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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.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 RubikHelicopter 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 six rotation axis of a Helicopter. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D( 0, +SQ2/2, -SQ2/2),
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new Static3D( 0, -SQ2/2, -SQ2/2),
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new Static3D(+SQ2/2, 0, -SQ2/2),
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new Static3D(-SQ2/2, 0, -SQ2/2),
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new Static3D(+SQ2/2, -SQ2/2, 0),
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new Static3D(-SQ2/2, -SQ2/2, 0)
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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 HELICOPTER (same as the Cube!)
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.00f, 0.00f, 0.00f, 1.00f ),
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new Static4D( 1.00f, 0.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 1.00f, 0.00f, 0.00f ),
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new Static4D( 0.00f, 0.00f, 1.00f, 0.00f ),
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new Static4D( SQ2/2, SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, -SQ2/2, 0.00f, 0.00f ),
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new Static4D( SQ2/2, 0.00f, SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, -SQ2/2, 0.00f ),
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new Static4D( SQ2/2, 0.00f, 0.00f, SQ2/2 ),
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new Static4D( SQ2/2, 0.00f, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, -SQ2/2, 0.00f ),
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new Static4D( 0.00f, SQ2/2, 0.00f, SQ2/2 ),
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new Static4D( 0.00f, SQ2/2, 0.00f, -SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, SQ2/2 ),
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new Static4D( 0.00f, 0.00f, SQ2/2, -SQ2/2 ),
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new Static4D( 0.50f, 0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, 0.50f, -0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, 0.50f, -0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, 0.50f ),
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new Static4D( 0.50f, -0.50f, -0.50f, -0.50f )
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};
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private static final float DIST_CORNER = 0.50f;
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private static final float DIST_CENTER = 0.49f;
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private static final float XY_CENTER = DIST_CORNER/3;
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// centers of the 8 corners + 6*4 face triangles ( i.e. of the all 32 cubits)
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( DIST_CORNER, DIST_CORNER, DIST_CORNER ),
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new Static3D( DIST_CORNER, DIST_CORNER, -DIST_CORNER ),
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new Static3D( DIST_CORNER, -DIST_CORNER, DIST_CORNER ),
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new Static3D( DIST_CORNER, -DIST_CORNER, -DIST_CORNER ),
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new Static3D( -DIST_CORNER, DIST_CORNER, DIST_CORNER ),
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new Static3D( -DIST_CORNER, DIST_CORNER, -DIST_CORNER ),
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new Static3D( -DIST_CORNER, -DIST_CORNER, DIST_CORNER ),
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new Static3D( -DIST_CORNER, -DIST_CORNER, -DIST_CORNER ),
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new Static3D( DIST_CENTER, XY_CENTER, XY_CENTER ),
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new Static3D( DIST_CENTER, XY_CENTER, -XY_CENTER ),
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new Static3D( DIST_CENTER, -XY_CENTER, XY_CENTER ),
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new Static3D( DIST_CENTER, -XY_CENTER, -XY_CENTER ),
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new Static3D( -DIST_CENTER, XY_CENTER, XY_CENTER ),
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new Static3D( -DIST_CENTER, XY_CENTER, -XY_CENTER ),
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new Static3D( -DIST_CENTER, -XY_CENTER, XY_CENTER ),
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new Static3D( -DIST_CENTER, -XY_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , DIST_CENTER, XY_CENTER ),
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new Static3D( XY_CENTER , DIST_CENTER, -XY_CENTER ),
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new Static3D( -XY_CENTER , DIST_CENTER, XY_CENTER ),
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new Static3D( -XY_CENTER , DIST_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , -DIST_CENTER, XY_CENTER ),
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new Static3D( XY_CENTER , -DIST_CENTER, -XY_CENTER ),
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new Static3D( -XY_CENTER , -DIST_CENTER, XY_CENTER ),
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new Static3D( -XY_CENTER , -DIST_CENTER, -XY_CENTER ),
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new Static3D( XY_CENTER , XY_CENTER, DIST_CENTER ),
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new Static3D( XY_CENTER , -XY_CENTER, DIST_CENTER ),
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new Static3D( -XY_CENTER , XY_CENTER, DIST_CENTER ),
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new Static3D( -XY_CENTER , -XY_CENTER, DIST_CENTER ),
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new Static3D( XY_CENTER , XY_CENTER, -DIST_CENTER ),
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new Static3D( XY_CENTER , -XY_CENTER, -DIST_CENTER ),
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new Static3D( -XY_CENTER , XY_CENTER, -DIST_CENTER ),
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new Static3D( -XY_CENTER , -XY_CENTER, -DIST_CENTER ),
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};
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// Colors of the faces of cubits. Each cubit has 6 faces
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private static final int[][] mFaceMap = new int[][]
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{
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{ 4,2,0, 6,6,6 },
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{ 2,5,0, 6,6,6 },
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{ 3,4,0, 6,6,6 },
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{ 5,3,0, 6,6,6 },
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{ 1,2,4, 6,6,6 },
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{ 5,2,1, 6,6,6 },
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{ 4,3,1, 6,6,6 },
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{ 1,3,5, 6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 0 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 1 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 2 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 3 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 4 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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{ 5 , 6,6,6,6,6 },
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};
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private static MeshBase mCornerMesh, mFaceMesh;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikHelicopter(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.HELI, 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 = SQ2/4;
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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[6];
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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 = { -F,-1.0f/12, +F,-1.0f/12, 0,1.0f/6 };
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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,bands1,1,3);
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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(-135);
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Static1D angle4 = new Static1D(90);
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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(-0.25f,-0.25f,-0.25f);
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Static3D move1 = new Static3D(-E/4,-E/4,0);
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Static3D move2 = new Static3D(-0.25f,(-1.0f/6)-0.25f,-0.25f);
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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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318 |
mCornerMesh.apply(effect0);
|
|
319 |
mCornerMesh.apply(effect1);
|
|
320 |
mCornerMesh.apply(effect2);
|
|
321 |
mCornerMesh.apply(effect3);
|
|
322 |
mCornerMesh.apply(effect4);
|
|
323 |
mCornerMesh.apply(effect5);
|
|
324 |
mCornerMesh.apply(effect6);
|
|
325 |
mCornerMesh.apply(effect7);
|
|
326 |
mCornerMesh.apply(effect8);
|
|
327 |
mCornerMesh.apply(effect9);
|
|
328 |
|
|
329 |
mCornerMesh.apply(effect10);
|
|
330 |
mCornerMesh.apply(effect11);
|
|
331 |
mCornerMesh.apply(effect12);
|
|
332 |
mCornerMesh.apply(effect13);
|
|
333 |
|
|
334 |
mCornerMesh.mergeEffComponents();
|
|
335 |
}
|
|
336 |
|
|
337 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
338 |
|
|
339 |
private void createFaceMesh()
|
|
340 |
{
|
|
341 |
float D = 0.02f;
|
|
342 |
float E = 0.5f;
|
|
343 |
float F = SQ2/4;
|
|
344 |
|
|
345 |
float[] vertices0 = { -E+E/4,E/4, E/4,-E+E/4, E/4,E/4};
|
|
346 |
|
|
347 |
float[] bands0 = { 1.0f , 0,
|
|
348 |
1.0f-2*D, D*0.25f,
|
|
349 |
1.0f-4*D, D*0.35f,
|
|
350 |
1.0f-8*D, D*0.6f,
|
|
351 |
0.60f , D*1.0f,
|
|
352 |
0.30f , D*1.375f,
|
|
353 |
0.0f , D*1.4f };
|
|
354 |
|
|
355 |
MeshBase[] meshes = new MeshBase[6];
|
|
356 |
|
|
357 |
meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
|
|
358 |
meshes[0].setEffectAssociation(0,1,0);
|
|
359 |
|
|
360 |
// TODO
|
|
361 |
|
|
362 |
mFaceMesh.mergeEffComponents();
|
|
363 |
}
|
|
364 |
|
|
365 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
366 |
|
|
367 |
float getScreenRatio()
|
|
368 |
{
|
|
369 |
return 1.0f;
|
|
370 |
}
|
|
371 |
|
|
372 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
373 |
|
|
374 |
Static4D[] getQuats()
|
|
375 |
{
|
|
376 |
return QUATS;
|
|
377 |
}
|
|
378 |
|
|
379 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
380 |
|
|
381 |
int getNumFaces()
|
|
382 |
{
|
|
383 |
return FACE_COLORS.length;
|
|
384 |
}
|
|
385 |
|
|
386 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
387 |
|
|
388 |
int getNumStickerTypes()
|
|
389 |
{
|
|
390 |
return 1;
|
|
391 |
}
|
|
392 |
|
|
393 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
394 |
|
|
395 |
int getNumCubitFaces()
|
|
396 |
{
|
|
397 |
return FACES_PER_CUBIT;
|
|
398 |
}
|
|
399 |
|
|
400 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
401 |
|
|
402 |
Static3D[] getCubitPositions(int size)
|
|
403 |
{
|
|
404 |
return CENTERS;
|
|
405 |
}
|
|
406 |
|
|
407 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
408 |
// TODO
|
|
409 |
|
|
410 |
private int getQuatIndex(int cubit)
|
|
411 |
{
|
|
412 |
switch(cubit)
|
|
413 |
{
|
|
414 |
case 0:
|
|
415 |
case 1:
|
|
416 |
case 2:
|
|
417 |
case 3:
|
|
418 |
case 4:
|
|
419 |
case 5:
|
|
420 |
case 6:
|
|
421 |
case 7:
|
|
422 |
case 8:
|
|
423 |
case 9:
|
|
424 |
case 10:
|
|
425 |
case 11:
|
|
426 |
case 12:
|
|
427 |
case 13:
|
|
428 |
case 14:
|
|
429 |
case 15:
|
|
430 |
case 16:
|
|
431 |
case 17:
|
|
432 |
case 18:
|
|
433 |
case 19:
|
|
434 |
case 20:
|
|
435 |
case 21:
|
|
436 |
case 22:
|
|
437 |
case 23:
|
|
438 |
case 24:
|
|
439 |
case 25:
|
|
440 |
case 26:
|
|
441 |
case 27:
|
|
442 |
case 28:
|
|
443 |
case 29:
|
|
444 |
case 30:
|
|
445 |
case 31:
|
|
446 |
}
|
|
447 |
|
|
448 |
return -1;
|
|
449 |
}
|
|
450 |
|
|
451 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
452 |
|
|
453 |
MeshBase createCubitMesh(int cubit)
|
|
454 |
{
|
|
455 |
MeshBase mesh;
|
|
456 |
|
|
457 |
if( cubit<8 )
|
|
458 |
{
|
|
459 |
if( mCornerMesh==null ) createCornerMesh();
|
|
460 |
mesh = mCornerMesh.copy(true);
|
|
461 |
}
|
|
462 |
else
|
|
463 |
{
|
|
464 |
if( mFaceMesh==null ) createFaceMesh();
|
|
465 |
mesh = mFaceMesh.copy(true);
|
|
466 |
}
|
|
467 |
|
|
468 |
int index = getQuatIndex(cubit);
|
|
469 |
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[index], new Static3D(0,0,0) );
|
|
470 |
mesh.apply(quat,0xffffffff,0);
|
|
471 |
|
|
472 |
return mesh;
|
|
473 |
}
|
|
474 |
|
|
475 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
476 |
|
|
477 |
int getFaceColor(int cubit, int cubitface, int size)
|
|
478 |
{
|
|
479 |
return mFaceMap[cubit][cubitface];
|
|
480 |
}
|
|
481 |
|
|
482 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
483 |
|
|
484 |
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
|
485 |
{
|
|
486 |
float STROKE = 0.035f*side;
|
|
487 |
float L= left+0.125f*side;
|
|
488 |
float H= 0.375f*side;
|
|
489 |
float LEN = 0.5f*side;
|
|
490 |
|
|
491 |
paint.setAntiAlias(true);
|
|
492 |
paint.setStrokeWidth(STROKE);
|
|
493 |
paint.setColor(FACE_COLORS[face]);
|
|
494 |
paint.setStyle(Paint.Style.FILL);
|
|
495 |
|
|
496 |
canvas.drawRect(left,top,left+side,top+side,paint);
|
|
497 |
|
|
498 |
paint.setColor(INTERIOR_COLOR);
|
|
499 |
paint.setStyle(Paint.Style.STROKE);
|
|
500 |
|
|
501 |
canvas.drawLine( L , H, L+LEN, H , paint);
|
|
502 |
canvas.drawLine( L , H, L+LEN, H+LEN, paint);
|
|
503 |
canvas.drawLine( L+LEN, H, L+LEN, H+LEN, paint);
|
|
504 |
|
|
505 |
float S1 = 0.125f*side;
|
|
506 |
float S2 = 0.070f*side;
|
|
507 |
float X = 0.7f*S2;
|
|
508 |
|
|
509 |
float LA = left+0.625f*side;
|
|
510 |
float RA = left+0.125f*side;
|
|
511 |
float TA = 0.375f*side;
|
|
512 |
float BA = 0.875f*side;
|
|
513 |
|
|
514 |
canvas.drawArc( LA-S1, TA , LA , TA+S1, 270, 90, false, paint);
|
|
515 |
canvas.drawArc( RA+X , TA , RA+X+S2, TA+S2, 135,135, false, paint);
|
|
516 |
canvas.drawArc( LA-S2, BA-X-S2, LA , BA-X , 0,135, false, paint);
|
|
517 |
}
|
|
518 |
|
|
519 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
520 |
|
|
521 |
float returnMultiplier()
|
|
522 |
{
|
|
523 |
return 2.0f;
|
|
524 |
}
|
|
525 |
|
|
526 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
527 |
|
|
528 |
float[] getRowChances()
|
|
529 |
{
|
|
530 |
float[] chances = new float[4];
|
|
531 |
|
|
532 |
chances[0] = 0.5f;
|
|
533 |
chances[1] = 0.5f;
|
|
534 |
chances[2] = 0.5f;
|
|
535 |
chances[3] = 1.0f;
|
|
536 |
|
|
537 |
return chances;
|
|
538 |
}
|
|
539 |
|
|
540 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
541 |
// PUBLIC API
|
|
542 |
|
|
543 |
public Static3D[] getRotationAxis()
|
|
544 |
{
|
|
545 |
return ROT_AXIS;
|
|
546 |
}
|
|
547 |
|
|
548 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
549 |
|
|
550 |
public int getBasicAngle()
|
|
551 |
{
|
|
552 |
return 2;
|
|
553 |
}
|
|
554 |
|
|
555 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
556 |
|
|
557 |
public int computeRowFromOffset(float offset)
|
|
558 |
{
|
|
559 |
return offset<0.25f ? 0:1;
|
|
560 |
}
|
|
561 |
|
|
562 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
563 |
|
|
564 |
public float returnRotationFactor(float offset)
|
|
565 |
{
|
|
566 |
return 1.0f;
|
|
567 |
}
|
|
568 |
|
|
569 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
570 |
|
|
571 |
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
|
572 |
{
|
|
573 |
int numAxis = ROTATION_AXIS.length;
|
|
574 |
|
|
575 |
if( oldRotAxis == START_AXIS )
|
|
576 |
{
|
|
577 |
return rnd.nextInt(numAxis);
|
|
578 |
}
|
|
579 |
else
|
|
580 |
{
|
|
581 |
int newVector = rnd.nextInt(numAxis-2);
|
|
582 |
|
|
583 |
switch(oldRotAxis)
|
|
584 |
{
|
|
585 |
case 0:
|
|
586 |
case 1: return newVector+2;
|
|
587 |
case 2:
|
|
588 |
case 3: return (newVector==0 || newVector==1) ? newVector:newVector+2;
|
|
589 |
default: return newVector;
|
|
590 |
}
|
|
591 |
}
|
|
592 |
}
|
|
593 |
|
|
594 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
595 |
|
|
596 |
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
|
597 |
{
|
|
598 |
float rowFloat = rnd.nextFloat();
|
|
599 |
|
|
600 |
for(int row=0; row<mRowChances.length; row++)
|
|
601 |
{
|
|
602 |
if( rowFloat<=mRowChances[row] ) return row;
|
|
603 |
}
|
|
604 |
|
|
605 |
return 0;
|
|
606 |
}
|
|
607 |
|
|
608 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
609 |
// remember about the double cover or unit quaternions!
|
|
610 |
|
|
611 |
private int mulQuat(int q1, int q2)
|
|
612 |
{
|
|
613 |
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
|
614 |
|
|
615 |
float rX = result.get0();
|
|
616 |
float rY = result.get1();
|
|
617 |
float rZ = result.get2();
|
|
618 |
float rW = result.get3();
|
|
619 |
|
|
620 |
final float MAX_ERROR = 0.1f;
|
|
621 |
float dX,dY,dZ,dW;
|
|
622 |
|
|
623 |
for(int i=0; i<QUATS.length; i++)
|
|
624 |
{
|
|
625 |
dX = QUATS[i].get0() - rX;
|
|
626 |
dY = QUATS[i].get1() - rY;
|
|
627 |
dZ = QUATS[i].get2() - rZ;
|
|
628 |
dW = QUATS[i].get3() - rW;
|
|
629 |
|
|
630 |
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
|
631 |
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
|
632 |
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
|
633 |
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
|
634 |
|
|
635 |
dX = QUATS[i].get0() + rX;
|
|
636 |
dY = QUATS[i].get1() + rY;
|
|
637 |
dZ = QUATS[i].get2() + rZ;
|
|
638 |
dW = QUATS[i].get3() + rW;
|
|
639 |
|
|
640 |
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
|
641 |
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
|
642 |
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
|
643 |
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
|
644 |
}
|
|
645 |
|
|
646 |
return -1;
|
|
647 |
}
|
|
648 |
|
|
649 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
650 |
// The Helicopter is solved if and only if:
|
|
651 |
//
|
|
652 |
// 1) all of its corner cubits are rotated with the same quat
|
|
653 |
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
|
654 |
// and optionally they also might be turned by a multiple of 90 degrees along
|
|
655 |
// a vector perpendicular to the face they lie on.
|
|
656 |
//
|
|
657 |
// i.e.
|
|
658 |
// cubits 8, 9,10,11,12,13,14,15 - might be extra QUAT 1,8,9
|
|
659 |
// cubits 16,17,18,19,20,21,22,23 - might be extra QUAT 2,12,13
|
|
660 |
// cubits 24,25,26,27,28,29,30,31 - might be extra QUAT 3,14,15
|
|
661 |
|
|
662 |
public boolean isSolved()
|
|
663 |
{
|
|
664 |
int q = CUBITS[0].mQuatIndex;
|
|
665 |
|
|
666 |
if ( CUBITS[1].mQuatIndex == q &&
|
|
667 |
CUBITS[2].mQuatIndex == q &&
|
|
668 |
CUBITS[3].mQuatIndex == q &&
|
|
669 |
CUBITS[4].mQuatIndex == q &&
|
|
670 |
CUBITS[5].mQuatIndex == q &&
|
|
671 |
CUBITS[6].mQuatIndex == q &&
|
|
672 |
CUBITS[7].mQuatIndex == q )
|
|
673 |
{
|
|
674 |
int q1 = mulQuat(q,1);
|
|
675 |
int q2 = mulQuat(q,8);
|
|
676 |
int q3 = mulQuat(q,9);
|
|
677 |
|
|
678 |
for(int index=8; index<16; index++)
|
|
679 |
{
|
|
680 |
int qIndex = CUBITS[index].mQuatIndex;
|
|
681 |
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
|
682 |
}
|
|
683 |
|
|
684 |
q1 = mulQuat(q, 2);
|
|
685 |
q2 = mulQuat(q,12);
|
|
686 |
q3 = mulQuat(q,13);
|
|
687 |
|
|
688 |
for(int index=16; index<24; index++)
|
|
689 |
{
|
|
690 |
int qIndex = CUBITS[index].mQuatIndex;
|
|
691 |
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
|
692 |
}
|
|
693 |
|
|
694 |
q1 = mulQuat(q, 3);
|
|
695 |
q2 = mulQuat(q,14);
|
|
696 |
q3 = mulQuat(q,15);
|
|
697 |
|
|
698 |
for(int index=24; index<32; index++)
|
|
699 |
{
|
|
700 |
int qIndex = CUBITS[index].mQuatIndex;
|
|
701 |
if( qIndex!=q && qIndex!=q1 && qIndex!=q2 && qIndex!=q3 ) return false;
|
|
702 |
}
|
|
703 |
|
|
704 |
return true;
|
|
705 |
}
|
|
706 |
|
|
707 |
return false;
|
|
708 |
}
|
|
709 |
|
|
710 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
711 |
// only needed for solvers - there are no Helicopter solvers ATM)
|
|
712 |
|
|
713 |
public String retObjectString()
|
|
714 |
{
|
|
715 |
return "";
|
|
716 |
}
|
|
717 |
|
|
718 |
}
|
Beginnings of support for the Helicopter.