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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.effect.VertexEffectDeform;
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import org.distorted.library.effect.VertexEffectMove;
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import org.distorted.library.effect.VertexEffectRotate;
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import org.distorted.library.effect.VertexEffectScale;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshJoined;
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import org.distorted.library.mesh.MeshPolygon;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.mesh.MeshTriangle;
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import org.distorted.library.type.Static1D;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.RubikSurfaceView;
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import java.util.Random;
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import static org.distorted.effects.scramble.ScrambleEffect.START_AXIS;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikSkewb extends RubikObject
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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private static final float SQ3 = (float)Math.sqrt(3);
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private static final int FACES_PER_CUBIT =6;
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// the four rotation axis of a RubikSkewb. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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// the six axis that determine the faces
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), 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, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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};
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// All legal rotation quats of a RubikSkewb
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
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};
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// centers of the 8 corners + 6 sides ( i.e. of the all 14 cubits)
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( 0.5f, 0.5f, 0.5f ),
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new Static3D( 0.5f, 0.5f,-0.5f ),
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new Static3D( 0.5f,-0.5f, 0.5f ),
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new Static3D( 0.5f,-0.5f,-0.5f ),
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new Static3D(-0.5f, 0.5f, 0.5f ),
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new Static3D(-0.5f, 0.5f,-0.5f ),
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new Static3D(-0.5f,-0.5f, 0.5f ),
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new Static3D(-0.5f,-0.5f,-0.5f ),
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new Static3D( 0.49f, 0.0f, 0.0f ),
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new Static3D(-0.49f, 0.0f, 0.0f ),
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new Static3D( 0.0f, 0.49f, 0.0f ),
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new Static3D( 0.0f,-0.49f, 0.0f ),
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new Static3D( 0.0f, 0.0f, 0.49f ),
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new Static3D( 0.0f, 0.0f,-0.49f ),
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};
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// Colors of the faces of cubits. Each cubit, even the face pyramid, has 6 faces
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// (the face has one extra 'fake' face so that everything would have the same number)
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4,2,0, 12,12,12 },
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{ 2,5,0, 12,12,12 },
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{ 3,4,0, 12,12,12 },
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{ 5,3,0, 12,12,12 },
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{ 1,2,4, 12,12,12 },
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{ 5,2,1, 12,12,12 },
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{ 4,3,1, 12,12,12 },
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{ 1,3,5, 12,12,12 },
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{ 6 , 12,12,12,12,12 },
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{ 7 , 12,12,12,12,12 },
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{ 8 , 12,12,12,12,12 },
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{ 9 , 12,12,12,12,12 },
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{ 10, 12,12,12,12,12 },
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{ 11, 12,12,12,12,12 },
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};
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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikSkewb(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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{
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super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.SKEW, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createCornerMesh()
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{
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float D = 0.02f;
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float E = 0.5f;
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float F = SQ2/2;
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float[] vertices0 = { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
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float[] bands0 = { 1.0f , 0,
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1.0f-2*D, D*0.25f,
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1.0f-4*D, D*0.35f,
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1.0f-8*D, D*0.6f,
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0.60f , D*1.0f,
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0.30f , D*1.375f,
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0.0f , D*1.4f };
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MeshBase[] meshes = new MeshBase[FACES_PER_CUBIT];
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meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
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meshes[0].setEffectAssociation(0,1,0);
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meshes[1] = meshes[0].copy(true);
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meshes[1].setEffectAssociation(0,2,0);
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meshes[2] = meshes[0].copy(true);
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meshes[2].setEffectAssociation(0,4,0);
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float[] vertices1 = { 0,0, F,0, F/2,(SQ3/2)*F };
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float[] bands1 = { 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f };
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meshes[3] = new MeshPolygon(vertices1,bands1,1,5);
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meshes[3].setEffectAssociation(0,8,0);
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meshes[4] = meshes[3].copy(true);
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meshes[4].setEffectAssociation(0,16,0);
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meshes[5] = meshes[3].copy(true);
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meshes[5].setEffectAssociation(0,32,0);
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mCornerMesh = new MeshJoined(meshes);
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Static3D axisX = new Static3D(1,0,0);
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Static3D axisY = new Static3D(0,1,0);
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Static3D axis0 = new Static3D(-SQ2/2,0,SQ2/2);
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Static3D axis1 = new Static3D(+SQ3/3,+SQ3/3,+SQ3/3);
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Static1D angle1 = new Static1D(+90);
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Static1D angle2 = new Static1D(-90);
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Static1D angle3 = new Static1D(-15);
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Static1D angle4 = new Static1D((float)((180.0f/Math.PI)*Math.acos(SQ3/3)));
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Static1D angle5 = new Static1D(120);
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Static1D angle6 = new Static1D(240);
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Static3D center1= new Static3D(0,0,0);
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Static3D center2= new Static3D(-0.5f,-0.5f,-0.5f);
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Static3D move1 = new Static3D(-E/4,-E/4,0);
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Static3D move2 = new Static3D(-0.5f,-0.5f,-0.5f);
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float d0 =-0.04f;
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float d1 = 0.04f;
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float r0 = 0.15f;
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float r1 = 0.10f;
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Static3D vec0 = new Static3D(d0*(+SQ3/3),d0*(+SQ3/3),d0*(+SQ3/3));
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Static3D vec1 = new Static3D(d1*(+SQ3/3),d1*(-SQ3/3),d1*(-SQ3/3));
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Static3D vec2 = new Static3D(d1*(-SQ3/3),d1*(+SQ3/3),d1*(-SQ3/3));
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Static3D vec3 = new Static3D(d1*(-SQ3/3),d1*(-SQ3/3),d1*(+SQ3/3));
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Static1D radius = new Static1D(0.5f);
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Static3D cent0 = new Static3D( 0.0f, 0.0f, 0.0f);
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Static3D cent1 = new Static3D(-0.5f, 0.0f, 0.0f);
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Static3D cent2 = new Static3D( 0.0f,-0.5f, 0.0f);
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Static3D cent3 = new Static3D( 0.0f, 0.0f,-0.5f);
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Static4D reg0 = new Static4D(0,0,0,r0);
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Static4D reg1 = new Static4D(0,0,0,r1);
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VertexEffectMove effect0 = new VertexEffectMove(move1);
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VertexEffectScale effect1 = new VertexEffectScale(new Static3D(1,1,-1));
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VertexEffectRotate effect2 = new VertexEffectRotate(angle1,axisX,center1);
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VertexEffectRotate effect3 = new VertexEffectRotate(angle2,axisY,center1);
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VertexEffectMove effect4 = new VertexEffectMove(move2);
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VertexEffectRotate effect5 = new VertexEffectRotate(angle1,axisX,center2);
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VertexEffectRotate effect6 = new VertexEffectRotate(angle3,axisY,center2);
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VertexEffectRotate effect7 = new VertexEffectRotate(angle4,axis0,center2);
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VertexEffectRotate effect8 = new VertexEffectRotate(angle5,axis1,center2);
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VertexEffectRotate effect9 = new VertexEffectRotate(angle6,axis1,center2);
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VertexEffectDeform effect10= new VertexEffectDeform(vec0,radius,cent0,reg0);
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VertexEffectDeform effect11= new VertexEffectDeform(vec1,radius,cent1,reg1);
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VertexEffectDeform effect12= new VertexEffectDeform(vec2,radius,cent2,reg1);
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VertexEffectDeform effect13= new VertexEffectDeform(vec3,radius,cent3,reg1);
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effect0.setMeshAssociation( 7,-1); // meshes 0,1,2
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effect1.setMeshAssociation( 6,-1); // meshes 1,2
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effect2.setMeshAssociation( 2,-1); // mesh 1
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effect3.setMeshAssociation( 4,-1); // mesh 2
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effect4.setMeshAssociation(56,-1); // meshes 3,4,5
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effect5.setMeshAssociation(56,-1); // meshes 3,4,5
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effect6.setMeshAssociation(56,-1); // meshes 3,4,5
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effect7.setMeshAssociation(56,-1); // meshes 3,4,5
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effect8.setMeshAssociation(16,-1); // mesh 4
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effect9.setMeshAssociation(32,-1); // mesh 5
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effect10.setMeshAssociation(63,-1); // all meshes
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effect11.setMeshAssociation(63,-1); // all meshes
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effect12.setMeshAssociation(63,-1); // all meshes
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effect13.setMeshAssociation(63,-1); // all meshes
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mCornerMesh.apply(effect0);
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mCornerMesh.apply(effect1);
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mCornerMesh.apply(effect2);
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mCornerMesh.apply(effect3);
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mCornerMesh.apply(effect4);
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mCornerMesh.apply(effect5);
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mCornerMesh.apply(effect6);
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mCornerMesh.apply(effect7);
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mCornerMesh.apply(effect8);
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mCornerMesh.apply(effect9);
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mCornerMesh.apply(effect10);
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mCornerMesh.apply(effect11);
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mCornerMesh.apply(effect12);
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mCornerMesh.apply(effect13);
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mCornerMesh.mergeEffComponents();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createFaceMesh()
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{
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int association = 1;
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float D = 0.03f;
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float E = SQ2/4;
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float[] vertices0 = { -E,-E, +E,-E, +E,+E, -E,+E };
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float[] bands0 = { 1.0f , 0,
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1.0f-D/2, D*0.30f,
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1.0f- D , D*0.50f,
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1.0f-2*D, D*0.80f,
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0.60f , D*1.40f,
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0.30f , D*1.60f,
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0.0f , D*1.70f };
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MeshBase[] meshes = new MeshBase[FACES_PER_CUBIT];
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meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
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meshes[0].setEffectAssociation(0,association,0);
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association <<= 1;
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float[] vertices1 = { -E,-SQ3*E, +E,-SQ3*E, 0,0 };
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float[] bands1 = { 1.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f };
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meshes[1] = new MeshPolygon(vertices1,bands1,0,0);
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meshes[1].setEffectAssociation(0,association,0);
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for(int i=2; i<FACES_PER_CUBIT-1; i++)
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{
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association <<= 1;
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meshes[i] = meshes[1].copy(true);
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meshes[i].setEffectAssociation(0,association,0);
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}
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association <<= 1;
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meshes[FACES_PER_CUBIT-1] = new MeshTriangle(1); // empty triangle so that
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meshes[FACES_PER_CUBIT-1].setEffectAssociation(0,association,0); // all cubits have 6 faces
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mFaceMesh = new MeshJoined(meshes);
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Static3D center = new Static3D(0,0,0);
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Static3D axis1 = new Static3D(1,0,0);
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Static3D axis2 = new Static3D(0,0,1);
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float angle = -(float)((180.0f/Math.PI)*Math.acos(SQ3/3));
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float f = 0.05f;
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float r = 0.10f;
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float d = 0.5f;
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float e = +D*0.6f;
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Static3D vector0 = new Static3D(-f, 0, 0);
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Static3D vector1 = new Static3D( 0,+f, 0);
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Static3D vector2 = new Static3D(+f, 0, 0);
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Static3D vector3 = new Static3D( 0,-f, 0);
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Static1D radius = new Static1D(1.0f);
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Static4D region = new Static4D(0,0,0,r);
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Static3D center0 = new Static3D(+d, 0, e);
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Static3D center1 = new Static3D( 0,-d, e);
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Static3D center2 = new Static3D(-d, 0, e);
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Static3D center3 = new Static3D( 0,+d, e);
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VertexEffectRotate effect0 = new VertexEffectRotate( new Static1D(angle), axis1, center);
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VertexEffectRotate effect1 = new VertexEffectRotate( new Static1D( 135), axis2, center);
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VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D( 45), axis2, center);
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VertexEffectRotate effect3 = new VertexEffectRotate( new Static1D( -45), axis2, center);
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VertexEffectRotate effect4 = new VertexEffectRotate( new Static1D( -135), axis2, center);
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VertexEffectMove effect5 = new VertexEffectMove( new Static3D(0,0,-0.5f) );
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343
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VertexEffectDeform effect6 = new VertexEffectDeform(vector0,radius,center0,region);
|
344
|
VertexEffectDeform effect7 = new VertexEffectDeform(vector1,radius,center1,region);
|
345
|
VertexEffectDeform effect8 = new VertexEffectDeform(vector2,radius,center2,region);
|
346
|
VertexEffectDeform effect9 = new VertexEffectDeform(vector3,radius,center3,region);
|
347
|
VertexEffectScale effect10= new VertexEffectScale(0.01f);
|
348
|
|
349
|
effect0.setMeshAssociation(30,-1); // meshes 1,2,3,4
|
350
|
effect1.setMeshAssociation( 2,-1); // mesh 1
|
351
|
effect2.setMeshAssociation( 5,-1); // meshes 0,2
|
352
|
effect3.setMeshAssociation( 8,-1); // mesh 3
|
353
|
effect4.setMeshAssociation(16,-1); // mesh 4
|
354
|
effect5.setMeshAssociation(30,-1); // meshes 1,2,3,4
|
355
|
effect6.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
356
|
effect7.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
357
|
effect8.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
358
|
effect9.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
359
|
effect10.setMeshAssociation(32,-1); // mesh 5
|
360
|
|
361
|
mFaceMesh.apply(effect0);
|
362
|
mFaceMesh.apply(effect1);
|
363
|
mFaceMesh.apply(effect2);
|
364
|
mFaceMesh.apply(effect3);
|
365
|
mFaceMesh.apply(effect4);
|
366
|
mFaceMesh.apply(effect5);
|
367
|
mFaceMesh.apply(effect6);
|
368
|
mFaceMesh.apply(effect7);
|
369
|
mFaceMesh.apply(effect8);
|
370
|
mFaceMesh.apply(effect9);
|
371
|
mFaceMesh.apply(effect10);
|
372
|
|
373
|
mFaceMesh.mergeEffComponents();
|
374
|
}
|
375
|
|
376
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
377
|
|
378
|
float getScreenRatio()
|
379
|
{
|
380
|
return 1.0f;
|
381
|
}
|
382
|
|
383
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
384
|
|
385
|
Static4D[] getQuats()
|
386
|
{
|
387
|
return QUATS;
|
388
|
}
|
389
|
|
390
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
391
|
|
392
|
int getNumFaces()
|
393
|
{
|
394
|
return FACE_COLORS.length;
|
395
|
}
|
396
|
|
397
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
398
|
// Each face has two types of a texture: the central square and the triangle in the corner.
|
399
|
|
400
|
int getNumStickerTypes()
|
401
|
{
|
402
|
return 2;
|
403
|
}
|
404
|
|
405
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
406
|
|
407
|
int getNumCubitFaces()
|
408
|
{
|
409
|
return FACES_PER_CUBIT;
|
410
|
}
|
411
|
|
412
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
413
|
|
414
|
Static3D[] getCubitPositions(int size)
|
415
|
{
|
416
|
return CENTERS;
|
417
|
}
|
418
|
|
419
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
420
|
|
421
|
private Static4D getQuat(int cubit)
|
422
|
{
|
423
|
switch(cubit)
|
424
|
{
|
425
|
case 0: return QUATS[0]; // unit quat
|
426
|
case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
427
|
case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
428
|
case 3: return QUATS[1]; // 180 along X
|
429
|
case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
430
|
case 5: return QUATS[2]; // 180 along Y
|
431
|
case 6: return QUATS[3]; // 180 along Z
|
432
|
case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
|
433
|
case 8: return new Static4D(0,-SQ2/2,0,SQ2/2); // -90 along Y
|
434
|
case 9: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
435
|
case 10: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
436
|
case 11: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
437
|
case 12: return QUATS[0]; // unit quaternion
|
438
|
case 13: return QUATS[1]; // 180 along X
|
439
|
}
|
440
|
|
441
|
return null;
|
442
|
}
|
443
|
|
444
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
445
|
|
446
|
MeshBase createCubitMesh(int cubit)
|
447
|
{
|
448
|
MeshBase mesh;
|
449
|
|
450
|
if( cubit<8 )
|
451
|
{
|
452
|
if( mCornerMesh==null ) createCornerMesh();
|
453
|
mesh = mCornerMesh.copy(true);
|
454
|
}
|
455
|
else
|
456
|
{
|
457
|
if( mFaceMesh==null ) createFaceMesh();
|
458
|
mesh = mFaceMesh.copy(true);
|
459
|
}
|
460
|
|
461
|
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
|
462
|
mesh.apply(quat,0xffffffff,0);
|
463
|
|
464
|
return mesh;
|
465
|
}
|
466
|
|
467
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
468
|
|
469
|
int getFaceColor(int cubit, int cubitface, int size)
|
470
|
{
|
471
|
return mFaceMap[cubit][cubitface];
|
472
|
}
|
473
|
|
474
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
475
|
|
476
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
477
|
{
|
478
|
int COLORS = FACE_COLORS.length;
|
479
|
|
480
|
if( face<COLORS )
|
481
|
{
|
482
|
float STROKE = 0.035f*side;
|
483
|
float L= left+0.125f*side;
|
484
|
float H= 0.375f*side;
|
485
|
float LEN = 0.5f*side;
|
486
|
|
487
|
paint.setAntiAlias(true);
|
488
|
paint.setStrokeWidth(STROKE);
|
489
|
paint.setColor(FACE_COLORS[face]);
|
490
|
paint.setStyle(Paint.Style.FILL);
|
491
|
|
492
|
canvas.drawRect(left,top,left+side,top+side,paint);
|
493
|
|
494
|
paint.setColor(INTERIOR_COLOR);
|
495
|
paint.setStyle(Paint.Style.STROKE);
|
496
|
|
497
|
canvas.drawLine( L , H, L+LEN, H , paint);
|
498
|
canvas.drawLine( L , H, L+LEN, H+LEN, paint);
|
499
|
canvas.drawLine( L+LEN, H, L+LEN, H+LEN, paint);
|
500
|
|
501
|
float S1 = 0.125f*side;
|
502
|
float S2 = 0.070f*side;
|
503
|
float X = 0.7f*S2;
|
504
|
|
505
|
float LA = left+0.625f*side;
|
506
|
float RA = left+0.125f*side;
|
507
|
float TA = 0.375f*side;
|
508
|
float BA = 0.875f*side;
|
509
|
|
510
|
canvas.drawArc( LA-S1, TA , LA , TA+S1, 270, 90, false, paint);
|
511
|
canvas.drawArc( RA+X , TA , RA+X+S2, TA+S2, 135,135, false, paint);
|
512
|
canvas.drawArc( LA-S2, BA-X-S2, LA , BA-X , 0,135, false, paint);
|
513
|
}
|
514
|
else
|
515
|
{
|
516
|
final float R = (SQ2/2)*side*0.10f;
|
517
|
final float M = side*(0.5f-SQ2/4+0.018f);
|
518
|
|
519
|
paint.setColor(FACE_COLORS[face-COLORS]);
|
520
|
paint.setStyle(Paint.Style.FILL);
|
521
|
canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
|
522
|
}
|
523
|
}
|
524
|
|
525
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
526
|
|
527
|
float returnMultiplier()
|
528
|
{
|
529
|
return 2.0f;
|
530
|
}
|
531
|
|
532
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
533
|
|
534
|
float[] getRowChances()
|
535
|
{
|
536
|
float[] chances = new float[2];
|
537
|
|
538
|
chances[0] = 0.5f;
|
539
|
chances[1] = 1.0f;
|
540
|
|
541
|
return chances;
|
542
|
}
|
543
|
|
544
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
545
|
// PUBLIC API
|
546
|
|
547
|
public Static3D[] getRotationAxis()
|
548
|
{
|
549
|
return ROT_AXIS;
|
550
|
}
|
551
|
|
552
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
553
|
|
554
|
public int getBasicAngle()
|
555
|
{
|
556
|
return 3;
|
557
|
}
|
558
|
|
559
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
560
|
|
561
|
public int computeRowFromOffset(float offset)
|
562
|
{
|
563
|
return offset<0.5f ? 0:1;
|
564
|
}
|
565
|
|
566
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
567
|
|
568
|
public float returnRotationFactor(float offset)
|
569
|
{
|
570
|
return 1.0f;
|
571
|
}
|
572
|
|
573
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
574
|
|
575
|
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
576
|
{
|
577
|
int numAxis = ROTATION_AXIS.length;
|
578
|
|
579
|
if( oldRotAxis == START_AXIS )
|
580
|
{
|
581
|
return rnd.nextInt(numAxis);
|
582
|
}
|
583
|
else
|
584
|
{
|
585
|
int newVector = rnd.nextInt(numAxis-1);
|
586
|
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
587
|
}
|
588
|
}
|
589
|
|
590
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
591
|
|
592
|
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
593
|
{
|
594
|
float rowFloat = rnd.nextFloat();
|
595
|
|
596
|
for(int row=0; row<mRowChances.length; row++)
|
597
|
{
|
598
|
if( rowFloat<=mRowChances[row] ) return row;
|
599
|
}
|
600
|
|
601
|
return 0;
|
602
|
}
|
603
|
|
604
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
605
|
// remember about the double cover or unit quaternions!
|
606
|
|
607
|
private int mulQuat(int q1, int q2)
|
608
|
{
|
609
|
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
610
|
|
611
|
float rX = result.get0();
|
612
|
float rY = result.get1();
|
613
|
float rZ = result.get2();
|
614
|
float rW = result.get3();
|
615
|
|
616
|
final float MAX_ERROR = 0.1f;
|
617
|
float dX,dY,dZ,dW;
|
618
|
|
619
|
for(int i=0; i<QUATS.length; i++)
|
620
|
{
|
621
|
dX = QUATS[i].get0() - rX;
|
622
|
dY = QUATS[i].get1() - rY;
|
623
|
dZ = QUATS[i].get2() - rZ;
|
624
|
dW = QUATS[i].get3() - rW;
|
625
|
|
626
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
627
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
628
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
629
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
630
|
|
631
|
dX = QUATS[i].get0() + rX;
|
632
|
dY = QUATS[i].get1() + rY;
|
633
|
dZ = QUATS[i].get2() + rZ;
|
634
|
dW = QUATS[i].get3() + rW;
|
635
|
|
636
|
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
637
|
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
638
|
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
639
|
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
640
|
}
|
641
|
|
642
|
return -1;
|
643
|
}
|
644
|
|
645
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
646
|
// The Skewb is solved if and only if:
|
647
|
//
|
648
|
// 1) all of its corner cubits are rotated with the same quat
|
649
|
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
650
|
// and optionally they also might be upside down.
|
651
|
//
|
652
|
// i.e.
|
653
|
// cubits [ 8] and [ 9] - might be extra QUAT[1]
|
654
|
// cubits [10] and [11] - might be extra QUAT[2]
|
655
|
// cubits [12] and [13] - might be extra QUAT[3]
|
656
|
|
657
|
public boolean isSolved()
|
658
|
{
|
659
|
int q = CUBITS[0].mQuatIndex;
|
660
|
|
661
|
if ( CUBITS[1].mQuatIndex == q &&
|
662
|
CUBITS[2].mQuatIndex == q &&
|
663
|
CUBITS[3].mQuatIndex == q &&
|
664
|
CUBITS[4].mQuatIndex == q &&
|
665
|
CUBITS[5].mQuatIndex == q &&
|
666
|
CUBITS[6].mQuatIndex == q &&
|
667
|
CUBITS[7].mQuatIndex == q )
|
668
|
{
|
669
|
int q1 = mulQuat(q,1);
|
670
|
int q2 = mulQuat(q,2);
|
671
|
int q3 = mulQuat(q,3);
|
672
|
|
673
|
return (CUBITS[ 8].mQuatIndex == q || CUBITS[ 8].mQuatIndex == q1) &&
|
674
|
(CUBITS[ 9].mQuatIndex == q || CUBITS[ 9].mQuatIndex == q1) &&
|
675
|
(CUBITS[10].mQuatIndex == q || CUBITS[10].mQuatIndex == q2) &&
|
676
|
(CUBITS[11].mQuatIndex == q || CUBITS[11].mQuatIndex == q2) &&
|
677
|
(CUBITS[12].mQuatIndex == q || CUBITS[12].mQuatIndex == q3) &&
|
678
|
(CUBITS[13].mQuatIndex == q || CUBITS[13].mQuatIndex == q3) ;
|
679
|
}
|
680
|
|
681
|
return false;
|
682
|
}
|
683
|
|
684
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
685
|
// TODO (only needed for solvers - there are no Skewb solvers ATM)
|
686
|
|
687
|
public String retObjectString()
|
688
|
{
|
689
|
return "";
|
690
|
}
|
691
|
|
692
|
}
|