public Cube3D Clone() { Cube3D newCube = new Cube3D(new List <Face3D>(Faces.Select(f => f.Clone())), Position); newCube.Colors = new List <Color>(Colors); return(newCube); }
public void resetFlagsSync(Cube3D.RubikPosition layer, int target) { RubikCube.LayerRotation[layer] = target; List <Cube3D> affected = RubikCube.cubes.Where(c => c.Position.HasFlag(layer)).ToList(); if (layer == Cube3D.RubikPosition.LeftSlice || layer == Cube3D.RubikPosition.MiddleSlice_Sides || layer == Cube3D.RubikPosition.RightSlice) { affected.ForEach(c => c.Faces.ToList().ForEach(f => f.Rotate(Point3D.RotationType.X, target))); } if (layer == Cube3D.RubikPosition.TopLayer || layer == Cube3D.RubikPosition.MiddleLayer || layer == Cube3D.RubikPosition.BottomLayer) { affected.ForEach(c => c.Faces.ToList().ForEach(f => f.Rotate(Point3D.RotationType.Y, target))); } if (layer == Cube3D.RubikPosition.BackSlice || layer == Cube3D.RubikPosition.MiddleSlice || layer == Cube3D.RubikPosition.FrontSlice) { affected.ForEach(c => c.Faces.ToList().ForEach(f => f.Rotate(Point3D.RotationType.Z, target))); } double ed = ((double)2 / (double)3); for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { for (int k = -1; k <= 1; k++) { //Reset Flags but keep Colors Cube3D.RubikPosition flags = RubikCube.genSideFlags(i, j, k);; Cube3D cube = RubikCube.cubes.First(c => (Math.Round(c.Faces.Sum(f => f.Edges.Sum(e => e.X)) / 24, 4) == Math.Round(i * ed, 4)) && (Math.Round(c.Faces.Sum(f => f.Edges.Sum(e => e.Y)) / 24, 4) == Math.Round(j * ed, 4)) && (Math.Round(c.Faces.Sum(f => f.Edges.Sum(e => e.Z)) / 24, 4) == Math.Round(k * ed, 4))); cube.Position = flags; cube.Faces.ToList().ForEach(f => f.MasterPosition = flags); cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round(i * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round((j * ed) - (ed / 2), 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round(k * ed, 4))).Position = Face3D.FacePosition.Top; cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round(i * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round((j * ed) + (ed / 2), 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round(k * ed, 4))).Position = Face3D.FacePosition.Bottom; cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round((i * ed) - (ed / 2), 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round(j * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round(k * ed, 4))).Position = Face3D.FacePosition.Left; cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round((i * ed) + (ed / 2), 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round(j * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round(k * ed, 4))).Position = Face3D.FacePosition.Right; cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round(i * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round(j * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round((k * ed) - (ed / 2), 4))).Position = Face3D.FacePosition.Front; cube.Faces.First(f => (Math.Round(f.Edges.Sum(e => e.X) / 4, 4) == Math.Round(i * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Y) / 4, 4) == Math.Round(j * ed, 4)) && (Math.Round(f.Edges.Sum(e => e.Z) / 4, 4) == Math.Round((k * ed) + (ed / 2), 4))).Position = Face3D.FacePosition.Back; } } } foreach (Cube3D.RubikPosition rp in (Cube3D.RubikPosition[])Enum.GetValues(typeof(Cube3D.RubikPosition))) { RubikCube.LayerRotation[rp] = 0; } Rotating = false; }
public OpenGLController(CSGL12Control glControl) { RotateX_Angle = 25.0f; RotateY_Angle = -45.0f; _zoomZ = 8; _speed = 1000; AllowAnimate = true; _cube3D = new Cube3D(glControl.GetGL()); MyGLControl = glControl; }
public List <Cube3D> genCubesRotated(bool subsOnly) { List <Cube3D> tempCubes = new List <Cube3D>(); foreach (Cube3D c in cubes) { Cube3D cr = c.Rotate(0, 0, new Point3D(0, 0, 0)); double ed = ((double)2 / (double)3); if (cr.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { cr = cr.Rotate(Point3D.RotationType.Y, LayerRotation[Cube3D.RubikPosition.TopLayer], new Point3D(0, ed, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.MiddleLayer)) { cr = cr.Rotate(Point3D.RotationType.Y, LayerRotation[Cube3D.RubikPosition.MiddleLayer], new Point3D(0, 0, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { cr = cr.Rotate(Point3D.RotationType.Y, LayerRotation[Cube3D.RubikPosition.BottomLayer], new Point3D(0, -ed, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.FrontSlice)) { cr = cr.Rotate(Point3D.RotationType.Z, LayerRotation[Cube3D.RubikPosition.FrontSlice], new Point3D(0, 0, ed)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.MiddleSlice)) { cr = cr.Rotate(Point3D.RotationType.Z, LayerRotation[Cube3D.RubikPosition.MiddleSlice], new Point3D(0, 0, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.BackSlice)) { cr = cr.Rotate(Point3D.RotationType.Z, LayerRotation[Cube3D.RubikPosition.BackSlice], new Point3D(0, 0, -ed)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.LeftSlice)) { cr = cr.Rotate(Point3D.RotationType.X, LayerRotation[Cube3D.RubikPosition.LeftSlice], new Point3D(-ed, 0, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.MiddleSlice_Sides)) { cr = cr.Rotate(Point3D.RotationType.X, LayerRotation[Cube3D.RubikPosition.MiddleSlice_Sides], new Point3D(0, 0, 0)); } if (cr.Position.HasFlag(Cube3D.RubikPosition.RightSlice)) { cr = cr.Rotate(Point3D.RotationType.X, LayerRotation[Cube3D.RubikPosition.RightSlice], new Point3D(ed, 0, 0)); } if (!subsOnly) { cr = cr.Rotate(Point3D.RotationType.Y, Rotation[1], new Point3D(0, 0, 0)); cr = cr.Rotate(Point3D.RotationType.X, Rotation[0], new Point3D(0, 0, 0)); cr = cr.Rotate(Point3D.RotationType.Z, Rotation[2], new Point3D(0, 0, 0)); } tempCubes.Add(cr); } return(tempCubes); }
//Solve the first cross on the bottom layer private void SolveFirstCross() { //Step 1: Get color of the bottom layer Color bottomColor = Manager.getFaceColor(Cube3D.RubikPosition.BottomLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Bottom); //Step 2: Get the edges with target position on the bottom layer IEnumerable <Cube3D> bottomEdges = Manager.RubikCube.cubes.Where(c => Cube3D.isEdge(c.Position) && GetTargetPosition(c).HasFlag(Cube3D.RubikPosition.BottomLayer)); //Step 3: Rotate a correct orientated edge of the bottom layer to target position IEnumerable <Cube3D> solvedBottomEdges = bottomEdges.Where(bE => bE.Position == GetTargetPosition(bE) && bE.Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom); if (bottomEdges.Count(bE => bE.Position.HasFlag(Cube3D.RubikPosition.BottomLayer) && bE.Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom) > 0) { while (solvedBottomEdges.Count() < 1) { Manager.SolutionMove(Cube3D.RubikPosition.BottomLayer, true); solvedBottomEdges = bottomEdges.Where(bE => RefreshCube(bE).Position == GetTargetPosition(RefreshCube(bE)) && RefreshCube(bE).Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom); } } //Step 4: Solve incorrect edges of the bottom layer while (solvedBottomEdges.Count() < 4) { IEnumerable <Cube3D> unsolvedBottomEdges = bottomEdges.Except(solvedBottomEdges); Cube3D e = (unsolvedBottomEdges.FirstOrDefault(c => c.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) != null) ? unsolvedBottomEdges.FirstOrDefault(c => c.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) : unsolvedBottomEdges.First(); Color secondColor = e.Colors.First(co => co != bottomColor && co != Color.Black); if (e.Position != GetTargetPosition(e)) { //Rotate to top layer Cube3D.RubikPosition layer = FacePosToCubePos(e.Faces.First(f => (f.Color == bottomColor || f.Color == secondColor) && f.Position != Face3D.FacePosition.Top && f.Position != Face3D.FacePosition.Bottom).Position); Cube3D.RubikPosition targetLayer = FacePosToCubePos(standardCube.RubikCube.cubes.First(cu => ScrambledEquals(cu.Colors, e.Colors)) .Faces.First(f => f.Color == secondColor).Position); if (e.Position.HasFlag(Cube3D.RubikPosition.MiddleLayer)) { if (layer == targetLayer) { while (!RefreshCube(e).Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { Manager.SolutionMove(layer, true); } } else { Manager.SolutionMove(layer, true); if (RefreshCube(e).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(layer, false); } else { for (int i = 0; i < 2; i++) { Manager.SolutionMove(layer, true); } Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(layer, true); } } } if (e.Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { for (int i = 0; i < 2; i++) { Manager.SolutionMove(layer, true); } } //Rotate over target position while (!RefreshCube(e).Position.HasFlag(targetLayer)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } //Rotate to target position for (int i = 0; i < 2; i++) { Manager.SolutionMove(targetLayer, true); } } //Flip the incorrect orientated edges with the algorithm: Fi D Ri Di if (e.Faces.First(f => f.Position == Face3D.FacePosition.Bottom).Color != bottomColor) { Cube3D.RubikPosition frontLayer = FacePosToCubePos(RefreshCube(e).Faces.First(f => f.Color == bottomColor).Position); Manager.SolutionMove(frontLayer, false); Manager.SolutionMove(Cube3D.RubikPosition.BottomLayer, true); Cube3D.RubikPosition rightSlice = FacePosToCubePos(RefreshCube(e).Faces.First(f => f.Color == secondColor).Position); Manager.SolutionMove(rightSlice, false); Manager.SolutionMove(Cube3D.RubikPosition.BottomLayer, false); } solvedBottomEdges = bottomEdges.Where(bE => RefreshCube(bE).Position == GetTargetPosition(RefreshCube(bE)) && RefreshCube(bE).Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom); } }
private Cube3D RefreshCube(Cube3D cube, RubikManager manager) { return(manager.RubikCube.cubes.First(cu => ScrambledEquals(cu.Colors, cube.Colors))); }
private Cube3D.RubikPosition GetTargetPosition(Cube3D cube) { return(standardCube.RubikCube.cubes.First(cu => ScrambledEquals(cu.Colors, cube.Colors)).Position); }
private int CountTopEdgesAtTargetPosition(RubikManager manager) { return(manager.RubikCube.cubes.Count(c => Cube3D.isEdge(c.Position) && c.Position.HasFlag(Cube3D.RubikPosition.TopLayer) && c.Position == GetTargetPosition(c))); }
private int CountEdgesWithCorrectOrientation(RubikManager manager) { Color topColor = manager.getFaceColor(Cube3D.RubikPosition.TopLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Top); return(manager.RubikCube.cubes.Count(c => Cube3D.isEdge(c.Position) && c.Faces.First(f => f.Position == Face3D.FacePosition.Top).Color == topColor)); }
public bool CanSolve() { RubikManager oldManager = Manager.Clone(); //check colors bool correctColors = standardCube.RubikCube.cubes.Count(sc => Manager.RubikCube.cubes .Where(c => ScrambledEquals(c.Colors, sc.Colors)).Count() == 1) == Manager.RubikCube.cubes.Count(); //return false, if there are invalid cube colors if (!correctColors) { return(false); } Solve(false); //check if all the cube faces are solved Cube3D.RubikPosition layers = Cube3D.RubikPosition.TopLayer | Cube3D.RubikPosition.BottomLayer | Cube3D.RubikPosition.RightSlice | Cube3D.RubikPosition.LeftSlice | Cube3D.RubikPosition.FrontSlice | Cube3D.RubikPosition.BackSlice; foreach (Cube3D.RubikPosition l in GetFlags(layers)) { Face3D.FacePosition facePos = CubePosToFacePos(l); if (facePos != Face3D.FacePosition.None) { Cube3D.RubikPosition centerPos = Manager.RubikCube.cubes.First(c => Cube3D.isCenter(c.Position) && c.Position.HasFlag(l)).Position; Color faceColor = Manager.getFaceColor(centerPos, facePos); bool faceNotSolved = Manager.RubikCube.cubes.Count(c => c.Position.HasFlag(l) && c.Faces.First(f => f.Position == facePos).Color == faceColor) != 9; if (faceNotSolved) { return(false); } } } Manager = oldManager; return(true); }
private void CompleteLastLayer() { //Step 1: Get the color of the top layer to start with cross on the last layer Color topColor = Manager.getFaceColor(Cube3D.RubikPosition.TopLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Top); //Step 2: Get edges with the color of the top face IEnumerable <Cube3D> topCorners = Manager.RubikCube.cubes.Where(c => Cube3D.isCorner(c.Position)).Where(c => c.Position.HasFlag(Cube3D.RubikPosition.TopLayer)); //Step 3: Bring corners to their target position while (topCorners.Where(c => c.Position == GetTargetPosition(c)).Count() < 4) { IEnumerable <Cube3D> correctCorners = topCorners.Where(c => c.Position == GetTargetPosition(c)); Cube3D.RubikPosition rightSlice; if (correctCorners.Count() != 0) { Cube3D firstCube = correctCorners.First(); Face3D rightFace = firstCube.Faces.First(f => f.Color != Color.Black && f.Position != Face3D.FacePosition.Top); rightSlice = FacePosToCubePos(rightFace.Position); Manager.SolutionMove(rightSlice, true); if (RefreshCube(firstCube).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(rightSlice, false); } else { Manager.SolutionMove(rightSlice, false); rightSlice = FacePosToCubePos(firstCube.Faces.First(f => f.Color != rightFace.Color && f.Color != Color.Black && f.Position != Face3D.FacePosition.Top).Position); } } else { rightSlice = Cube3D.RubikPosition.RightSlice; } Cube3D.RubikPosition leftSlice = GetOppositeFace(rightSlice); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(rightSlice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(leftSlice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(rightSlice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(leftSlice, true); topCorners = topCorners.Select(tC => RefreshCube(tC)); correctCorners = correctCorners.Select(cC => RefreshCube(cC)); } //Step 4: Orientation of the corners on the top layer topCorners = topCorners.Select(tC => RefreshCube(tC)); Face3D rightFac = RefreshCube(topCorners.First()).Faces.First(f => f.Color != Color.Black && f.Position != Face3D.FacePosition.Top); Cube3D.RubikPosition rightSlic = FacePosToCubePos(rightFac.Position); Manager.SolutionMove(rightSlic, true); if (RefreshCube(topCorners.First()).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(rightSlic, false); } else { Manager.SolutionMove(rightSlic, false); rightSlic = FacePosToCubePos(topCorners.First().Faces.First(f => f.Color != rightFac.Color && f.Color != Color.Black && f.Position != Face3D.FacePosition.Top).Position); } foreach (Cube3D c in topCorners) { while (!RefreshCube(c).Position.HasFlag(rightSlic)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } Manager.SolutionMove(rightSlic, true); if (RefreshCube(c).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(rightSlic, false); } else { Manager.SolutionMove(rightSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } //Algorithm: Ri Di R D while (RefreshCube(c).Faces.First(f => f.Position == Face3D.FacePosition.Top).Color != topColor) { Manager.SolutionMove(rightSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.BottomLayer, false); Manager.SolutionMove(rightSlic, true); Manager.SolutionMove(Cube3D.RubikPosition.BottomLayer, true); } } topCorners = topCorners.Select(tC => RefreshCube(tC)); while (topCorners.Count(tC => tC.Position == GetTargetPosition(tC)) != 4) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } }
private void SolveCrossTopLayer() { //Step 1: Get the color of the top layer to start with cross on the last layer Color topColor = Manager.getFaceColor(Cube3D.RubikPosition.TopLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Top); //Step 2: Get edges with the color of the top face IEnumerable <Cube3D> topEdges = Manager.RubikCube.cubes.Where(c => Cube3D.isEdge(c.Position)).Where(c => c.Position.HasFlag(Cube3D.RubikPosition.TopLayer)); //Check if the cube is insoluble if (topEdges.Where(tE => tE.Faces.First(f => f.Position == Face3D.FacePosition.Top).Color == topColor).Count() % 2 != 0) { return; } IEnumerable <Cube3D> correctEdges = topEdges.Where(c => c.Faces.First(f => f.Position == Face3D.FacePosition.Top).Color == topColor); Algorithm solveTopCrossAlgorithmI = new Algorithm("F R U Ri Ui Fi"); Algorithm solveTopCrossAlgorithmII = new Algorithm("F Si R U Ri Ui Fi S"); //Step 3: Solve the cross on the top layer if (CountEdgesWithCorrectOrientation(Manager) == 0) { solveTopCrossAlgorithmI.Moves.ForEach(m => Manager.SolutionMove(m.Layer, m.Direction)); topEdges = topEdges.Select(c => RefreshCube(c)); correctEdges = topEdges.Where(c => c.Faces.First(f => f.Position == Face3D.FacePosition.Top).Color == topColor); } if (CountEdgesWithCorrectOrientation(Manager) == 2) { Cube3D firstCorrect = correctEdges.First(); Cube3D secondCorrect = correctEdges.First(f => f != firstCorrect); bool opposite = false; foreach (Cube3D.RubikPosition flag in GetFlags(firstCorrect.Position)) { Cube3D.RubikPosition pos = GetOppositeLayer(flag); if (secondCorrect.Position.HasFlag(pos) && pos != Cube3D.RubikPosition.None) { opposite = true; break; } } if (opposite) { while (correctEdges.Select(c => RefreshCube(c)).Count(c => c.Position.HasFlag(Cube3D.RubikPosition.RightSlice)) != 1) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } solveTopCrossAlgorithmI.Moves.ForEach(m => Manager.SolutionMove(m.Layer, m.Direction)); } else { while (correctEdges.Select(c => RefreshCube(c)).Count(c => c.Position.HasFlag(Cube3D.RubikPosition.RightSlice) || c.Position.HasFlag(Cube3D.RubikPosition.FrontSlice)) != 2) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } solveTopCrossAlgorithmII.Moves.ForEach(m => Manager.SolutionMove(m.Layer, m.Direction)); } } //Step 4: Move the edges of the cross to their target positions IEnumerable <Cube3D> CorrectEdges = topEdges.Where(c => c.Position == GetTargetPosition(c)); while (CorrectEdges.Count() < 2) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); CorrectEdges = CorrectEdges.Select(cE => RefreshCube(cE)); } while (topEdges.Where(c => c.Position == GetTargetPosition(c)).Count() < 4) { CorrectEdges = topEdges.Where(c => c.Position == GetTargetPosition(c)); while (CorrectEdges.Count() < 2) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); CorrectEdges = CorrectEdges.Select(cE => RefreshCube(cE)); } Cube3D.RubikPosition rightSlice = FacePosToCubePos(CorrectEdges.First().Faces .First(f => f.Color != topColor && f.Color != Color.Black).Position); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); CorrectEdges = CorrectEdges.Select(cE => RefreshCube(cE)); if (CorrectEdges.Count(c => c.Position.HasFlag(rightSlice)) == 0) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } else { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); CorrectEdges = CorrectEdges.Select(cE => RefreshCube(cE)); rightSlice = FacePosToCubePos(CorrectEdges.First(cE => !cE.Position.HasFlag(rightSlice)).Faces .First(f => f.Color != topColor && f.Color != Color.Black).Position); } //Algorithm: R U Ri U R U U Ri Manager.SolutionMove(rightSlice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(rightSlice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(rightSlice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(rightSlice, false); topEdges = topEdges.Select(tE => RefreshCube(tE)); while (CorrectEdges.Count() < 2) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); CorrectEdges = CorrectEdges.Select(cE => RefreshCube(cE)); } } }
private void CompleteMiddleLayer() { //Step 1: Get the color of the bottom and top layer Color bottomColor = Manager.getFaceColor(Cube3D.RubikPosition.BottomLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Bottom); Color topColor = Manager.getFaceColor(Cube3D.RubikPosition.TopLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Top); //Step 2: Get the egdes of the middle layer IEnumerable <Cube3D> middleEdges = Manager.RubikCube.cubes.Where(c => Cube3D.isEdge(c.Position)).Where(c => c.Colors.Count(co => co == bottomColor || co == topColor) == 0); List <Face3D> coloredFaces = new List <Face3D>(); Manager.RubikCube.cubes.Where(cu => Cube3D.isCenter(cu.Position)).ToList().ForEach(cu => coloredFaces.Add(cu.Faces.First(f => f.Color != Color.Black).Clone())); IEnumerable <Cube3D> solvedMiddleEdges = middleEdges.Where(mE => mE.Faces.Count(f => coloredFaces.Count(cf => cf.Color == f.Color && cf.Position == f.Position) == 1) == 2); while (solvedMiddleEdges.Count() < 4) { IEnumerable <Cube3D> unsolvedMiddleEdges = middleEdges.Except(solvedMiddleEdges); Cube3D c = (unsolvedMiddleEdges.FirstOrDefault(cu => !cu.Position.HasFlag(Cube3D.RubikPosition.MiddleLayer)) != null) ? unsolvedMiddleEdges.FirstOrDefault(cu => !cu.Position.HasFlag(Cube3D.RubikPosition.MiddleLayer)) : unsolvedMiddleEdges.First(); //Rotate to top layer if (!c.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Face3D frontFace = c.Faces.First(f => f.Color != Color.Black); Cube3D.RubikPosition frontSlice = FacePosToCubePos(frontFace.Position); Face3D face = c.Faces.First(f => f.Color != Color.Black && f.Color != frontFace.Color); Cube3D.RubikPosition slice = FacePosToCubePos(face.Position); Manager.SolutionMove(slice, true); if (RefreshCube(c).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(slice, false); //Algorithm to the right: U R Ui Ri Ui Fi U F Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(slice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(slice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(frontSlice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(frontSlice, true); } else { Manager.SolutionMove(slice, false); //Algorithm to the left: Ui Li U L U F Ui Fi Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(slice, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(slice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(frontSlice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(frontSlice, false); } } //Rotate to start position for the algorithm IEnumerable <Cube3D> middles = Manager.RubikCube.cubes.Where(cu => Cube3D.isCenter(cu.Position)).Where(m => m.Colors.First(co => co != Color.Black) == RefreshCube(c).Faces.First(f => f.Color != Color.Black && f.Position != Face3D.FacePosition.Top).Color&& RemoveFlag(m.Position, Cube3D.RubikPosition.MiddleLayer) == RemoveFlag(RefreshCube(c).Position, Cube3D.RubikPosition.TopLayer)); while (middles.Count() < 1) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); middles = Manager.RubikCube.cubes.Where(cu => Cube3D.isCenter(cu.Position)).Where(m => m.Colors.First(co => co != Color.Black) == RefreshCube(c).Faces.First(f => f.Color != Color.Black && f.Position != Face3D.FacePosition.Top).Color&& RemoveFlag(m.Position, Cube3D.RubikPosition.MiddleLayer) == RemoveFlag(RefreshCube(c).Position, Cube3D.RubikPosition.TopLayer)); } //Rotate to target position Face3D frontFac = RefreshCube(c).Faces.First(f => f.Color != Color.Black && f.Position != Face3D.FacePosition.Top); Cube3D.RubikPosition frontSlic = FacePosToCubePos(frontFac.Position); Cube3D.RubikPosition slic = Cube3D.RubikPosition.None; foreach (Cube3D.RubikPosition p in GetFlags(GetTargetPosition(c))) { if (p != Cube3D.RubikPosition.MiddleLayer && p != frontSlic) { slic |= p; } } Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); if (!RefreshCube(c).Position.HasFlag(slic)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); //Algorithm to the right: U R Ui Ri Ui Fi U F Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(slic, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(slic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(frontSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(frontSlic, true); } else { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); //Algorithm to the left: Ui Li U L U F Ui Fi Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(slic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(slic, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(frontSlic, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(frontSlic, false); } solvedMiddleEdges = middleEdges.Where(mE => RefreshCube(mE).Faces.Count(f => coloredFaces.Count(cf => cf.Color == f.Color && cf.Position == f.Position) == 1) == 2); } }
private void CompleteFirstLayer() { //Step 1: Get the color of the bottom layer Color bottomColor = Manager.getFaceColor(Cube3D.RubikPosition.BottomLayer | Cube3D.RubikPosition.MiddleSlice_Sides | Cube3D.RubikPosition.MiddleSlice, Face3D.FacePosition.Bottom); //Step 2: Get the corners with target position on bottom layer IEnumerable <Cube3D> bottomCorners = Manager.RubikCube.cubes.Where(c => Cube3D.isCorner(c.Position) && GetTargetPosition(c).HasFlag(Cube3D.RubikPosition.BottomLayer)); IEnumerable <Cube3D> solvedBottomCorners = bottomCorners.Where(bC => bC.Position == GetTargetPosition(bC) && bC.Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom); //Step 3: Solve incorrect edges while (solvedBottomCorners.Count() < 4) { IEnumerable <Cube3D> unsolvedBottomCorners = bottomCorners.Except(solvedBottomCorners); Cube3D c = (unsolvedBottomCorners.FirstOrDefault(bC => bC.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) != null) ? unsolvedBottomCorners.FirstOrDefault(bC => bC.Position.HasFlag(Cube3D.RubikPosition.TopLayer)) : unsolvedBottomCorners.First(); if (c.Position != GetTargetPosition(c)) { //Rotate to top layer if (c.Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { Face3D leftFace = RefreshCube(c).Faces.First(f => f.Position != Face3D.FacePosition.Bottom && f.Color != Color.Black); Cube3D.RubikPosition leftSlice = FacePosToCubePos(leftFace.Position); Manager.SolutionMove(leftSlice, false); if (RefreshCube(c).Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { Manager.SolutionMove(leftSlice, true); leftFace = RefreshCube(c).Faces.First(f => f.Position != Face3D.FacePosition.Bottom && f.Color != leftFace.Color && f.Color != Color.Black); leftSlice = FacePosToCubePos(leftFace.Position); Manager.SolutionMove(leftSlice, false); } Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(leftSlice, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } //Rotate over target position Cube3D.RubikPosition targetPos = Cube3D.RubikPosition.None; foreach (Cube3D.RubikPosition p in GetFlags(GetTargetPosition(c))) { if (p != Cube3D.RubikPosition.BottomLayer) { targetPos |= p; } } while (!RefreshCube(c).Position.HasFlag(targetPos)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } } //Rotate to target position with the algorithm: Li Ui L U Face3D leftFac = RefreshCube(c).Faces.First(f => f.Position != Face3D.FacePosition.Top && f.Position != Face3D.FacePosition.Bottom && f.Color != Color.Black); Cube3D.RubikPosition leftSlic = FacePosToCubePos(leftFac.Position); Manager.SolutionMove(leftSlic, false); if (!RefreshCube(c).Position.HasFlag(Cube3D.RubikPosition.TopLayer)) { Manager.SolutionMove(leftSlic, true); leftFac = RefreshCube(c).Faces.First(f => f.Position != Face3D.FacePosition.Top && f.Position != Face3D.FacePosition.Bottom && f.Color != leftFac.Color && f.Color != Color.Black); leftSlic = FacePosToCubePos(leftFac.Position); } else { Manager.SolutionMove(leftSlic, true); } while (RefreshCube(c).Faces.First(f => f.Color == bottomColor).Position != Face3D.FacePosition.Bottom) { if (RefreshCube(c).Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Top) { Manager.SolutionMove(leftSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(leftSlic, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } else { Face3D frontFac = RefreshCube(c).Faces.First(f => f.Position != Face3D.FacePosition.Top && f.Position != Face3D.FacePosition.Bottom && f.Color != Color.Black && f.Position != CubePosToFacePos(leftSlic)); if (RefreshCube(c).Faces.First(f => f.Color == bottomColor).Position == frontFac.Position && !RefreshCube(c).Position.HasFlag(Cube3D.RubikPosition.BottomLayer)) { Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(leftSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); Manager.SolutionMove(leftSlic, true); } else { Manager.SolutionMove(leftSlic, false); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, false); Manager.SolutionMove(leftSlic, true); Manager.SolutionMove(Cube3D.RubikPosition.TopLayer, true); } } } solvedBottomCorners = bottomCorners.Where(bC => RefreshCube(bC).Position == GetTargetPosition(bC) && RefreshCube(bC).Faces.First(f => f.Color == bottomColor).Position == Face3D.FacePosition.Bottom); } }