1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2019 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.objects;
|
21
|
|
22
|
import android.content.res.Resources;
|
23
|
import android.graphics.Canvas;
|
24
|
import android.graphics.Paint;
|
25
|
|
26
|
import org.distorted.helpers.FactoryCubit;
|
27
|
import org.distorted.helpers.FactorySticker;
|
28
|
import org.distorted.library.main.DistortedEffects;
|
29
|
import org.distorted.library.main.DistortedTexture;
|
30
|
import org.distorted.library.mesh.MeshBase;
|
31
|
import org.distorted.library.mesh.MeshSquare;
|
32
|
import org.distorted.library.type.Static3D;
|
33
|
import org.distorted.library.type.Static4D;
|
34
|
import org.distorted.main.R;
|
35
|
|
36
|
import java.util.Random;
|
37
|
|
38
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
39
|
|
40
|
public class TwistyPyraminx extends TwistyObject
|
41
|
{
|
42
|
static final float SCREEN_RATIO = 0.88f;
|
43
|
|
44
|
static final Static3D[] ROT_AXIS = new Static3D[]
|
45
|
{
|
46
|
new Static3D( 0,-SQ3/3,-SQ6/3),
|
47
|
new Static3D( 0,-SQ3/3,+SQ6/3),
|
48
|
new Static3D(+SQ6/3,+SQ3/3, 0),
|
49
|
new Static3D(-SQ6/3,+SQ3/3, 0),
|
50
|
};
|
51
|
|
52
|
private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
|
53
|
|
54
|
private static final int[] FACE_COLORS = new int[]
|
55
|
{
|
56
|
COLOR_GREEN , COLOR_YELLOW,
|
57
|
COLOR_BLUE , COLOR_RED
|
58
|
};
|
59
|
|
60
|
// computed with res/raw/compute_quats.c
|
61
|
private static final Static4D[] QUATS = new Static4D[]
|
62
|
{
|
63
|
new Static4D( 0.0f, 0.0f, 0.0f, 1.0f),
|
64
|
new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
|
65
|
new Static4D( SQ2/2, 0.5f, 0.0f, 0.5f),
|
66
|
new Static4D(-SQ2/2, 0.5f, 0.0f, 0.5f),
|
67
|
new Static4D( 0.0f, -0.5f, -SQ2/2, 0.5f),
|
68
|
new Static4D( 0.0f, -0.5f, SQ2/2, 0.5f),
|
69
|
new Static4D( SQ2/2, 0.5f, 0.0f, -0.5f),
|
70
|
new Static4D(-SQ2/2, 0.5f, 0.0f, -0.5f),
|
71
|
new Static4D( 0.0f, -0.5f, -SQ2/2, -0.5f),
|
72
|
new Static4D( 0.0f, -0.5f, SQ2/2, -0.5f),
|
73
|
new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
|
74
|
new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f)
|
75
|
};
|
76
|
|
77
|
private static final double[][] VERTICES_TETRA = new double[][]
|
78
|
{
|
79
|
{-0.5, SQ2/4, 0.0},
|
80
|
{ 0.5, SQ2/4, 0.0},
|
81
|
{ 0.0,-SQ2/4, 0.5},
|
82
|
{ 0.0,-SQ2/4,-0.5}
|
83
|
};
|
84
|
|
85
|
private static final int[][] VERT_INDEXES_TETRA = new int[][]
|
86
|
{
|
87
|
{2,1,0}, // counterclockwise!
|
88
|
{3,0,1},
|
89
|
{3,2,0},
|
90
|
{2,3,1}
|
91
|
};
|
92
|
|
93
|
private static final double[][] VERTICES_OCTA = new double[][]
|
94
|
{
|
95
|
{ 0.5, 0.0, 0.5},
|
96
|
{ 0.5, 0.0,-0.5},
|
97
|
{-0.5, 0.0,-0.5},
|
98
|
{-0.5, 0.0, 0.5},
|
99
|
{ 0.0, SQ2/2, 0.0},
|
100
|
{ 0.0,-SQ2/2, 0.0}
|
101
|
};
|
102
|
|
103
|
private static final int[][] VERT_INDEXES_OCTA = new int[][]
|
104
|
{
|
105
|
{3,0,4}, // counterclockwise!
|
106
|
{0,1,4},
|
107
|
{1,2,4},
|
108
|
{2,3,4},
|
109
|
{5,0,3},
|
110
|
{5,1,0},
|
111
|
{5,2,1},
|
112
|
{5,3,2}
|
113
|
};
|
114
|
|
115
|
private static final float[][] STICKERS = new float[][]
|
116
|
{
|
117
|
{ -0.4330127f, -0.25f, 0.4330127f, -0.25f, 0.0f, 0.5f }
|
118
|
};
|
119
|
|
120
|
private static MeshBase[] mMeshes;
|
121
|
private static float[] mRowChances;
|
122
|
|
123
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
124
|
|
125
|
TwistyPyraminx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
|
126
|
DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
|
127
|
{
|
128
|
super(size, size, quat, texture, mesh, effects, moves, ObjectList.PYRA, res, scrWidth);
|
129
|
}
|
130
|
|
131
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
132
|
|
133
|
private float[] getRowChances(int numLayers)
|
134
|
{
|
135
|
int total = numLayers*(numLayers+1)/2;
|
136
|
float running=0.0f;
|
137
|
float[] chances = new float[numLayers];
|
138
|
|
139
|
for(int i=0; i<numLayers; i++)
|
140
|
{
|
141
|
running += (numLayers-i);
|
142
|
chances[i] = running / total;
|
143
|
}
|
144
|
|
145
|
return chances;
|
146
|
}
|
147
|
|
148
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
149
|
|
150
|
private void addTetrahedralLattice(int size, int index, float[][] pos)
|
151
|
{
|
152
|
final float DX = 1.0f;
|
153
|
final float DY = SQ2/2;
|
154
|
final float DZ = 1.0f;
|
155
|
|
156
|
float startX = 0.0f;
|
157
|
float startY =-DY*(size-1)/2;
|
158
|
float startZ = DZ*(size-1)/2;
|
159
|
|
160
|
for(int layer=0; layer<size; layer++)
|
161
|
{
|
162
|
float currX = startX;
|
163
|
float currY = startY;
|
164
|
|
165
|
for(int x=0; x<layer+1; x++)
|
166
|
{
|
167
|
float currZ = startZ;
|
168
|
|
169
|
for(int z=0; z<size-layer; z++)
|
170
|
{
|
171
|
pos[index] = new float[] {currX,currY,currZ};
|
172
|
index++;
|
173
|
currZ -= DZ;
|
174
|
}
|
175
|
|
176
|
currX += DX;
|
177
|
}
|
178
|
|
179
|
startX-=DX/2;
|
180
|
startY+=DY;
|
181
|
startZ-=DZ/2;
|
182
|
}
|
183
|
}
|
184
|
|
185
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
186
|
// there are (n^3-n)/6 octahedrons and ((n+1)^3 - (n+1))/6 tetrahedrons
|
187
|
|
188
|
float[][] getCubitPositions(int size)
|
189
|
{
|
190
|
int numOcta = (size-1)*size*(size+1)/6;
|
191
|
int numTetra= size*(size+1)*(size+2)/6;
|
192
|
float[][] ret = new float[numOcta+numTetra][];
|
193
|
|
194
|
addTetrahedralLattice(size-1, 0,ret);
|
195
|
addTetrahedralLattice(size ,numOcta,ret);
|
196
|
|
197
|
return ret;
|
198
|
}
|
199
|
|
200
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
201
|
|
202
|
Static4D[] getQuats()
|
203
|
{
|
204
|
return QUATS;
|
205
|
}
|
206
|
|
207
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
208
|
|
209
|
int getNumFaces()
|
210
|
{
|
211
|
return FACE_COLORS.length;
|
212
|
}
|
213
|
|
214
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
215
|
|
216
|
int getNumStickerTypes(int numLayers)
|
217
|
{
|
218
|
return STICKERS.length;
|
219
|
}
|
220
|
|
221
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
222
|
|
223
|
float[][] getCuts(int size)
|
224
|
{
|
225
|
float[][] cuts = new float[4][size-1];
|
226
|
|
227
|
for(int i=0; i<size-1; i++)
|
228
|
{
|
229
|
float cut = (1.0f-0.25f*size+i)*(SQ6/3);
|
230
|
cuts[0][i] = cut;
|
231
|
cuts[1][i] = cut;
|
232
|
cuts[2][i] = cut;
|
233
|
cuts[3][i] = cut;
|
234
|
}
|
235
|
|
236
|
return cuts;
|
237
|
}
|
238
|
|
239
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
240
|
|
241
|
int getNumCubitFaces()
|
242
|
{
|
243
|
return 8;
|
244
|
}
|
245
|
|
246
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
247
|
|
248
|
float getScreenRatio()
|
249
|
{
|
250
|
return SCREEN_RATIO;
|
251
|
}
|
252
|
|
253
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
254
|
|
255
|
boolean shouldResetTextureMaps()
|
256
|
{
|
257
|
return false;
|
258
|
}
|
259
|
|
260
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
261
|
|
262
|
private int getNumOctahedrons(int numLayers)
|
263
|
{
|
264
|
return (numLayers-1)*numLayers*(numLayers+1)/6;
|
265
|
}
|
266
|
|
267
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
268
|
|
269
|
private int faceColor(int cubit, int axis)
|
270
|
{
|
271
|
return CUBITS[cubit].mRotationRow[axis] == 1 ? axis : NUM_FACES;
|
272
|
}
|
273
|
|
274
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
275
|
|
276
|
int getFaceColor(int cubit, int cubitface, int size)
|
277
|
{
|
278
|
if( cubit< (size-1)*size*(size+1)/6 )
|
279
|
{
|
280
|
switch( cubitface )
|
281
|
{
|
282
|
case 0: return faceColor(cubit,0);
|
283
|
case 2: return faceColor(cubit,1);
|
284
|
case 5: return faceColor(cubit,3);
|
285
|
case 7: return faceColor(cubit,2);
|
286
|
default:return NUM_FACES;
|
287
|
}
|
288
|
}
|
289
|
else
|
290
|
{
|
291
|
return cubitface<NUM_FACES ? faceColor(cubit,cubitface) : NUM_FACES;
|
292
|
}
|
293
|
}
|
294
|
|
295
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
296
|
|
297
|
MeshBase createCubitMesh(int cubit, int numLayers)
|
298
|
{
|
299
|
if( mMeshes==null )
|
300
|
{
|
301
|
FactoryCubit factory = FactoryCubit.getInstance();
|
302
|
factory.clear();
|
303
|
mMeshes = new MeshBase[2];
|
304
|
}
|
305
|
|
306
|
MeshBase mesh;
|
307
|
int numO = getNumOctahedrons(numLayers);
|
308
|
|
309
|
if( cubit<numO )
|
310
|
{
|
311
|
if( mMeshes[0]==null )
|
312
|
{
|
313
|
float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,6,2,2} };
|
314
|
int[] bandIndexes = new int[] { 0,0,0,0,0,0,0,0 };
|
315
|
float[][] corners = new float[][] { {0.04f,0.20f} };
|
316
|
int[] cornerIndexes = new int[] { 0,0,0,0,0,0 };
|
317
|
float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
|
318
|
int[] centerIndexes = new int[] { 0,0,0,0,0,0 };
|
319
|
|
320
|
FactoryCubit factory = FactoryCubit.getInstance();
|
321
|
|
322
|
factory.createNewFaceTransform(VERTICES_OCTA,VERT_INDEXES_OCTA);
|
323
|
mMeshes[0] = factory.createRoundedSolid(VERTICES_OCTA, VERT_INDEXES_OCTA,
|
324
|
bands, bandIndexes,
|
325
|
corners, cornerIndexes,
|
326
|
centers, centerIndexes,
|
327
|
getNumCubitFaces() );
|
328
|
}
|
329
|
mesh = mMeshes[0].copy(true);
|
330
|
}
|
331
|
else
|
332
|
{
|
333
|
if( mMeshes[1]==null )
|
334
|
{
|
335
|
float[][] bands = new float[][] { {0.05f,35,0.5f,0.8f,6,2,2} };
|
336
|
int[] bandIndexes = new int[] { 0,0,0,0 };
|
337
|
float[][] corners = new float[][] { {0.06f,0.15f} };
|
338
|
int[] cornerIndexes = new int[] { 0,0,0,0 };
|
339
|
float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
|
340
|
int[] centerIndexes = new int[] { 0,0,0,0 };
|
341
|
|
342
|
FactoryCubit factory = FactoryCubit.getInstance();
|
343
|
|
344
|
factory.createNewFaceTransform(VERTICES_TETRA,VERT_INDEXES_TETRA);
|
345
|
mMeshes[1] = factory.createRoundedSolid(VERTICES_TETRA, VERT_INDEXES_TETRA,
|
346
|
bands, bandIndexes,
|
347
|
corners, cornerIndexes,
|
348
|
centers, centerIndexes,
|
349
|
getNumCubitFaces() );
|
350
|
|
351
|
factory.printStickerCoords();
|
352
|
}
|
353
|
mesh = mMeshes[1].copy(true);
|
354
|
}
|
355
|
|
356
|
return mesh;
|
357
|
}
|
358
|
|
359
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
360
|
|
361
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
362
|
{
|
363
|
float R = 0.06f;
|
364
|
float S = 0.08f;
|
365
|
|
366
|
FactorySticker factory = FactorySticker.getInstance();
|
367
|
factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], S, FACE_COLORS[face], R);
|
368
|
}
|
369
|
|
370
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371
|
// SQ6/3 = height of the tetrahedron
|
372
|
|
373
|
float returnMultiplier()
|
374
|
{
|
375
|
return getNumLayers()/(SQ6/3);
|
376
|
}
|
377
|
|
378
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
379
|
// PUBLIC API
|
380
|
|
381
|
public Static3D[] getRotationAxis()
|
382
|
{
|
383
|
return ROT_AXIS;
|
384
|
}
|
385
|
|
386
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
387
|
|
388
|
public int[] getBasicAngle()
|
389
|
{
|
390
|
return BASIC_ANGLE;
|
391
|
}
|
392
|
|
393
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
394
|
|
395
|
public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
|
396
|
{
|
397
|
int numLayers = getNumLayers();
|
398
|
|
399
|
if( mRowChances==null ) mRowChances = getRowChances(numLayers);
|
400
|
|
401
|
if( curr==0 )
|
402
|
{
|
403
|
scramble[curr][0] = rnd.nextInt(NUM_AXIS);
|
404
|
}
|
405
|
else
|
406
|
{
|
407
|
int newVector = rnd.nextInt(NUM_AXIS-1);
|
408
|
scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector);
|
409
|
|
410
|
// Correct the situation when we first rotate the largest layer, then a tip (which doesn't
|
411
|
// intersect anything besides the largest layer!) and then we try to rotate again along
|
412
|
// the same axis like 2 rotations before - which carries the risk we rotate the largest
|
413
|
// layer back to its spot again and the three moves end up being only a single tip rotation.
|
414
|
if( curr>=2 && scramble[curr-1][1]==(numLayers-1) && scramble[curr][0]==scramble[curr-2][0] )
|
415
|
{
|
416
|
for(int ax=0; ax<NUM_AXIS; ax++)
|
417
|
{
|
418
|
if( scramble[curr-1][0]!=ax && scramble[curr-2][0]!=ax )
|
419
|
{
|
420
|
scramble[curr][0]=ax;
|
421
|
break;
|
422
|
}
|
423
|
}
|
424
|
}
|
425
|
}
|
426
|
|
427
|
float rowFloat = rnd.nextFloat();
|
428
|
|
429
|
for(int row=0; row<numLayers; row++)
|
430
|
{
|
431
|
if( rowFloat<=mRowChances[row] )
|
432
|
{
|
433
|
scramble[curr][1] = row;
|
434
|
break;
|
435
|
}
|
436
|
}
|
437
|
|
438
|
switch( rnd.nextInt(2) )
|
439
|
{
|
440
|
case 0: scramble[curr][2] = -1; break;
|
441
|
case 1: scramble[curr][2] = 1; break;
|
442
|
}
|
443
|
}
|
444
|
|
445
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
446
|
|
447
|
public boolean isSolved()
|
448
|
{
|
449
|
int index = CUBITS[0].mQuatIndex;
|
450
|
|
451
|
for(int i=1; i<NUM_CUBITS; i++)
|
452
|
{
|
453
|
if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
|
454
|
}
|
455
|
|
456
|
return true;
|
457
|
}
|
458
|
|
459
|
////////////////////////////////////////////////////////////////////////
|
460
|
// only needed for solvers - there are no Pyraminx solvers ATM)
|
461
|
|
462
|
public String retObjectString()
|
463
|
{
|
464
|
return "";
|
465
|
}
|
466
|
|
467
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
468
|
|
469
|
public int getObjectName(int numLayers)
|
470
|
{
|
471
|
switch(numLayers)
|
472
|
{
|
473
|
case 3: return R.string.pyra3;
|
474
|
case 4: return R.string.pyra4;
|
475
|
case 5: return R.string.pyra5;
|
476
|
}
|
477
|
return R.string.pyra3;
|
478
|
}
|
479
|
|
480
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
481
|
|
482
|
public int getInventor(int numLayers)
|
483
|
{
|
484
|
switch(numLayers)
|
485
|
{
|
486
|
case 3: return R.string.pyra3_inventor;
|
487
|
case 4: return R.string.pyra4_inventor;
|
488
|
case 5: return R.string.pyra5_inventor;
|
489
|
}
|
490
|
return R.string.pyra3_inventor;
|
491
|
}
|
492
|
|
493
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
494
|
|
495
|
public int getComplexity(int numLayers)
|
496
|
{
|
497
|
switch(numLayers)
|
498
|
{
|
499
|
case 3: return 4;
|
500
|
case 4: return 6;
|
501
|
case 5: return 8;
|
502
|
}
|
503
|
return 4;
|
504
|
}
|
505
|
}
|