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Revision efef689c

Added by Leszek Koltunski about 4 years ago

Progress towards generalizing belongsToRotation()

View differences:

src/main/java/org/distorted/object/RubikCube.java
38 38

  
39 39
class RubikCube extends RubikObject
40 40
{
41
  private static final float SQ2 = 0.5f*((float)Math.sqrt(2));
42
  private static final float[] LEGAL = new float[] { 0.0f , 0.5f , -0.5f , 1.0f , -1.0f , SQ2 , -SQ2 };
43

  
44
  // axisXright (right-YELLOW) axisXleft (left-WHITE) axisYright (top-BLUE) axisYleft (bottom-GREEN) axisZright (front-RED) axisZleft (back-BROWN)
45
  private static final int[] FACE_COLORS   = new int[] { 0xffffff00, 0xffffffff, 0xff0000ff, 0xff00ff00, 0xffff0000, 0xffb5651d };
41
  // the three rotation axis of a RubikCube
42
  private static final Static3D[] AXIS = new Static3D[]
43
         {
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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)
47
         };
48

  
49
  private static final int[] FACE_COLORS = new int[]
50
         {
51
           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)
53
           0xffff0000, 0xffb5651d    // AXIS[2]right (front-RED   ) AXIS[2]left (back  -BROWN)
54
         };
55

  
56
  // All legal rotation quats of a RubikCube of any size must have all four of their components
57
  // equal to either 0, +-1, +-0.5 or +-sqrt(2)/2.
58
  // Here's how to compute this:
59
  // 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
61
  // (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
62
  // multiplying them and eventually you'll find all (24) legal rotations.
63
  // 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[]
66
         {
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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 ,
72
           0.5f*((float)Math.sqrt(2)) ,
73
          -0.5f*((float)Math.sqrt(2))
74
         };
46 75

  
47 76
///////////////////////////////////////////////////////////////////////////////////////////////////
48 77

  
......
86 115
    }
87 116

  
88 117
///////////////////////////////////////////////////////////////////////////////////////////////////
89
// All legal rotation quats of a RubikCube of any size must have all four of their components
90
// equal to either 0, 1, -1, 0.5, -0.5 or +-sqrt(2)/2.
91 118

  
92 119
  float[] getLegalQuats()
93 120
    {
94
    return LEGAL;
121
    return LEGALQUATS;
95 122
    }
96 123

  
97 124
///////////////////////////////////////////////////////////////////////////////////////////////////
......
101 128
    return FACE_COLORS.length;
102 129
    }
103 130

  
131
///////////////////////////////////////////////////////////////////////////////////////////////////
132

  
133
  Static3D[] getRotationAxis()
134
    {
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    return AXIS;
136
    }
137

  
104 138
///////////////////////////////////////////////////////////////////////////////////////////////////
105 139

  
106 140
  void createFaceTexture(Canvas canvas, Paint paint, int face)
......
151 185

  
152 186
    return new MeshJoined(meshes);
153 187
    }
154

  
155
///////////////////////////////////////////////////////////////////////////////////////////////////
156

  
157
  boolean belongsToRotation( Static3D currentPosition, Static3D axis, int row)
158
    {
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    if( axis.get0()!=0 ) return currentPosition.get0()==row;
160
    if( axis.get1()!=0 ) return currentPosition.get1()==row;
161
    if( axis.get2()!=0 ) return currentPosition.get2()==row;
162

  
163
    return false;
164
    }
165

  
166
///////////////////////////////////////////////////////////////////////////////////////////////////
167

  
168
  private static final Static4D mapFront, mapBack, mapLeft, mapRight, mapTop, mapBottom, mapBlack;
169

  
170
  static
171
    {
172
    // axisXright (right-YELLOW) axisXleft (left-WHITE) axisYright (top-BLUE) axisYleft (bottom-GREEN) axisZright (front-RED) axisZleft (back-BROWN)
173

  
174
    mapRight = new Static4D( 0*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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    mapLeft  = new Static4D( 1*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
176
    mapTop   = new Static4D( 2*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
177
    mapBottom= new Static4D( 3*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
178
    mapFront = new Static4D( 4*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
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    mapBack  = new Static4D( 5*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
180
    mapBlack = new Static4D( 6*(1/7.0f), 0.0f, 1/7.0f, 1.0f);
181
    }
182

  
183
///////////////////////////////////////////////////////////////////////////////////////////////////
184

  
185
  void textureCubitMesh(MeshBase mesh, int x, int y, int z)
186
    {
187
    Static4D tmpRight = (x== mSize-1 ? mapRight :mapBlack);
188
    Static4D tmpLeft  = (x==       0 ? mapLeft  :mapBlack);
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    Static4D tmpTop   = (y== mSize-1 ? mapTop   :mapBlack);
190
    Static4D tmpBottom= (y==       0 ? mapBottom:mapBlack);
191
    Static4D tmpFront = (z== mSize-1 ? mapFront :mapBlack);
192
    Static4D tmpBack  = (z==       0 ? mapBack  :mapBlack);
193

  
194
    Static4D[] maps = new Static4D[] { tmpRight, tmpLeft, tmpTop, tmpBottom, tmpFront, tmpBack};
195

  
196
    mesh.setTextureMap(maps);
197
    }
198 188
}

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