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magiccube / src / main / java / org / distorted / objects / RubikDino4.java @ eaee1ddc

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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 org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.RubikSurfaceView;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikDino4 extends RubikDino
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{
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  private static final int[] mFaceMap = {4,4, 2,2, 2,2, 4,4,
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                                         0,0, 2,2, 1,1, 4,4,
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                                         0,0, 0,0, 1,1, 1,1 };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikDino4(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, quat, texture, mesh, effects, moves, RubikObjectList.DIN4, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getFaceColor(int cubit, int cubitface, int size)
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    {
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    switch(cubitface)
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      {
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      case 0 : return mFaceMap[2*cubit];
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      case 1 : return mFaceMap[2*cubit+1];
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      default: return NUM_FACES;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  boolean shouldResetTextureMaps()
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    {
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    return true;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dino4 is solved if and only if the four groups of three same-colored cubits each are rotate with
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// the same quaternion (actually we need to check only 3 first groups - if those are correct, the
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// fourth one also needs to be correct).
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//
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// White group : 6,10,11
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// Red group   : 0,3,7
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// Blue group  : 1,2,5
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// Yellow group: 4,8,9
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  public boolean isSolved()
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    {
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    int qR = CUBITS[0].mQuatIndex;
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    int qB = CUBITS[1].mQuatIndex;
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    int qY = CUBITS[4].mQuatIndex;
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    return (CUBITS[3].mQuatIndex == qR && CUBITS[7].mQuatIndex == qR &&
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            CUBITS[2].mQuatIndex == qB && CUBITS[5].mQuatIndex == qB &&
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            CUBITS[8].mQuatIndex == qY && CUBITS[9].mQuatIndex == qY  );
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    }
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}
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