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RubiksCubeController.cs
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namespace VirtualRubiksCube
{
public class RubiksCubeController
{
#region Fields
private RubiksCubeState currentState;
private List<RubiksCubeState> states = new();
private List<Move> executedMoves = new();
private List<Move> moveQueue = new();
private RotationInfo currentRotationInfo; // shared with animation thread
private List<Cubelet> currentRotatingLayer = new();
private Dictionary<Cubelet, Point3D[]>? targetCubeletsPosition;
#endregion
#region Properties
public RubiksCube RubiksCube { get; private set; }
public RotationInfo CurrentRotationInfo { get { return currentRotationInfo; } }
public List<Move> MoveQueue { get { return moveQueue; } }
#endregion
#region Events
public delegate void RotationStartedHandler(object sender);
public event RotationStartedHandler? RotationStarted;
public delegate void RotationFinishedHandler(object sender);
public event RotationFinishedHandler? RotationFinished;
#endregion
#region Constructor
public RubiksCubeController(RubiksCube rubiksCube, RotationInfo rotationInfo)
{
RubiksCube = rubiksCube;
rubiksCube.Controller = this;
currentRotationInfo = rotationInfo;
Dictionary<Cubelet, (sbyte, sbyte, sbyte)> initialCubeletsPosition = new();
foreach (Cubelet cubelet in rubiksCube.Cubelets)
initialCubeletsPosition.Add(cubelet, cubelet.OriginalPosition);
states.Add(new RubiksCubeState(initialCubeletsPosition));
currentState = states[0];
}
#endregion
#region Methods
// on render thread
public void RotateStep()
{
if (currentRotationInfo.CurrentStep < currentRotationInfo.NumberOfSteps)
{
double xAngle = 0;
double yAngle = 0;
double zAngle = 0;
switch (currentRotationInfo.Axis)
{
case RubiksCube.Axis.X:
xAngle = currentRotationInfo.RotationStep;
break;
case RubiksCube.Axis.Y:
yAngle = currentRotationInfo.RotationStep;
break;
case RubiksCube.Axis.Z:
zAngle = currentRotationInfo.RotationStep;
break;
}
foreach (Cubelet cubelet in currentRotatingLayer)
for (int i = 0; i < cubelet.Vertices.Length; i++)
cubelet.Vertices[i] = cubelet.Vertices[i].Rotate(xAngle, yAngle, zAngle);
currentRotationInfo.CurrentStep += 1;
}
else // last rotation step
{
foreach (Cubelet cubelet in currentRotatingLayer)
for (int i = 0; i < cubelet.Vertices.Length; i++)
if (targetCubeletsPosition != null)
cubelet.Vertices[i] = targetCubeletsPosition[cubelet][i];
if (IsSolved(currentState))
Reset();
if (currentRotationInfo.IsExecutingMoveQueue && currentRotationInfo.Move != moveQueue.Last())
{
currentRotationInfo.CurrentMoveIndex += 1;
StartRotation(moveQueue[currentRotationInfo.CurrentMoveIndex]);
}
else
{
if (currentRotationInfo.IsExecutingMoveQueue)
{
moveQueue.Clear();
currentRotationInfo.IsExecutingMoveQueue = false;
}
currentRotationInfo.IsRotating = false;
// Raise the event
RotationFinished?.Invoke(this);
}
}
}
// on render thread
public void StartRotation(Move move)
{
RubiksCubeState newState = currentState.Clone();
currentRotatingLayer = new List<Cubelet>();
currentRotationInfo.Move = move;
foreach (KeyValuePair<Cubelet, (sbyte, sbyte, sbyte)> cubeletPosition in currentState.CubeletsPosition)
{
Cubelet cubelet = cubeletPosition.Key;
(sbyte oldX, sbyte oldY, sbyte oldZ) = cubeletPosition.Value;
sbyte newX = oldX;
sbyte newY = oldY;
sbyte newZ = oldZ;
if (cubelet.CurrentLayers.HasFlag(currentRotationInfo.Move.Layer))
{
switch (currentRotationInfo.Axis)
{
case RubiksCube.Axis.X:
newY = (sbyte)(-1 * oldZ * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
newZ = (sbyte)(oldY * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
break;
case RubiksCube.Axis.Y:
newX = (sbyte)(oldZ * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
newZ = (sbyte)(-1 * oldX * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
break;
case RubiksCube.Axis.Z:
newX = (sbyte)(-1 * oldY * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
newY = (sbyte)(oldX * Math.Sin(currentRotationInfo.TargetAngle * Math.PI / 180));
break;
}
for (byte i = 0; i < 6; i++)
cubelet.CurrentFaces[i] = RotateFace(cubelet.CurrentFaces[i], move);
currentRotatingLayer.Add(cubelet);
}
cubelet.CurrentPosition = (newX, newY, newZ);
newState.CubeletsPosition[cubelet] = cubelet.CurrentPosition;
}
currentState = newState;
states.Add(currentState);
executedMoves.Add(move);
if (RubiksCube.Renderer != null)
currentRotationInfo.RotationStep = currentRotationInfo.TargetAngle / ((double)(currentRotationInfo.AnimationTime / 1000.0) * RubiksCube.Renderer.FrameRate);
targetCubeletsPosition = GetTargetVertices();
currentRotationInfo.IsRotating = true; // Rotation info will be sent to animation thread of the renderer.
if (!currentRotationInfo.IsExecutingMoveQueue ||
(currentRotationInfo.IsExecutingMoveQueue && move == moveQueue[0]))
// Raise the event
RotationStarted?.Invoke(this);
}
public static RubiksCube.Face RotateFace(RubiksCube.Face face, Move move)
{
RubiksCube.Face rotatedFace = face;
if (move.Axis == RubiksCube.Axis.X)
{
if ((move.Type == Move.RotationType.Clockwise && move.Layer != RubiksCube.Layer.Left) ||
(move.Type == Move.RotationType.Counterclockwise && move.Layer == RubiksCube.Layer.Left))
{
if (face == RubiksCube.Face.Top)
rotatedFace = RubiksCube.Face.Back;
else if (face == RubiksCube.Face.Back)
rotatedFace = RubiksCube.Face.Bottom;
else if (face == RubiksCube.Face.Bottom)
rotatedFace = RubiksCube.Face.Front;
else if (face == RubiksCube.Face.Front)
rotatedFace = RubiksCube.Face.Top;
}
else
{
if (face == RubiksCube.Face.Top)
rotatedFace = RubiksCube.Face.Front;
else if (face == RubiksCube.Face.Front)
rotatedFace = RubiksCube.Face.Bottom;
else if (face == RubiksCube.Face.Bottom)
rotatedFace = RubiksCube.Face.Back;
else if (face == RubiksCube.Face.Back)
rotatedFace = RubiksCube.Face.Top;
}
}
else if (move.Axis == RubiksCube.Axis.Y)
{
if ((move.Type == Move.RotationType.Clockwise && move.Layer != RubiksCube.Layer.Down) ||
(move.Type == Move.RotationType.Counterclockwise && move.Layer == RubiksCube.Layer.Down))
{
if (face == RubiksCube.Face.Front)
rotatedFace = RubiksCube.Face.Left;
else if (face == RubiksCube.Face.Left)
rotatedFace = RubiksCube.Face.Back;
else if (face == RubiksCube.Face.Back)
rotatedFace = RubiksCube.Face.Right;
else if (face == RubiksCube.Face.Right)
rotatedFace = RubiksCube.Face.Front;
}
else
{
if (face == RubiksCube.Face.Front)
rotatedFace = RubiksCube.Face.Right;
else if (face == RubiksCube.Face.Right)
rotatedFace = RubiksCube.Face.Back;
else if (face == RubiksCube.Face.Back)
rotatedFace = RubiksCube.Face.Left;
else if (face == RubiksCube.Face.Left)
rotatedFace = RubiksCube.Face.Front;
}
}
else
{
if ((move.Type == Move.RotationType.Clockwise && move.Layer != RubiksCube.Layer.Back) ||
(move.Type == Move.RotationType.Counterclockwise && move.Layer == RubiksCube.Layer.Back))
{
if (face == RubiksCube.Face.Top)
rotatedFace = RubiksCube.Face.Right;
else if (face == RubiksCube.Face.Right)
rotatedFace = RubiksCube.Face.Bottom;
else if (face == RubiksCube.Face.Bottom)
rotatedFace = RubiksCube.Face.Left;
else if (face == RubiksCube.Face.Left)
rotatedFace = RubiksCube.Face.Top;
}
else
{
if (face == RubiksCube.Face.Top)
rotatedFace = RubiksCube.Face.Left;
else if (face == RubiksCube.Face.Left)
rotatedFace = RubiksCube.Face.Bottom;
else if (face == RubiksCube.Face.Bottom)
rotatedFace = RubiksCube.Face.Right;
else if (face == RubiksCube.Face.Right)
rotatedFace = RubiksCube.Face.Top;
}
}
return rotatedFace;
}
private Dictionary<Cubelet, Point3D[]> GetTargetVertices()
{
double xAngle = 0;
double yAngle = 0;
double zAngle = 0;
switch (currentRotationInfo.Axis)
{
case RubiksCube.Axis.X:
xAngle = currentRotationInfo.TargetAngle;
break;
case RubiksCube.Axis.Y:
yAngle = currentRotationInfo.TargetAngle;
break;
case RubiksCube.Axis.Z:
zAngle = currentRotationInfo.TargetAngle;
break;
}
Dictionary<Cubelet, Point3D[]> targetCubeletsPosition = new();
foreach (Cubelet cubelet in currentRotatingLayer)
{
Point3D[] targetVertices = new Point3D[cubelet.Vertices.Length];
for (int i = 0; i < cubelet.Vertices.Length; i++)
targetVertices[i] = cubelet.Vertices[i].Rotate(xAngle, yAngle, zAngle);
targetCubeletsPosition.Add(cubelet, targetVertices);
}
return targetCubeletsPosition;
}
public void ExecuteMoveQueue()
{
if (moveQueue.Count == 0)
return;
currentRotationInfo.IsExecutingMoveQueue = true;
currentRotationInfo.CurrentMoveIndex = 0;
StartRotation(moveQueue[0]);
}
public void Scramble(List<Move> moves)
{
foreach (Move move in moves)
{
RubiksCubeState newState = currentState.Clone();
int targetAngle = move.TargetAngle;
List<Cubelet> currentRotatingLayer = new();
foreach (KeyValuePair<Cubelet, (sbyte, sbyte, sbyte)> cubeletPosition in currentState.CubeletsPosition)
{
Cubelet cubelet = cubeletPosition.Key;
(sbyte oldX, sbyte oldY, sbyte oldZ) = cubeletPosition.Value;
sbyte newX = oldX;
sbyte newY = oldY;
sbyte newZ = oldZ;
if (cubelet.CurrentLayers.HasFlag(move.Layer))
{
switch (move.Axis)
{
case RubiksCube.Axis.X:
newY = (sbyte)(-1 * oldZ * Math.Sin(targetAngle * Math.PI / 180));
newZ = (sbyte)(oldY * Math.Sin(targetAngle * Math.PI / 180));
break;
case RubiksCube.Axis.Y:
newX = (sbyte)(oldZ * Math.Sin(targetAngle * Math.PI / 180));
newZ = (sbyte)(-1 * oldX * Math.Sin(targetAngle * Math.PI / 180));
break;
case RubiksCube.Axis.Z:
newX = (sbyte)(-1 * oldY * Math.Sin(targetAngle * Math.PI / 180));
newY = (sbyte)(oldX * Math.Sin(targetAngle * Math.PI / 180));
break;
}
for (byte i = 0; i < 6; i++)
cubelet.CurrentFaces[i] = RotateFace(cubelet.CurrentFaces[i], move);
currentRotatingLayer.Add(cubelet);
}
cubelet.CurrentPosition = (newX, newY, newZ);
newState.CubeletsPosition[cubelet] = cubelet.CurrentPosition;
}
currentState = newState;
states.Add(currentState);
executedMoves.Add(move);
double xAngle = 0;
double yAngle = 0;
double zAngle = 0;
switch (move.Axis)
{
case RubiksCube.Axis.X:
xAngle = targetAngle;
break;
case RubiksCube.Axis.Y:
yAngle = targetAngle;
break;
case RubiksCube.Axis.Z:
zAngle = targetAngle;
break;
}
foreach (Cubelet cubelet in currentRotatingLayer)
for (int i = 0; i < cubelet.Vertices.Length; i++)
cubelet.Vertices[i] = cubelet.Vertices[i].Rotate(xAngle, yAngle, zAngle);
}
}
public void GetSolutionMoves()
{
moveQueue.Clear();
if (IsSolved(currentState))
return;
int i = executedMoves.Count - 1;
while (i >= 0)
{
// Skip a pair of counter moves
if (i >= 1)
if (executedMoves[i].IsCounterMove(executedMoves[i - 1]))
{
i -= 2;
continue;
}
moveQueue.Add(executedMoves[i].GetCounterMove());
i--;
}
}
public static bool IsSolved(RubiksCubeState rubiksCubeState)
{
bool isSolved = true;
foreach (Cubelet cubelet in rubiksCubeState.CubeletsPosition.Keys)
if (cubelet.CurrentLayers != cubelet.OriginalLayers)
isSolved = false;
return isSolved;
}
public void Reset()
{
executedMoves.Clear();
states.RemoveRange(1, states.Count - 1);
currentState = states[0];
foreach (Cubelet cubelet in RubiksCube.Cubelets)
{
cubelet.CurrentFaces[0] = RubiksCube.Face.Top;
cubelet.CurrentFaces[1] = RubiksCube.Face.Bottom;
cubelet.CurrentFaces[2] = RubiksCube.Face.Left;
cubelet.CurrentFaces[3] = RubiksCube.Face.Right;
cubelet.CurrentFaces[4] = RubiksCube.Face.Front;
cubelet.CurrentFaces[5] = RubiksCube.Face.Back;
}
}
public void SetRotationInfo(RotationInfo rotationInfo)
{
currentRotationInfo = rotationInfo;
}
#endregion
}
}