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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.mesh.MeshTriangle;
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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 RubikSkewb 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 four rotation axis of a RubikSkewb. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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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 RubikSkewb
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private static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f )
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};
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// centers of the 8 corners + 6 sides ( i.e. of the all 14 cubits)
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private static final Static3D[] CENTERS = new Static3D[]
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{
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new Static3D( 0.5f, 0.5f, 0.5f ),
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new Static3D( 0.5f, 0.5f,-0.5f ),
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new Static3D( 0.5f,-0.5f, 0.5f ),
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new Static3D( 0.5f,-0.5f,-0.5f ),
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new Static3D(-0.5f, 0.5f, 0.5f ),
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new Static3D(-0.5f, 0.5f,-0.5f ),
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new Static3D(-0.5f,-0.5f, 0.5f ),
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new Static3D(-0.5f,-0.5f,-0.5f ),
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new Static3D( 0.5f, 0.0f, 0.0f ),
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new Static3D(-0.5f, 0.0f, 0.0f ),
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new Static3D( 0.0f, 0.5f, 0.0f ),
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new Static3D( 0.0f,-0.5f, 0.0f ),
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new Static3D( 0.0f, 0.0f, 0.5f ),
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new Static3D( 0.0f, 0.0f,-0.5f ),
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};
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// Colors of the faces of cubits. Each cubit, even the face pyramid, has 6 faces
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// (the face has one extra 'fake' face so that everything would have the same number)
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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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{ 1, 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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{ 4, 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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RubikSkewb(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.SKEW, 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 = SQ2/2;
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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[FACES_PER_CUBIT];
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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 = { 0,0, F,0, F/2,(SQ3/2)*F };
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float[] bands1 = { 1.0f, 0.0f, 0.0f, 0.0f };
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meshes[3] = new MeshPolygon(vertices1,bands1,0,0);
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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(-15);
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Static1D angle4 = new Static1D((float)((180.0f/Math.PI)*Math.acos(SQ3/3)));
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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(-0.5f,-0.5f,-0.5f);
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Static3D move1 = new Static3D(-E/4,-E/4,0);
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Static3D move2 = new Static3D(-0.5f,-0.5f,-0.5f);
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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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mCornerMesh.apply(effect0);
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mCornerMesh.apply(effect1);
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mCornerMesh.apply(effect2);
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mCornerMesh.apply(effect3);
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mCornerMesh.apply(effect4);
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mCornerMesh.apply(effect5);
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mCornerMesh.apply(effect6);
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mCornerMesh.apply(effect7);
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mCornerMesh.apply(effect8);
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mCornerMesh.apply(effect9);
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mCornerMesh.apply(effect10);
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mCornerMesh.apply(effect11);
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mCornerMesh.apply(effect12);
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mCornerMesh.apply(effect13);
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mCornerMesh.mergeEffComponents();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void createFaceMesh()
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{
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int association = 1;
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float D = 0.03f;
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float E = SQ2/4;
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float[] vertices0 = { -E,-E, +E,-E, +E,+E, -E,+E };
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float[] bands0 = { 1.0f ,0,
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1.0f-D/2,D*0.45f,
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1.0f-D ,D*0.75f,
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1.0f-2*D,D,
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0.60f, 0.052f,
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0.30f, 0.060f,
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0.0f, 0.065f };
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MeshBase[] meshes = new MeshBase[FACES_PER_CUBIT];
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meshes[0] = new MeshPolygon(vertices0, bands0, 3, 3);
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meshes[0].setEffectAssociation(0,association,0);
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association <<= 1;
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float[] vertices1 = { -E,-SQ3*E, +E,-SQ3*E, 0,0 };
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float[] bands1 = { 1.0f, 0.0f, 0.0f, 0.0f };
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meshes[1] = new MeshPolygon(vertices1,bands1,0,0);
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meshes[1].setEffectAssociation(0,association,0);
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for(int i=2; i<FACES_PER_CUBIT-1; i++)
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{
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association <<= 1;
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meshes[i] = meshes[1].copy(true);
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meshes[i].setEffectAssociation(0,association,0);
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}
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association <<= 1;
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meshes[FACES_PER_CUBIT-1] = new MeshTriangle(1); // empty triangle so that
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meshes[FACES_PER_CUBIT-1].setEffectAssociation(0,association,0); // all cubits have 6 faces
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mFaceMesh = new MeshJoined(meshes);
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Static3D center = new Static3D(0,0,0);
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Static3D axis1 = new Static3D(1,0,0);
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Static3D axis2 = new Static3D(0,0,1);
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float angle = -(float)((180.0f/Math.PI)*Math.acos(SQ3/3));
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float f = 0.06f;
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float r = 0.10f;
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float d = 0.5f;
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float e = +D*0.6f;
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Static3D vector0 = new Static3D(-f, 0, 0);
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Static3D vector1 = new Static3D( 0,+f, 0);
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Static3D vector2 = new Static3D(+f, 0, 0);
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Static3D vector3 = new Static3D( 0,-f, 0);
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Static1D radius = new Static1D(1.0f);
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Static4D region = new Static4D(0,0,0,r);
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Static3D center0 = new Static3D(+d, 0, e);
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Static3D center1 = new Static3D( 0,-d, e);
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|
334 |
Static3D center2 = new Static3D(-d, 0, e);
|
|
335 |
Static3D center3 = new Static3D( 0,+d, e);
|
|
336 |
|
|
337 |
VertexEffectRotate effect0 = new VertexEffectRotate( new Static1D(angle), axis1, center);
|
|
338 |
VertexEffectRotate effect1 = new VertexEffectRotate( new Static1D( 135), axis2, center);
|
|
339 |
VertexEffectRotate effect2 = new VertexEffectRotate( new Static1D( 45), axis2, center);
|
|
340 |
VertexEffectRotate effect3 = new VertexEffectRotate( new Static1D( -45), axis2, center);
|
|
341 |
VertexEffectRotate effect4 = new VertexEffectRotate( new Static1D( -135), axis2, center);
|
|
342 |
VertexEffectMove effect5 = new VertexEffectMove( new Static3D(0,0,-0.5f) );
|
|
343 |
VertexEffectDeform effect6 = new VertexEffectDeform(vector0,radius,center0,region);
|
|
344 |
VertexEffectDeform effect7 = new VertexEffectDeform(vector1,radius,center1,region);
|
|
345 |
VertexEffectDeform effect8 = new VertexEffectDeform(vector2,radius,center2,region);
|
|
346 |
VertexEffectDeform effect9 = new VertexEffectDeform(vector3,radius,center3,region);
|
|
347 |
VertexEffectScale effect10= new VertexEffectScale(0.01f);
|
|
348 |
|
|
349 |
effect0.setMeshAssociation(30,-1); // meshes 1,2,3,4
|
|
350 |
effect1.setMeshAssociation( 2,-1); // mesh 1
|
|
351 |
effect2.setMeshAssociation( 5,-1); // meshes 0,2
|
|
352 |
effect3.setMeshAssociation( 8,-1); // mesh 3
|
|
353 |
effect4.setMeshAssociation(16,-1); // mesh 4
|
|
354 |
effect5.setMeshAssociation(30,-1); // meshes 1,2,3,4
|
|
355 |
effect6.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
|
356 |
effect7.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
|
357 |
effect8.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
|
358 |
effect9.setMeshAssociation(31,-1); // meshes 0,1,2,3,4
|
|
359 |
effect10.setMeshAssociation(32,-1); // mesh 5
|
|
360 |
|
|
361 |
mFaceMesh.apply(effect0);
|
|
362 |
mFaceMesh.apply(effect1);
|
|
363 |
mFaceMesh.apply(effect2);
|
|
364 |
mFaceMesh.apply(effect3);
|
|
365 |
mFaceMesh.apply(effect4);
|
|
366 |
mFaceMesh.apply(effect5);
|
|
367 |
mFaceMesh.apply(effect6);
|
|
368 |
mFaceMesh.apply(effect7);
|
|
369 |
mFaceMesh.apply(effect8);
|
|
370 |
mFaceMesh.apply(effect9);
|
|
371 |
mFaceMesh.apply(effect10);
|
|
372 |
|
|
373 |
mFaceMesh.mergeEffComponents();
|
|
374 |
}
|
|
375 |
|
|
376 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
377 |
|
|
378 |
float getScreenRatio()
|
|
379 |
{
|
|
380 |
return 1.0f;
|
|
381 |
}
|
|
382 |
|
|
383 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
384 |
|
|
385 |
Static4D[] getQuats()
|
|
386 |
{
|
|
387 |
return QUATS;
|
|
388 |
}
|
|
389 |
|
|
390 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
391 |
|
|
392 |
int getNumFaces()
|
|
393 |
{
|
|
394 |
return FACE_COLORS.length;
|
|
395 |
}
|
|
396 |
|
|
397 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
398 |
|
|
399 |
int getNumCubitFaces()
|
|
400 |
{
|
|
401 |
return FACES_PER_CUBIT;
|
|
402 |
}
|
|
403 |
|
|
404 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
405 |
|
|
406 |
Static3D[] getCubitPositions(int size)
|
|
407 |
{
|
|
408 |
return CENTERS;
|
|
409 |
}
|
|
410 |
|
|
411 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
412 |
|
|
413 |
private Static4D getQuat(int cubit)
|
|
414 |
{
|
|
415 |
switch(cubit)
|
|
416 |
{
|
|
417 |
case 0: return QUATS[0]; // unit quat
|
|
418 |
case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
|
419 |
case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
|
420 |
case 3: return QUATS[1]; // 180 along X
|
|
421 |
case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
|
422 |
case 5: return QUATS[2]; // 180 along Y
|
|
423 |
case 6: return QUATS[3]; // 180 along Z
|
|
424 |
case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
|
|
425 |
case 8: return new Static4D(0,-SQ2/2,0,SQ2/2); // -90 along Y
|
|
426 |
case 9: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
|
|
427 |
case 10: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
|
|
428 |
case 11: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
|
|
429 |
case 12: return QUATS[0]; // unit quaternion
|
|
430 |
case 13: return QUATS[1]; // 180 along X
|
|
431 |
}
|
|
432 |
|
|
433 |
return null;
|
|
434 |
}
|
|
435 |
|
|
436 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
437 |
|
|
438 |
MeshBase createCubitMesh(int cubit)
|
|
439 |
{
|
|
440 |
MeshBase mesh;
|
|
441 |
|
|
442 |
if( cubit<8 )
|
|
443 |
{
|
|
444 |
if( mCornerMesh==null ) createCornerMesh();
|
|
445 |
mesh = mCornerMesh.copy(true);
|
|
446 |
}
|
|
447 |
else
|
|
448 |
{
|
|
449 |
if( mFaceMesh==null ) createFaceMesh();
|
|
450 |
mesh = mFaceMesh.copy(true);
|
|
451 |
}
|
|
452 |
|
|
453 |
MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
|
|
454 |
mesh.apply(quat,0xffffffff,0);
|
|
455 |
|
|
456 |
return mesh;
|
|
457 |
}
|
|
458 |
|
|
459 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
460 |
|
|
461 |
int getFaceColor(int cubit, int cubitface, int size)
|
|
462 |
{
|
|
463 |
return mFaceMap[cubit][cubitface];
|
|
464 |
}
|
|
465 |
|
|
466 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
467 |
// TODO
|
|
468 |
|
|
469 |
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top, int side)
|
|
470 |
{
|
|
471 |
paint.setColor(FACE_COLORS[face]);
|
|
472 |
paint.setStyle(Paint.Style.FILL);
|
|
473 |
canvas.drawRect(left,top,left+side,top+side,paint);
|
|
474 |
}
|
|
475 |
|
|
476 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
477 |
|
|
478 |
float returnMultiplier()
|
|
479 |
{
|
|
480 |
return 2.0f;
|
|
481 |
}
|
|
482 |
|
|
483 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
484 |
|
|
485 |
float[] getRowChances()
|
|
486 |
{
|
|
487 |
float[] chances = new float[2];
|
|
488 |
|
|
489 |
chances[0] = 0.5f;
|
|
490 |
chances[1] = 1.0f;
|
|
491 |
|
|
492 |
return chances;
|
|
493 |
}
|
|
494 |
|
|
495 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
496 |
// PUBLIC API
|
|
497 |
|
|
498 |
public Static3D[] getRotationAxis()
|
|
499 |
{
|
|
500 |
return ROT_AXIS;
|
|
501 |
}
|
|
502 |
|
|
503 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
504 |
|
|
505 |
public int getBasicAngle()
|
|
506 |
{
|
|
507 |
return 3;
|
|
508 |
}
|
|
509 |
|
|
510 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
511 |
|
|
512 |
public int computeRowFromOffset(float offset)
|
|
513 |
{
|
|
514 |
return offset<0.5f ? 0:1;
|
|
515 |
}
|
|
516 |
|
|
517 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
518 |
|
|
519 |
public float returnRotationFactor(float offset)
|
|
520 |
{
|
|
521 |
return 1.0f;
|
|
522 |
}
|
|
523 |
|
|
524 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
525 |
|
|
526 |
public int randomizeNewRotAxis(Random rnd, int oldRotAxis)
|
|
527 |
{
|
|
528 |
int numAxis = ROTATION_AXIS.length;
|
|
529 |
|
|
530 |
if( oldRotAxis == START_AXIS )
|
|
531 |
{
|
|
532 |
return rnd.nextInt(numAxis);
|
|
533 |
}
|
|
534 |
else
|
|
535 |
{
|
|
536 |
int newVector = rnd.nextInt(numAxis-1);
|
|
537 |
return (newVector>=oldRotAxis ? newVector+1 : newVector);
|
|
538 |
}
|
|
539 |
}
|
|
540 |
|
|
541 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
542 |
|
|
543 |
public int randomizeNewRow(Random rnd, int oldRotAxis, int oldRow, int newRotAxis)
|
|
544 |
{
|
|
545 |
float rowFloat = rnd.nextFloat();
|
|
546 |
|
|
547 |
for(int row=0; row<mRowChances.length; row++)
|
|
548 |
{
|
|
549 |
if( rowFloat<=mRowChances[row] ) return row;
|
|
550 |
}
|
|
551 |
|
|
552 |
return 0;
|
|
553 |
}
|
|
554 |
|
|
555 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
556 |
// remember about the double cover or unit quaternions!
|
|
557 |
|
|
558 |
private int mulQuat(int q1, int q2)
|
|
559 |
{
|
|
560 |
Static4D result = RubikSurfaceView.quatMultiply(QUATS[q1],QUATS[q2]);
|
|
561 |
|
|
562 |
float rX = result.get0();
|
|
563 |
float rY = result.get1();
|
|
564 |
float rZ = result.get2();
|
|
565 |
float rW = result.get3();
|
|
566 |
|
|
567 |
final float MAX_ERROR = 0.1f;
|
|
568 |
float dX,dY,dZ,dW;
|
|
569 |
|
|
570 |
for(int i=0; i<QUATS.length; i++)
|
|
571 |
{
|
|
572 |
dX = QUATS[i].get0() - rX;
|
|
573 |
dY = QUATS[i].get1() - rY;
|
|
574 |
dZ = QUATS[i].get2() - rZ;
|
|
575 |
dW = QUATS[i].get3() - rW;
|
|
576 |
|
|
577 |
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
|
578 |
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
|
579 |
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
|
580 |
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
|
581 |
|
|
582 |
dX = QUATS[i].get0() + rX;
|
|
583 |
dY = QUATS[i].get1() + rY;
|
|
584 |
dZ = QUATS[i].get2() + rZ;
|
|
585 |
dW = QUATS[i].get3() + rW;
|
|
586 |
|
|
587 |
if( dX<MAX_ERROR && dX>-MAX_ERROR &&
|
|
588 |
dY<MAX_ERROR && dY>-MAX_ERROR &&
|
|
589 |
dZ<MAX_ERROR && dZ>-MAX_ERROR &&
|
|
590 |
dW<MAX_ERROR && dW>-MAX_ERROR ) return i;
|
|
591 |
}
|
|
592 |
|
|
593 |
return -1;
|
|
594 |
}
|
|
595 |
|
|
596 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
597 |
// The Skewb is solved if and only if:
|
|
598 |
//
|
|
599 |
// 1) all of its corner cubits are rotated with the same quat
|
|
600 |
// 2) all its face cubits are rotated with the same quat like the corner ones,
|
|
601 |
// and optionally they also might be upside down.
|
|
602 |
//
|
|
603 |
// i.e.
|
|
604 |
// cubits [ 8] and [ 9] - might be extra QUAT[1]
|
|
605 |
// cubits [10] and [11] - might be extra QUAT[2]
|
|
606 |
// cubits [12] and [13] - might be extra QUAT[3]
|
|
607 |
|
|
608 |
public boolean isSolved()
|
|
609 |
{
|
|
610 |
int q = CUBITS[0].mQuatIndex;
|
|
611 |
|
|
612 |
if ( CUBITS[1].mQuatIndex == q &&
|
|
613 |
CUBITS[2].mQuatIndex == q &&
|
|
614 |
CUBITS[3].mQuatIndex == q &&
|
|
615 |
CUBITS[4].mQuatIndex == q &&
|
|
616 |
CUBITS[5].mQuatIndex == q &&
|
|
617 |
CUBITS[6].mQuatIndex == q &&
|
|
618 |
CUBITS[7].mQuatIndex == q )
|
|
619 |
{
|
|
620 |
int q1 = mulQuat(q,1);
|
|
621 |
int q2 = mulQuat(q,2);
|
|
622 |
int q3 = mulQuat(q,3);
|
|
623 |
|
|
624 |
return (CUBITS[ 8].mQuatIndex == q || CUBITS[ 8].mQuatIndex == q1) &&
|
|
625 |
(CUBITS[ 9].mQuatIndex == q || CUBITS[ 9].mQuatIndex == q1) &&
|
|
626 |
(CUBITS[10].mQuatIndex == q || CUBITS[10].mQuatIndex == q2) &&
|
|
627 |
(CUBITS[11].mQuatIndex == q || CUBITS[11].mQuatIndex == q2) &&
|
|
628 |
(CUBITS[12].mQuatIndex == q || CUBITS[12].mQuatIndex == q3) &&
|
|
629 |
(CUBITS[13].mQuatIndex == q || CUBITS[13].mQuatIndex == q3) ;
|
|
630 |
}
|
|
631 |
|
|
632 |
return false;
|
|
633 |
}
|
|
634 |
|
|
635 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
636 |
// TODO (only needed for solvers - there are no Skewb solvers ATM)
|
|
637 |
|
|
638 |
public String retObjectString()
|
|
639 |
{
|
|
640 |
return "";
|
|
641 |
}
|
|
642 |
|
|
643 |
}
|
Beginnings of support for the Skewb.