Project

General

Profile

Download (6.11 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / TwistyBandaged2Bar.java @ e50d4668

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2021 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.objects;
21

    
22
import android.content.res.Resources;
23

    
24
import org.distorted.library.main.DistortedEffects;
25
import org.distorted.library.main.DistortedTexture;
26
import org.distorted.library.mesh.MeshSquare;
27
import org.distorted.library.type.Static4D;
28
import org.distorted.main.R;
29

    
30
import java.util.Random;
31

    
32
///////////////////////////////////////////////////////////////////////////////////////////////////
33

    
34
class TwistyBandaged2Bar extends TwistyBandagedAbstract
35
{
36
  TwistyBandaged2Bar(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
37
                     DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
38
    {
39
    super(size, quat, texture, mesh, effects, moves, ObjectList.BAN2, res, scrWidth);
40
    }
41

    
42
///////////////////////////////////////////////////////////////////////////////////////////////////
43

    
44
  int getCubitVariant(int cubit)
45
    {
46
    return cubit<=1 ? 2:0;
47
    }
48

    
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

    
51
  int getNumCubits()
52
    {
53
    return 22;
54
    }
55

    
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

    
58
  float[] getCubitPosition(int cubit)
59
    {
60
    switch(cubit)
61
      {
62
      case  0: return new float[] { 0.0f, +1.0f,  1.0f,
63
                                    0.0f, +1.0f,  0.0f,
64
                                    0.0f, +1.0f, -1.0f};
65
      case  1: return new float[] {-1.0f, -1.0f,  0.0f,
66
                                    0.0f, -1.0f,  0.0f,
67
                                    1.0f, -1.0f,  0.0f};
68
      case  2: return new float[] {-1.0f, +1.0f, +1.0f};
69
      case  3: return new float[] {-1.0f, +1.0f,  0.0f};
70
      case  4: return new float[] {-1.0f, +1.0f, -1.0f};
71
      case  5: return new float[] {-1.0f,  0.0f, +1.0f};
72
      case  6: return new float[] {-1.0f,  0.0f,  0.0f};
73
      case  7: return new float[] {-1.0f,  0.0f, -1.0f};
74
      case  8: return new float[] {-1.0f, -1.0f, +1.0f};
75
      case  9: return new float[] {-1.0f, -1.0f, -1.0f};
76
      case 10: return new float[] {+1.0f, +1.0f, +1.0f};
77
      case 11: return new float[] {+1.0f, +1.0f,  0.0f};
78
      case 12: return new float[] {+1.0f, +1.0f, -1.0f};
79
      case 13: return new float[] {+1.0f,  0.0f, +1.0f};
80
      case 14: return new float[] {+1.0f,  0.0f,  0.0f};
81
      case 15: return new float[] {+1.0f,  0.0f, -1.0f};
82
      case 16: return new float[] {+1.0f, -1.0f, +1.0f};
83
      case 17: return new float[] {+1.0f, -1.0f, -1.0f};
84
      case 18: return new float[] { 0.0f,  0.0f, +1.0f};
85
      case 19: return new float[] { 0.0f, -1.0f, +1.0f};
86
      case 20: return new float[] { 0.0f,  0.0f, -1.0f};
87
      case 21: return new float[] { 0.0f, -1.0f, -1.0f};
88
      }
89

    
90
    return null;
91
    }
92

    
93
///////////////////////////////////////////////////////////////////////////////////////////////////
94

    
95
  int getQuatIndex(int cubit)
96
    {
97
    return cubit==0 ? 2 : 0;
98
    }
99

    
100
///////////////////////////////////////////////////////////////////////////////////////////////////
101
// PUBLIC API
102

    
103
  public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
104
    {
105
    if( num==0 )
106
      {
107
      int random = rnd.nextInt(4);
108

    
109
      scramble[num][0] = 1;
110
      scramble[num][1] = random>1      ?  2:0;
111
      scramble[num][2] = random%2 == 0 ? -1:1;
112
      }
113
    else
114
      {
115
      boolean even = ((num%2) == 0);
116
      int angle = rnd.nextInt(4);
117

    
118
      scramble[num][0] = even ? 1 : scramble[0][1];
119
      scramble[num][1] = rnd.nextInt(3);
120

    
121
      if( even == (scramble[num][1]==1) )
122
        {
123
        switch(angle)
124
          {
125
          case 0: scramble[num][2] = -2; break;
126
          case 1: scramble[num][2] = -1; break;
127
          case 2: scramble[num][2] =  1; break;
128
          case 3: scramble[num][2] =  2; break;
129
          }
130
        }
131
      else
132
        {
133
        scramble[num][2] = angle>1 ? 2:-2;
134
        }
135
      }
136
    }
137

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

    
140
  public int getObjectName(int numLayers)
141
    {
142
    return R.string.bandaged_2bar;
143
    }
144

    
145
///////////////////////////////////////////////////////////////////////////////////////////////////
146

    
147
  public int getInventor(int numLayers)
148
    {
149
    return R.string.bandaged_2bar_inventor;
150
    }
151

    
152
///////////////////////////////////////////////////////////////////////////////////////////////////
153

    
154
  public int getComplexity(int numLayers)
155
    {
156
    return 8;
157
    }
158
}
(16-16/35)