
return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
|
484 |
d38f1397
|
Leszek Koltunski
|
}
|
485 |
|
|
|
486 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
487 |
|
|
|
488 |
|
|
int getFaceColor(int cubit, int cubitface, int numLayers)
|
489 |
|
|
{
|
490 |
|
|
int numCubitsPerCorner = numCubitsPerCorner(numLayers);
|
491 |
|
|
int numCubitsPerEdge = numCubitsPerEdge(numLayers);
|
492 |
|
|
|
493 |
|
|
if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
494 |
|
|
{
|
495 |
|
|
return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
|
496 |
|
|
}
|
497 |
|
|
else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
498 |
|
|
{
|
499 |
e4bf4d02
|
Leszek Koltunski
|
int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
|
500 |
|
|
return getEdgeColor(edge,cubitface,numCubitsPerEdge);
|
501 |
d38f1397
|
Leszek Koltunski
|
}
|
502 |
|
|
else
|
503 |
|
|
{
|
504 |
e4bf4d02
|
Leszek Koltunski
|
int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
|
505 |
|
|
return getCenterColor( center, cubitface, numLayers);
|
506 |
d38f1397
|
Leszek Koltunski
|
}
|
507 |
|
|
}
|
508 |
|
|
|
509 |
a64e07d0
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
510 |
|
|
// TODO
|
511 |
|
|
|
512 |
|
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
513 |
|
|
{
|
514 |
d38f1397
|
Leszek Koltunski
|
paint.setColor(FACE_COLORS[face%NUM_FACES]);
|
515 |
a64e07d0
|
Leszek Koltunski
|
paint.setStyle(Paint.Style.FILL);
|
516 |
|
|
canvas.drawRect(left,top,left+TEXTURE_HEIGHT,top+TEXTURE_HEIGHT,paint);
|
517 |
|
|
}
|
518 |
|
|
|
519 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
520 |
|
|
// PUBLIC API
|
521 |
|
|
|
522 |
|
|
public boolean isSolved()
|
523 |
|
|
{
|
524 |
|
|
int index = CUBITS[0].mQuatIndex;
|
525 |
|
|
|
526 |
|
|
for(int i=1; i<NUM_CUBITS; i++)
|
527 |
|
|
{
|
528 |
|
|
if( !thereIsNoVisibleDifference(CUBITS[i], index) ) return false;
|
529 |
|
|
}
|
530 |
|
|
|
531 |
|
|
return true;
|
532 |
|
|
}
|
533 |
|
|
|
534 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
535 |
|
|
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
|
536 |
|
|
// then if it were rotated by quaternion 'quat'.
|
537 |
|
|
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
|
538 |
|
|
// middle squares get interchanged. No visible difference!
|
539 |
|
|
//
|
540 |
|
|
// So: this is true iff the cubit
|
541 |
|
|
// a) is a corner or edge and the quaternions are the same
|
542 |
|
|
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
|
543 |
|
|
|
544 |
|
|
private boolean thereIsNoVisibleDifference(Cubit cubit, int quatIndex)
|
545 |
|
|
{
|
546 |
|
|
if ( cubit.mQuatIndex == quatIndex ) return true;
|
547 |
|
|
|
548 |
|
|
int belongsToHowManyFaces = 0;
|
549 |
|
|
int lastLayer = getNumLayers()-1;
|
550 |
|
|
float row;
|
551 |
|
|
final float MAX_ERROR = 0.01f;
|
552 |
|
|
|
553 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
554 |
|
|
{
|
555 |
|
|
row = cubit.mRotationRow[i];
|
556 |
|
|
if( (row <MAX_ERROR && row >-MAX_ERROR) ||
|
557 |
|
|
(row-lastLayer<MAX_ERROR && row-lastLayer>-MAX_ERROR) ) belongsToHowManyFaces++;
|
558 |
|
|
}
|
559 |
|
|
|
560 |
|
|
switch(belongsToHowManyFaces)
|
561 |
|
|
{
|
562 |
|
|
case 0 : return true ; // 'inside' cubit that does not lie on any face
|
563 |
|
|
case 1 : // cubit that lies inside one of the faces
|
564 |
|
|
Static3D orig = cubit.getOrigPosition();
|
565 |
|
|
Static4D quat1 = QUATS[quatIndex];
|
566 |
|
|
Static4D quat2 = QUATS[cubit.mQuatIndex];
|
567 |
|
|
|
568 |
|
|
Static4D cubitCenter = new Static4D( orig.get0(), orig.get1(), orig.get2(), 0);
|
569 |
|
|
Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat1 );
|
570 |
|
|
Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat2 );
|
571 |
|
|
|
572 |
|
|
float row1, row2;
|
573 |
|
|
float x1 = rotated1.get0();
|
574 |
|
|
float y1 = rotated1.get1();
|
575 |
|
|
float z1 = rotated1.get2();
|
576 |
|
|
float x2 = rotated2.get0();
|
577 |
|
|
float y2 = rotated2.get1();
|
578 |
|
|
float z2 = rotated2.get2();
|
579 |
|
|
|
580 |
|
|
for(int i=0; i<NUM_AXIS; i++)
|
581 |
|
|
{
|
582 |
|
|
row1 = computeRow(x1,y1,z1,i);
|
583 |
|
|
row2 = computeRow(x2,y2,z2,i);
|
584 |
|
|
|
585 |
|
|
if( (row1==0 && row2==0) || (row1==lastLayer && row2==lastLayer) ) return true;
|
586 |
|
|
}
|
587 |
|
|
return false;
|
588 |
|
|
|
589 |
|
|
default: return false; // edge or corner
|
590 |
|
|
}
|
591 |
|
|
}
|
592 |
|
|
|
593 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
594 |
|
|
|
595 |
|
|
public int getObjectName(int numLayers)
|
596 |
|
|
{
|
597 |
|
|
if( numLayers==3 ) return R.string.minx3;
|
598 |
|
|
if( numLayers==5 ) return R.string.minx4;
|
599 |
|
|
|
600 |
|
|
return 0;
|
601 |
|
|
}
|
602 |
|
|
|
603 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
604 |
|
|
|
605 |
|
|
public int getInventor(int numLayers)
|
606 |
|
|
{
|
607 |
|
|
if( numLayers==3 ) return R.string.minx3_inventor;
|
608 |
|
|
if( numLayers==5 ) return R.string.minx4_inventor;
|
609 |
|
|
|
610 |
|
|
return 0;
|
611 |
|
|
}
|
612 |
|
|
|
613 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
614 |
|
|
|
615 |
|
|
public int getComplexity(int numLayers)
|
616 |
|
|
{
|
617 |
|
|
if( numLayers==3 ) return 4;
|
618 |
|
|
|
619 |
|
|
return 5;
|
620 |
|
|
}
|
621 |
|
|
}
|