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magiccube / src / main / java / org / distorted / object / RubikCube.java @ e844c116

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.object;
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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.MatrixEffect;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectRotate;
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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.MeshRectangles;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCube extends RubikObject
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{
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  // the three rotation axis of a RubikCube. Must be normalized.
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  private static final Static3D[] AXIS = new Static3D[]
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         {
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           new Static3D(1,0,0),
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           new Static3D(0,1,0),
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           new Static3D(0,0,1)
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         };
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  private static final int[] FACE_COLORS = new int[]
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         {
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           0xffffff00, 0xffffffff,   // AXIS[0]right (right-YELLOW) AXIS[0]left (left  -WHITE)
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           0xff0000ff, 0xff00ff00,   // AXIS[1]right (top  -BLUE  ) AXIS[1]left (bottom-GREEN)
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           0xffff0000, 0xffb5651d    // AXIS[2]right (front-RED   ) AXIS[2]left (back  -BROWN)
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         };
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  // All legal rotation quats of a RubikCube of any size must have all four of their components
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  // equal to either 0, +-1, +-0.5 or +-sqrt(2)/2.
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  // Here's how to compute this:
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  // 1) compute how many rotations there are (RubikCube of any size = 24)
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  // 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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  // (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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  // multiplying them and eventually you'll find all (24) legal rotations.
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  // 3) linear scan through those shows that the only floats in those 24 quats are those 7 given
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  // below.
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  private static final float[] LEGALQUATS = new float[]
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         {
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           0.0f ,
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           0.5f ,
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          -0.5f ,
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           1.0f ,
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          -1.0f ,
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           0.5f*((float)Math.sqrt(2)) ,
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          -0.5f*((float)Math.sqrt(2))
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         };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikCube(int size, Static4D quatCur, Static4D quatAcc, DistortedTexture texture, MeshRectangles mesh, DistortedEffects effects)
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    {
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    super(size,quatCur,quatAcc,texture,mesh,effects);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  Static3D[] getCubitPositions(int size)
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    {
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    int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
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    Static3D[] tmp = new Static3D[numCubits];
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    int currentPosition = 0;
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    for(int x = 0; x<size; x++)
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      for(int y = 0; y<size; y++)
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        for(int z = 0; z<size; z++)
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          if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
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            {
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            tmp[currentPosition++] = new Static3D(x,y,z);
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            }
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    return tmp;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[] getLegalQuats()
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    {
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    return LEGALQUATS;
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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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  Static3D[] getRotationAxis()
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    {
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    return AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void createFaceTexture(Canvas canvas, Paint paint, int face)
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    {
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    final int S = TEXTURE_HEIGHT;
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    final int R = TEXTURE_HEIGHT/10;
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    final int M = TEXTURE_HEIGHT/20;
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    paint.setColor(FACE_COLORS[face]);
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    canvas.drawRoundRect( (face*S+M), M, (face*S+M) + (S-2*M), M + (S-2*M), R, R, paint);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  MeshBase createCubitMesh(int vertices)
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    {
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    final int MESHES=6;
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    Static3D axisY  = new Static3D(0,1,0);
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    Static3D axisX  = new Static3D(1,0,0);
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    Static3D center = new Static3D(0,0,0);
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    Static1D angle  = new Static1D(0);
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    MatrixEffect[] effectsY = new MatrixEffect[2];
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    effectsY[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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    effectsY[1] = new MatrixEffectRotate( angle, axisY, center );
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    MeshBase[] meshes = new MeshRectangles[MESHES];
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    for(int i=0; i<MESHES; i++) meshes[i] = new MeshRectangles(vertices,vertices);
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    angle.set(0);
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    meshes[4].apply(effectsY);  // front
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    angle.set(90);
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    meshes[0].apply(effectsY);  // right
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    angle.set(180);
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    meshes[5].apply(effectsY);  // back
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    angle.set(270);
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    meshes[1].apply(effectsY);  // left
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    MatrixEffect[] effectsX = new MatrixEffect[2];
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    effectsX[0] = new MatrixEffectMove(new Static3D(0,0,+0.5f));
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    effectsX[1] = new MatrixEffectRotate( angle, axisX, center );
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    angle.set( 90);
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    meshes[3].apply(effectsX);  // bottom
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    angle.set(-90);
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    meshes[2].apply(effectsX);  // top
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    return new MeshJoined(meshes);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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  public int getBasicAngle()
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    {
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    return 4;
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    }
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}
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