Project

General

Profile

Download (17.3 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / RubikCube.java @ f6d06256

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.library.effect.VertexEffectDeform;
27
import org.distorted.library.effect.VertexEffectMove;
28
import org.distorted.library.effect.VertexEffectRotate;
29
import org.distorted.library.effect.VertexEffectSink;
30
import org.distorted.library.main.DistortedEffects;
31
import org.distorted.library.main.DistortedTexture;
32
import org.distorted.library.mesh.MeshBase;
33
import org.distorted.library.mesh.MeshJoined;
34
import org.distorted.library.mesh.MeshRectangles;
35
import org.distorted.library.type.Static1D;
36
import org.distorted.library.type.Static3D;
37
import org.distorted.library.type.Static4D;
38

    
39
///////////////////////////////////////////////////////////////////////////////////////////////////
40

    
41
class RubikCube extends RubikObject
42
{
43
  static final float SQ2 = (float)Math.sqrt(2);
44

    
45
  // the three rotation axis of a RubikCube. Must be normalized.
46
  static final Static3D[] AXIS = new Static3D[]
47
         {
48
           new Static3D(1,0,0),
49
           new Static3D(0,1,0),
50
           new Static3D(0,0,1)
51
         };
52

    
53
  private static final int[] FACE_COLORS = new int[]
54
         {
55
           0xffffff00, 0xffffffff,   // AXIS[0]right (right-YELLOW) AXIS[0]left (left  -WHITE)
56
           0xff0000ff, 0xff00ff00,   // AXIS[1]right (top  -BLUE  ) AXIS[1]left (bottom-GREEN)
57
           0xffff0000, 0xffb5651d    // AXIS[2]right (front-RED   ) AXIS[2]left (back  -BROWN)
58
         };
59

    
60
  // All legal rotation quats of a RubikCube of any size.
61
  // Here's how to compute this:
62
  // 1) compute how many rotations there are (RubikCube of any size = 24)
63
  // 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
64
  // (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
65
  // multiplying them and eventually you'll find all (24) legal rotations.
66
  // Example program in C, res/raw/compute_quats.c , is included.
67
  private static final Static4D[] QUATS = new Static4D[]
68
         {
69
         new Static4D(  0.0f,   0.0f,   0.0f,   1.0f),
70
         new Static4D(  1.0f,   0.0f,   0.0f,   0.0f),
71
         new Static4D(  0.0f,   1.0f,   0.0f,   0.0f),
72
         new Static4D(  0.0f,   0.0f,   1.0f,   0.0f),
73

    
74
         new Static4D( SQ2/2,  SQ2/2,  0.0f ,   0.0f),
75
         new Static4D( SQ2/2, -SQ2/2,  0.0f ,   0.0f),
76
         new Static4D( SQ2/2,   0.0f,  SQ2/2,   0.0f),
77
         new Static4D(-SQ2/2,   0.0f,  SQ2/2,   0.0f),
78
         new Static4D( SQ2/2,   0.0f,   0.0f,  SQ2/2),
79
         new Static4D( SQ2/2,   0.0f,   0.0f, -SQ2/2),
80
         new Static4D(  0.0f,  SQ2/2,  SQ2/2,   0.0f),
81
         new Static4D(  0.0f,  SQ2/2, -SQ2/2,   0.0f),
82
         new Static4D(  0.0f,  SQ2/2,   0.0f,  SQ2/2),
83
         new Static4D(  0.0f,  SQ2/2,   0.0f, -SQ2/2),
84
         new Static4D(  0.0f,   0.0f,  SQ2/2,  SQ2/2),
85
         new Static4D(  0.0f,   0.0f,  SQ2/2, -SQ2/2),
86

    
87
         new Static4D(  0.5f,   0.5f,   0.5f,   0.5f),
88
         new Static4D(  0.5f,   0.5f,  -0.5f,   0.5f),
89
         new Static4D(  0.5f,   0.5f,  -0.5f,  -0.5f),
90
         new Static4D(  0.5f,  -0.5f,   0.5f,  -0.5f),
91
         new Static4D( -0.5f,  -0.5f,  -0.5f,   0.5f),
92
         new Static4D( -0.5f,   0.5f,  -0.5f,  -0.5f),
93
         new Static4D( -0.5f,   0.5f,   0.5f,  -0.5f),
94
         new Static4D( -0.5f,   0.5f,   0.5f,   0.5f)
95
         };
96

    
97
  private static MeshBase[] mMeshes;
98

    
99
///////////////////////////////////////////////////////////////////////////////////////////////////
100

    
101
  RubikCube(int size, Static4D quat, DistortedTexture texture,
102
            MeshRectangles mesh, DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
103
    {
104
    super(size, 60, quat, texture, mesh, effects, moves, RubikObjectList.CUBE, res, scrWidth);
105
    }
106

    
107
///////////////////////////////////////////////////////////////////////////////////////////////////
108
// paint the square with upper-right corner at (left,top) and side length 'side' with texture
109
// for face 'face'.
110

    
111
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
112
    {
113
    final float R = side*0.10f;
114
    final float M = side*0.05f;
115

    
116
    paint.setColor(FACE_COLORS[face]);
117
    canvas.drawRoundRect( left+M, top+M, left+side-M, top+side-M, R, R, paint);
118
    }
119

    
120
///////////////////////////////////////////////////////////////////////////////////////////////////
121

    
122
  Static3D[] getCubitPositions(int size)
123
    {
124
    int numCubits = size>1 ? 6*size*size - 12*size + 8 : 1;
125
    Static3D[] tmp = new Static3D[numCubits];
126

    
127
    float diff = 0.5f*(size-1);
128
    int currentPosition = 0;
129

    
130
    for(int x = 0; x<size; x++)
131
      for(int y = 0; y<size; y++)
132
        for(int z = 0; z<size; z++)
133
          if( x==0 || x==size-1 || y==0 || y==size-1 || z==0 || z==size-1 )
134
            {
135
            tmp[currentPosition++] = new Static3D(x-diff,y-diff,z-diff);
136
            }
137

    
138
    return tmp;
139
    }
140

    
141
///////////////////////////////////////////////////////////////////////////////////////////////////
142

    
143
  Static4D[] getQuats()
144
    {
145
    return QUATS;
146
    }
147

    
148
///////////////////////////////////////////////////////////////////////////////////////////////////
149

    
150
  int getNumFaces()
151
    {
152
    return FACE_COLORS.length;
153
    }
154

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

    
157
  int getNumCubitFaces()
158
    {
159
    return FACE_COLORS.length;
160
    }
161

    
162
///////////////////////////////////////////////////////////////////////////////////////////////////
163

    
164
  float getScreenRatio()
165
    {
166
    return 0.5f;
167
    }
168

    
169
///////////////////////////////////////////////////////////////////////////////////////////////////
170

    
171
  int getFaceColor(int cubit, int cubitface, int size)
172
    {
173
    boolean belongs = isOnFace(cubit, cubitface/2, cubitface%2==0 ? size-1:0 );
174
    return belongs ? cubitface : NUM_FACES;
175
    }
176

    
177
///////////////////////////////////////////////////////////////////////////////////////////////////
178

    
179
  MeshBase createCubitMesh(int cubit)
180
    {
181
    int size   = getSize();
182
    int ordinal= RubikObjectList.CUBE.ordinal();
183
    int index  = RubikObjectList.getSizeIndex(ordinal,size);
184
    float[] loc;
185

    
186
    switch(size)
187
      {
188
      case 5 : loc = new float[] { -0.5f, 0.05f, 0.1f, 0.35f, 0.35f, 0.1f, 0.05f };
189
               break;
190
      case 2 : loc = new float[] { -0.5f, 0.03f, 0.05f, 0.07f, 0.20f, 0.30f, 0.20f, 0.07f, 0.05f, 0.03f };
191
               break;
192
      default: loc = new float[] { -0.5f, 0.04f, 0.06f, 0.25f, 0.30f, 0.25f, 0.06f, 0.04f };
193
      }
194

    
195
    return createCubitMesh(index,loc);
196
    }
197

    
198
///////////////////////////////////////////////////////////////////////////////////////////////////
199

    
200
  MeshBase createCubitMesh(int index, float[] loc)
201
    {
202
    if( mMeshes==null )
203
      {
204
      mMeshes = new MeshBase[RubikObjectList.CUBE.getNumVariants()];
205
      }
206

    
207
    if( mMeshes[index]==null )
208
      {
209
      final int MESHES=6;
210
      int association = 1;
211
      MeshBase[] meshes = new MeshRectangles[MESHES];
212
      meshes[0] = new MeshRectangles(loc,loc);
213
      meshes[0].setEffectAssociation(0,association,0);
214

    
215
      for(int i=1; i<MESHES; i++)
216
        {
217
        association <<=1;
218
        meshes[i] = meshes[0].copy(true);
219
        meshes[i].setEffectAssociation(0,association,0);
220
        }
221

    
222
      mMeshes[index] = new MeshJoined(meshes);
223

    
224
      Static3D axisY   = new Static3D(0,1,0);
225
      Static3D axisX   = new Static3D(1,0,0);
226
      Static3D center  = new Static3D(0,0,0);
227
      Static1D angle90 = new Static1D(90);
228
      Static1D angle180= new Static1D(180);
229
      Static1D angle270= new Static1D(270);
230

    
231
      float d1 = 1.0f;
232
      float d2 =-0.05f;
233
      float d3 = 0.12f;
234

    
235
      Static3D dCen0 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(+0.5f) );
236
      Static3D dCen1 = new Static3D( d1*(+0.5f), d1*(+0.5f), d1*(-0.5f) );
237
      Static3D dCen2 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(+0.5f) );
238
      Static3D dCen3 = new Static3D( d1*(+0.5f), d1*(-0.5f), d1*(-0.5f) );
239
      Static3D dCen4 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(+0.5f) );
240
      Static3D dCen5 = new Static3D( d1*(-0.5f), d1*(+0.5f), d1*(-0.5f) );
241
      Static3D dCen6 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(+0.5f) );
242
      Static3D dCen7 = new Static3D( d1*(-0.5f), d1*(-0.5f), d1*(-0.5f) );
243

    
244
      Static3D dVec0 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(+0.5f) );
245
      Static3D dVec1 = new Static3D( d2*(+0.5f), d2*(+0.5f), d2*(-0.5f) );
246
      Static3D dVec2 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(+0.5f) );
247
      Static3D dVec3 = new Static3D( d2*(+0.5f), d2*(-0.5f), d2*(-0.5f) );
248
      Static3D dVec4 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(+0.5f) );
249
      Static3D dVec5 = new Static3D( d2*(-0.5f), d2*(+0.5f), d2*(-0.5f) );
250
      Static3D dVec6 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(+0.5f) );
251
      Static3D dVec7 = new Static3D( d2*(-0.5f), d2*(-0.5f), d2*(-0.5f) );
252

    
253
      Static4D dReg  = new Static4D(0,0,0,d3);
254
      Static1D dRad  = new Static1D(1);
255

    
256
      VertexEffectMove   effect0 = new VertexEffectMove(new Static3D(0,0,+0.5f));
257
      effect0.setMeshAssociation(63,-1);  // all 6 sides
258
      VertexEffectRotate effect1 = new VertexEffectRotate( angle180, axisX, center );
259
      effect1.setMeshAssociation(32,-1);  // back
260
      VertexEffectRotate effect2 = new VertexEffectRotate( angle90 , axisX, center );
261
      effect2.setMeshAssociation( 8,-1);  // bottom
262
      VertexEffectRotate effect3 = new VertexEffectRotate( angle270, axisX, center );
263
      effect3.setMeshAssociation( 4,-1);  // top
264
      VertexEffectRotate effect4 = new VertexEffectRotate( angle270, axisY, center );
265
      effect4.setMeshAssociation( 2,-1);  // left
266
      VertexEffectRotate effect5 = new VertexEffectRotate( angle90 , axisY, center );
267
      effect5.setMeshAssociation( 1,-1);  // right
268

    
269
      VertexEffectDeform effect6 = new VertexEffectDeform(dVec0, dRad, dCen0, dReg);
270
      VertexEffectDeform effect7 = new VertexEffectDeform(dVec1, dRad, dCen1, dReg);
271
      VertexEffectDeform effect8 = new VertexEffectDeform(dVec2, dRad, dCen2, dReg);
272
      VertexEffectDeform effect9 = new VertexEffectDeform(dVec3, dRad, dCen3, dReg);
273
      VertexEffectDeform effect10= new VertexEffectDeform(dVec4, dRad, dCen4, dReg);
274
      VertexEffectDeform effect11= new VertexEffectDeform(dVec5, dRad, dCen5, dReg);
275
      VertexEffectDeform effect12= new VertexEffectDeform(dVec6, dRad, dCen6, dReg);
276
      VertexEffectDeform effect13= new VertexEffectDeform(dVec7, dRad, dCen7, dReg);
277

    
278
      VertexEffectSink   effect14= new VertexEffectSink( new Static1D(1.5f), center, new Static4D(0,0,0,0.72f) );
279

    
280
      mMeshes[index].apply(effect0);
281
      mMeshes[index].apply(effect1);
282
      mMeshes[index].apply(effect2);
283
      mMeshes[index].apply(effect3);
284
      mMeshes[index].apply(effect4);
285
      mMeshes[index].apply(effect5);
286
      mMeshes[index].apply(effect6);
287
      mMeshes[index].apply(effect7);
288
      mMeshes[index].apply(effect8);
289
      mMeshes[index].apply(effect9);
290
      mMeshes[index].apply(effect10);
291
      mMeshes[index].apply(effect11);
292
      mMeshes[index].apply(effect12);
293
      mMeshes[index].apply(effect13);
294
      mMeshes[index].apply(effect14);
295

    
296
      mMeshes[index].mergeEffComponents();
297
      }
298

    
299
    return mMeshes[index].copy(true);
300
    }
301

    
302
///////////////////////////////////////////////////////////////////////////////////////////////////
303
// PUBLIC API
304

    
305
  public Static3D[] getRotationAxis()
306
    {
307
    return AXIS;
308
    }
309

    
310
///////////////////////////////////////////////////////////////////////////////////////////////////
311

    
312
  public int getBasicAngle()
313
    {
314
    return 4;
315
    }
316

    
317
///////////////////////////////////////////////////////////////////////////////////////////////////
318

    
319
  public float returnMultiplier()
320
    {
321
    return getSize();
322
    }
323

    
324
///////////////////////////////////////////////////////////////////////////////////////////////////
325

    
326
  public float[] getRowChances()
327
    {
328
    int size = getSize();
329
    float[] chances = new float[size];
330

    
331
    for(int i=0; i<size; i++)
332
      {
333
      chances[i] = (i+1.0f) / size;
334
      }
335

    
336
    return chances;
337
    }
338

    
339
///////////////////////////////////////////////////////////////////////////////////////////////////
340

    
341
  public float returnRotationFactor(float offset)
342
    {
343
    return 1.0f;
344
    }
345

    
346
///////////////////////////////////////////////////////////////////////////////////////////////////
347
// order: Up --> Right --> Front --> Down --> Left --> Back
348
// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
349
//
350
// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
351
//
352
// s : size of the cube; let index = a*s + b    (i.e. a,b = row,column)
353
//
354
// Up    :   index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
355
// Right :   index --> 6*s*s - 12*s + 7 - index
356
// Front :   index --> if b==0  : s*s - 1 - index
357
//                     if b==s-1: 6*s*s -11*s +6 - index
358
//                     else
359
//                         a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
360
//                         else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
361
// Down  :   index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
362
// Left  :   index --> (s-1-a)*s + b
363
// Back  :   index --> if b==s-1: s*(s-1-a)
364
//                     if b==0  : 5*s*s -12*s + 8 + (s-1-a)*s
365
//                     else
366
//                        if a==s-1: s*s + 4*(s-2-b)*(s-1)
367
//                        else     : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
368

    
369
  public String retObjectString()
370
    {
371
    StringBuilder objectString = new StringBuilder();
372
    int size = getSize();
373
    int len = size*size;
374
    int cubitIndex, row, col;
375
    int color;
376

    
377
    final int RIGHT= 0;
378
    final int LEFT = 1;
379
    final int UP   = 2;
380
    final int DOWN = 3;
381
    final int FRONT= 4;
382
    final int BACK = 5;
383

    
384
    final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B'};
385

    
386
    for(int i=0; i<len; i++)
387
      {
388
      row = i/size;
389
      col = i%size;
390

    
391
      cubitIndex = col<size-1 ? (size-1)*(size+4*col) + row : 6*size*size - 13*size + 8 + row;
392
      color = getCubitFaceColorIndex(cubitIndex,UP);
393
      objectString.append(FACE_NAMES[color]);
394
      }
395

    
396
    for(int i=0; i<len; i++)
397
      {
398
      cubitIndex = 6*size*size - 12*size +7 - i;
399
      color = getCubitFaceColorIndex(cubitIndex,RIGHT);
400
      objectString.append(FACE_NAMES[color]);
401
      }
402

    
403
    for(int i=0; i<len; i++)
404
      {
405
      row = i/size;
406
      col = i%size;
407

    
408
      if( col==size-1 ) cubitIndex = 6*size*size - 11*size + 6 -i;
409
      else if( col==0 ) cubitIndex = size*size - 1 - i;
410
      else
411
        {
412
        if( row==0 ) cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-2) + size;
413
        else         cubitIndex = size*size + size-1 + 4*(col-1)*(size-1) + 2*(size-1-row);
414
        }
415

    
416
      color = getCubitFaceColorIndex(cubitIndex,FRONT);
417
      objectString.append(FACE_NAMES[color]);
418
      }
419

    
420
    for(int i=0; i<len; i++)
421
      {
422
      row = i/size;
423
      col = i%size;
424

    
425
      cubitIndex = col==0 ? size-1-row : size*size + size-1 + 4*(col-1)*(size-1) - row;
426
      color = getCubitFaceColorIndex(cubitIndex,DOWN);
427
      objectString.append(FACE_NAMES[color]);
428
      }
429

    
430
    for(int i=0; i<len; i++)
431
      {
432
      row = i/size;
433
      col = i%size;
434

    
435
      cubitIndex = (size-1-row)*size + col;
436
      color = getCubitFaceColorIndex(cubitIndex,LEFT);
437
      objectString.append(FACE_NAMES[color]);
438
      }
439

    
440
    for(int i=0; i<len; i++)
441
      {
442
      row = i/size;
443
      col = i%size;
444

    
445
      if( col==size-1 ) cubitIndex = size*(size-1-row);
446
      else if( col==0 ) cubitIndex = 5*size*size - 12*size + 8 + (size-1-row)*size;
447
      else
448
        {
449
        if( row==size-1 ) cubitIndex = size*size + 4*(size-2-col)*(size-1);
450
        else              cubitIndex = size*size + 4*(size-2-col)*(size-1) + size + 2*(size-2-row);
451
        }
452

    
453
      color = getCubitFaceColorIndex(cubitIndex,BACK);
454
      objectString.append(FACE_NAMES[color]);
455
      }
456

    
457
    return objectString.toString();
458
    }
459
}
(2-2/10)