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Kube.java

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The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...

/*
 * Copyright (C) 2008 The Android开源工程
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.example.android.apis.graphics.kube;

import android.app.Activity;
import android.os.Bundle;
import android.view.Window;

import android.opengl.GLSurfaceView;

import java.util.Random;

public class Kube extends Activity implements KubeRenderer.AnimationCallback {

    private GLWorld makeGLWorld()
    {
        GLWorld world = new GLWorld();

        int one = 0x10000;
        int half = 0x08000;
        GLColor red = new GLColor(one, 0, 0);
        GLColor green = new GLColor(0, one, 0);
        GLColor blue = new GLColor(0, 0, one);
        GLColor yellow = new GLColor(one, one, 0);
        GLColor orange = new GLColor(one, half, 0);
        GLColor white = new GLColor(one, one, one);
        GLColor black = new GLColor(0, 0, 0);

        // coordinates for our cubes
        float c0 = -1.0f;
        float c1 = -0.38f;
        float c2 = -0.32f;
        float c3 = 0.32f;
        float c4 = 0.38f;
        float c5 = 1.0f;

        // top back, left to right
        mCubes[0]  = new Cube(world, c0, c4, c0, c1, c5, c1);
        mCubes[1]  = new Cube(world, c2, c4, c0, c3, c5, c1);
        mCubes[2]  = new Cube(world, c4, c4, c0, c5, c5, c1);
        // top middle, left to right
        mCubes[3]  = new Cube(world, c0, c4, c2, c1, c5, c3);
        mCubes[4]  = new Cube(world, c2, c4, c2, c3, c5, c3);
        mCubes[5]  = new Cube(world, c4, c4, c2, c5, c5, c3);
        // top front, left to right
        mCubes[6]  = new Cube(world, c0, c4, c4, c1, c5, c5);
        mCubes[7]  = new Cube(world, c2, c4, c4, c3, c5, c5);
        mCubes[8]  = new Cube(world, c4, c4, c4, c5, c5, c5);
        // middle back, left to right
        mCubes[9]  = new Cube(world, c0, c2, c0, c1, c3, c1);
        mCubes[10] = new Cube(world, c2, c2, c0, c3, c3, c1);
        mCubes[11] = new Cube(world, c4, c2, c0, c5, c3, c1);
        // middle middle, left to right
        mCubes[12] = new Cube(world, c0, c2, c2, c1, c3, c3);
        mCubes[13] = null;
        mCubes[14] = new Cube(world, c4, c2, c2, c5, c3, c3);
        // middle front, left to right
        mCubes[15] = new Cube(world, c0, c2, c4, c1, c3, c5);
        mCubes[16] = new Cube(world, c2, c2, c4, c3, c3, c5);
        mCubes[17] = new Cube(world, c4, c2, c4, c5, c3, c5);
        // bottom back, left to right
        mCubes[18] = new Cube(world, c0, c0, c0, c1, c1, c1);
        mCubes[19] = new Cube(world, c2, c0, c0, c3, c1, c1);
        mCubes[20] = new Cube(world, c4, c0, c0, c5, c1, c1);
        // bottom middle, left to right
        mCubes[21] = new Cube(world, c0, c0, c2, c1, c1, c3);
        mCubes[22] = new Cube(world, c2, c0, c2, c3, c1, c3);
        mCubes[23] = new Cube(world, c4, c0, c2, c5, c1, c3);
        // bottom front, left to right
        mCubes[24] = new Cube(world, c0, c0, c4, c1, c1, c5);
        mCubes[25] = new Cube(world, c2, c0, c4, c3, c1, c5);
        mCubes[26] = new Cube(world, c4, c0, c4, c5, c1, c5);

        // paint the sides
        int i, j;
        // set all faces black by default
        for (i = 0; i < 27; i++) {
            Cube cube = mCubes[i];
            if (cube != null) {
                for (j = 0; j < 6; j++)
                    cube.setFaceColor(j, black);
            }
        }

        // paint top
        for (i = 0; i < 9; i++)
            mCubes[i].setFaceColor(Cube.kTop, orange);
        // paint bottom
        for (i = 18; i < 27; i++)
            mCubes[i].setFaceColor(Cube.kBottom, red);
        // paint left
        for (i = 0; i < 27; i += 3)
            mCubes[i].setFaceColor(Cube.kLeft, yellow);
        // paint right
        for (i = 2; i < 27; i += 3)
            mCubes[i].setFaceColor(Cube.kRight, white);
        // paint back
        for (i = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                mCubes[i + j].setFaceColor(Cube.kBack, blue);
        // paint front
        for (i = 6; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                mCubes[i + j].setFaceColor(Cube.kFront, green);

        for (i = 0; i < 27; i++)
            if (mCubes[i] != null)
                world.addShape(mCubes[i]);

        // initialize our permutation to solved position
        mPermutation = new int[27];
        for (i = 0; i < mPermutation.length; i++)
            mPermutation[i] = i;

        createLayers();
        updateLayers();

        world.generate();

        return world;
    }

    private void createLayers() {
        mLayers[kUp] = new Layer(Layer.kAxisY);
        mLayers[kDown] = new Layer(Layer.kAxisY);
        mLayers[kLeft] = new Layer(Layer.kAxisX);
        mLayers[kRight] = new Layer(Layer.kAxisX);
        mLayers[kFront] = new Layer(Layer.kAxisZ);
        mLayers[kBack] = new Layer(Layer.kAxisZ);
        mLayers[kMiddle] = new Layer(Layer.kAxisX);
        mLayers[kEquator] = new Layer(Layer.kAxisY);
        mLayers[kSide] = new Layer(Layer.kAxisZ);
    }

    private void updateLayers() {
        Layer layer;
        GLShape[] shapes;
        int i, j, k;

        // up layer
        layer = mLayers[kUp];
        shapes = layer.mShapes;
        for (i = 0; i < 9; i++)
            shapes[i] = mCubes[mPermutation[i]];

        // down layer
        layer = mLayers[kDown];
        shapes = layer.mShapes;
        for (i = 18, k = 0; i < 27; i++)
            shapes[k++] = mCubes[mPermutation[i]];

        // left layer
        layer = mLayers[kLeft];
        shapes = layer.mShapes;
        for (i = 0, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // right layer
        layer = mLayers[kRight];
        shapes = layer.mShapes;
        for (i = 2, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // front layer
        layer = mLayers[kFront];
        shapes = layer.mShapes;
        for (i = 6, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // back layer
        layer = mLayers[kBack];
        shapes = layer.mShapes;
        for (i = 0, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // middle layer
        layer = mLayers[kMiddle];
        shapes = layer.mShapes;
        for (i = 1, k = 0; i < 27; i += 9)
            for (j = 0; j < 9; j += 3)
                shapes[k++] = mCubes[mPermutation[i + j]];

        // equator layer
        layer = mLayers[kEquator];
        shapes = layer.mShapes;
        for (i = 9, k = 0; i < 18; i++)
            shapes[k++] = mCubes[mPermutation[i]];

        // side layer
        layer = mLayers[kSide];
        shapes = layer.mShapes;
        for (i = 3, k = 0; i < 27; i += 9)
            for (j = 0; j < 3; j++)
                shapes[k++] = mCubes[mPermutation[i + j]];
    }

    @Override
    protected void onCreate(Bundle savedInstanceState)
    {
        super.onCreate(savedInstanceState);

        // We don't need a title either.
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        mView = new GLSurfaceView(getApplication());
        mRenderer = new KubeRenderer(makeGLWorld(), this);
        mView.setRenderer(mRenderer);
        setContentView(mView);
    }

    @Override
    protected void onResume()
    {
        super.onResume();
        mView.onResume();
    }

    @Override
    protected void onPause()
    {
        super.onPause();
        mView.onPause();
    }

    public void animate() {
        // change our angle of view
        mRenderer.setAngle(mRenderer.getAngle() + 1.2f);

        if (mCurrentLayer == null) {
            int layerID = mRandom.nextInt(9);
            mCurrentLayer = mLayers[layerID];
            mCurrentLayerPermutation = mLayerPermutations[layerID];
            mCurrentLayer.startAnimation();
            boolean direction = mRandom.nextBoolean();
            int count = mRandom.nextInt(3) + 1;

            count = 1;
            direction = false;
            mCurrentAngle = 0;
             if (direction) {
                mAngleIncrement = (float)Math.PI / 50;
                   mEndAngle = mCurrentAngle + ((float)Math.PI * count) / 2f;
               } else {
                mAngleIncrement = -(float)Math.PI / 50;
                   mEndAngle = mCurrentAngle - ((float)Math.PI * count) / 2f;
            }
        }

         mCurrentAngle += mAngleIncrement;

         if ((mAngleIncrement > 0f && mCurrentAngle >= mEndAngle) ||
                 (mAngleIncrement < 0f && mCurrentAngle <= mEndAngle)) {
             mCurrentLayer.setAngle(mEndAngle);
             mCurrentLayer.endAnimation();
             mCurrentLayer = null;

             // adjust mPermutation based on the completed layer rotation
             int[] newPermutation = new int[27];
             for (int i = 0; i < 27; i++) {
                newPermutation[i] = mPermutation[mCurrentLayerPermutation[i]];
 //    			newPermutation[i] = mCurrentLayerPermutation[mPermutation[i]];
             }
             mPermutation = newPermutation;
             updateLayers();

         } else {
             mCurrentLayer.setAngle(mCurrentAngle);
         }
    }

    GLSurfaceView mView;
    KubeRenderer mRenderer;
    Cube[] mCubes = new Cube[27];
    // a Layer for each possible move
    Layer[] mLayers = new Layer[9];
    // permutations corresponding to a pi/2 rotation of each layer about its axis
    static int[][] mLayerPermutations = {
            // permutation for UP layer
            { 2, 5, 8, 1, 4, 7, 0, 3, 6, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
            // permutation for DOWN layer
            { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 20, 23, 26, 19, 22, 25, 18, 21, 24 },
            // permutation for LEFT layer
            { 6, 1, 2, 15, 4, 5, 24, 7, 8, 3, 10, 11, 12, 13, 14, 21, 16, 17, 0, 19, 20, 9, 22, 23, 18, 25, 26 },
            // permutation for RIGHT layer
            { 0, 1, 8, 3, 4, 17, 6, 7, 26, 9, 10, 5, 12, 13, 14, 15, 16, 23, 18, 19, 2, 21, 22, 11, 24, 25, 20 },
            // permutation for FRONT layer
            { 0, 1, 2, 3, 4, 5, 24, 15, 6, 9, 10, 11, 12, 13, 14, 25, 16, 7, 18, 19, 20, 21, 22, 23, 26, 17, 8 },
            // permutation for BACK layer
            { 18, 9, 0, 3, 4, 5, 6, 7, 8, 19, 10, 1, 12, 13, 14, 15, 16, 17, 20, 11, 2, 21, 22, 23, 24, 25, 26 },
            // permutation for MIDDLE layer
            { 0, 7, 2, 3, 16, 5, 6, 25, 8, 9, 4, 11, 12, 13, 14, 15, 22, 17, 18, 1, 20, 21, 10, 23, 24, 19, 26 },
            // permutation for EQUATOR layer
            { 0, 1, 2, 3, 4, 5, 6, 7, 8, 11, 14, 17, 10, 13, 16, 9, 12, 15, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
            // permutation for SIDE layer
            { 0, 1, 2, 21, 12, 3, 6, 7, 8, 9, 10, 11, 22, 13, 4, 15, 16, 17, 18, 19, 20, 23, 14, 5, 24, 25, 26 }
    };



    // current permutation of starting position
    int[] mPermutation;

    // for random cube movements
    Random mRandom = new Random(System.currentTimeMillis());
    // currently turning layer
    Layer mCurrentLayer = null;
    // current and final angle for current Layer animation
    float mCurrentAngle, mEndAngle;
    // amount to increment angle
    float mAngleIncrement;
    int[] mCurrentLayerPermutation;

    // names for our 9 layers (based on notation from http://www.cubefreak.net/notation.html)
    static final int kUp = 0;
    static final int kDown = 1;
    static final int kLeft = 2;
    static final int kRight = 3;
    static final int kFront = 4;
    static final int kBack = 5;
    static final int kMiddle = 6;
    static final int kEquator = 7;
    static final int kSide = 8;

}