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cubedata.cpp
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469 lines (443 loc) · 17 KB
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#include "cubedata.h"
CubeData::CubeData()
{
//设置魔方阶数默认为3
setCubeOrder(3);
}
CubeData::CubeData(int cubeOrder)
{
//设置魔方阶数
setCubeOrder(cubeOrder);
}
CubeData::CubeData(const CubeData& cubeData)
{
cubeOrder = cubeData.cubeOrder;
setCubeOrder(cubeOrder);
for (int i = 0; i < 6; i++) {
for (int j = 0; j < cubeOrder; j++) {
for (int k = 0; k < cubeOrder; k++) {
data[i][j][k] = cubeData.data[i][j][k];
}
}
}
recoverPath = cubeData.recoverPath;
}
//相等比较函数
bool CubeData::operator == (const CubeData& cubeData)
{
for (int i = 0; i < 6; i++) {
for (int j = 0; j < cubeOrder; j++) {
for (int k = 0; k < cubeOrder; k++) {
if(data[i][j][k] != cubeData.data[i][j][k]){
return false;
}
}
}
}
return true;
}
bool CubeData::operator < (const CubeData& cubeData)
{
for (int i = 0; i < 6; i++) {
for (int j = 0; j < cubeOrder; j++) {
for (int k = 0; k < cubeOrder; k++) {
if(data[i][j][k] < cubeData.data[i][j][k]){
return true;
}else if(data[i][j][k] > cubeData.data[i][j][k]){
return false;
}
}
}
}
return false;
}
void CubeData::setCubeOrder(int cubeOrder)
{
this->cubeOrder = cubeOrder;
for (int i = 0; i < 6; i++) {
data[i].resize(cubeOrder);
for (int j = 0; j < cubeOrder; j++) {
data[i][j].resize(cubeOrder);
for (int k = 0; k < cubeOrder; k++) {
data[i][j][k] = i;
}
}
}
}
void CubeData::toRenderData(vector<vector<vector<vector<int>>>> &faceData)
{
for (int i = 0; i < cubeOrder; i++) {
for (int j = 0; j < cubeOrder; j++) {
faceData[cubeOrder - 1][i][j][0] = data[0][i][j];
faceData[0][i][j][1] = data[1][i][j];
faceData[i][cubeOrder - 1][j][2] = data[2][i][j];
faceData[i][0][j][3] = data[3][i][j];
faceData[i][j][cubeOrder - 1][4] = data[4][i][j];
faceData[i][j][0][5] = data[5][i][j];
}
}
}
void CubeData::rotateCube(CubeRotate cubeRotate)
{
int axle = cubeRotate.axle;
int layer = cubeRotate.layer;
int angle= cubeRotate.angle;
/*----------------------------------------边缘块的转动--------------------------------------*/
for (int i = 0; i < cubeOrder; i++) {
int temp;//临时变量
if (axle == 0) {//x轴转动
temp = data[2][cubeOrder - layer - 1][cubeOrder - i - 1];
if (angle == 1) {
data[2][cubeOrder - layer - 1][cubeOrder - i - 1] = data[5][cubeOrder - layer - 1][cubeOrder - i - 1];
data[5][cubeOrder - layer - 1][cubeOrder - i - 1] = data[3][cubeOrder - layer - 1][i];
data[3][cubeOrder - layer - 1][i] = data[4][cubeOrder - layer - 1][i];
data[4][cubeOrder - layer - 1][i] = temp;
}
else if(angle == 2){
temp = data[2][cubeOrder - layer - 1][cubeOrder - i - 1];
data[2][cubeOrder - layer - 1][cubeOrder - i - 1] = data[3][cubeOrder - layer - 1][i];
data[3][cubeOrder - layer - 1][i] = temp;
temp = data[4][cubeOrder - layer - 1][i];
data[4][cubeOrder - layer - 1][i] = data[5][cubeOrder - layer - 1][cubeOrder - i - 1];
data[5][cubeOrder - layer - 1][cubeOrder - i - 1] = temp;
}
else if(angle == 3){
data[2][cubeOrder - layer - 1][cubeOrder - i - 1] = data[4][cubeOrder - layer - 1][i];
data[4][cubeOrder - layer - 1][i] = data[3][cubeOrder - layer - 1][i];
data[3][cubeOrder - layer - 1][i] = data[5][cubeOrder - layer - 1][cubeOrder - i - 1];
data[5][cubeOrder - layer - 1][cubeOrder - i - 1] = temp;
}
}
else if (axle == 1) {//y轴转动
temp = data[0][cubeOrder - layer - 1][cubeOrder - i - 1];
if (angle == 1) {
data[0][cubeOrder - layer - 1][cubeOrder - i - 1] = data[4][i][cubeOrder - layer - 1];
data[4][i][cubeOrder - layer - 1] = data[1][cubeOrder - layer - 1][i];
data[1][cubeOrder - layer - 1][i] = data[5][cubeOrder - i - 1][cubeOrder - layer - 1];
data[5][cubeOrder - i - 1][cubeOrder - layer - 1] = temp;
}
else if(angle == 2){
temp = data[0][cubeOrder - layer - 1][cubeOrder - i - 1];
data[0][cubeOrder - layer - 1][cubeOrder - i - 1] = data[1][cubeOrder - layer - 1][i];
data[1][cubeOrder - layer - 1][i] = temp;
temp = data[4][i][cubeOrder - layer - 1];
data[4][i][cubeOrder - layer - 1] = data[5][cubeOrder - i - 1][cubeOrder - layer - 1];
data[5][cubeOrder - i - 1][cubeOrder - layer - 1] = temp;
}
else if(angle == 3){
data[0][cubeOrder - layer - 1][cubeOrder - i - 1] = data[5][cubeOrder - i - 1][cubeOrder - layer - 1];
data[5][cubeOrder - i - 1][cubeOrder - layer - 1] = data[1][cubeOrder - layer - 1][i];
data[1][cubeOrder - layer - 1][i] = data[4][i][cubeOrder - layer - 1];
data[4][i][cubeOrder - layer - 1] = temp;
}
}
else if (axle == 2) {//z轴转动
temp = data[2][i][cubeOrder - layer - 1];
if (angle == 1) {
data[2][i][cubeOrder - layer - 1] = data[0][cubeOrder - i - 1][cubeOrder - layer - 1];
data[0][cubeOrder - i - 1][cubeOrder - layer - 1] = data[3][cubeOrder - i - 1][cubeOrder - layer - 1];
data[3][cubeOrder - i - 1][cubeOrder - layer - 1] = data[1][i][cubeOrder - layer - 1];
data[1][i][cubeOrder - layer - 1] = temp;
}
else if(angle == 2){
temp = data[0][cubeOrder - i - 1][cubeOrder - layer - 1];
data[0][cubeOrder - i - 1][cubeOrder - layer - 1] = data[1][i][cubeOrder - layer - 1];
data[1][i][cubeOrder - layer - 1] = temp;
temp = data[2][i][cubeOrder - layer - 1];
data[2][i][cubeOrder - layer - 1] = data[3][cubeOrder - i - 1][cubeOrder - layer - 1];
data[3][cubeOrder - i - 1][cubeOrder - layer - 1] = temp;
}
else if(angle == 3){
data[2][i][cubeOrder - layer - 1] = data[1][i][cubeOrder - layer - 1];
data[1][i][cubeOrder - layer - 1] = data[3][cubeOrder - i - 1][cubeOrder - layer - 1];
data[3][cubeOrder - i - 1][cubeOrder - layer - 1] = data[0][cubeOrder - i - 1][cubeOrder - layer - 1];
data[0][cubeOrder - i - 1][cubeOrder - layer - 1] = temp;
}
}
}
/*----------------------------------------外围面颜色的转动--------------------------------------*/
//如果转动最表层需要更新表层面的信息
if (layer == 0 || layer == cubeOrder - 1) {
int face;//决定要变化那个面的数据
if (layer == 0) {
if (axle == 0)
face = 0;
else if (axle == 1)
face = 2;
else if (axle == 2)
face = 4;
}
else if (layer == cubeOrder - 1){
if (axle == 0)
face = 1;
else if (axle == 1)
face = 3;
else if (axle == 2)
face = 5;
}
/*---------------二次置换法----------------*/
if(angle == 1||angle == 3){
//先执行转置操作
for (int i = 0; i < cubeOrder; i++) {
for (int j = 0; j < i; j++) {
int temp = data[face][i][j];
data[face][i][j] = data[face][j][i];
data[face][j][i] = temp;
}
}
//后执行交换操作
for (int i = 0; i < cubeOrder; i++) {
for (int j = 0; j < cubeOrder / 2; j++) {
int temp;
if ((angle == 1 && (axle == 0 || axle == 2)) || (angle == 3 && axle == 1)) {//逆时针旋转
temp = data[face][j][i];
data[face][j][i] = data[face][cubeOrder - j - 1][i];
data[face][cubeOrder - j - 1][i] = temp;
}
else if((angle == 3 && (axle == 0 || axle == 2)) || (angle == 1 && axle == 1)) {//顺时针旋转
temp = data[face][i][j];
data[face][i][j] = data[face][i][cubeOrder - j - 1];
data[face][i][cubeOrder - j - 1] = temp;
}
}
}
}
else if(angle == 2){
//后执行交换操作
for (int i = 0; i < cubeOrder; i++) {
for (int j = 0; j < cubeOrder / 2; j++) {
int temp;
temp = data[face][j][i];
data[face][j][i] = data[face][cubeOrder - j - 1][i];
data[face][cubeOrder - j - 1][i] = temp;
}
}
for (int i = 0; i < cubeOrder; i++) {
for (int j = 0; j < cubeOrder / 2; j++) {
int temp;
temp = data[face][i][j];
data[face][i][j] = data[face][i][cubeOrder - j - 1];
data[face][i][cubeOrder - j - 1] = temp;
}
}
}
}
}
queue<CubeRotate> CubeData::recovery()
{
//清空队列
recoverPath = queue<CubeRotate>();
//保存所有可能的变换步骤
vector<CubeRotate> eachPossiable = {
{0,0,1},
{0,0,2},
{0,0,3},
{1,0,1},
{1,0,2},
{1,0,3},
{2,0,1},
{2,0,2},
{2,0,3},
};
//正向查找队列
queue<CubeData*> shouldHandleLeft;
//逆向查找队列
queue<CubeData*> shouldHandleRight;
//正向状态集合,保存正向查找产生的所有状态
set<CubeData*,CubeDataCmp>statusGatherLeft;
//逆向状态集合,保存逆向查找产生的所有状态
set<CubeData*,CubeDataCmp>statusGatherRight;
//初始化
CubeData *temp;
//原状态进入正向查找队列
temp = new CubeData(*this);
statusGatherLeft.insert(temp);
shouldHandleLeft.push(temp);
//目的状态进入逆向查找队列
temp = new CubeData(cubeOrder);
//初始化目的状态
for(int i=0;i<cubeOrder;i++){
for(int j=0;j<cubeOrder;j++){
if(data[1][0][0]==0)
temp->data[0][i][j]=1;
else if(data[1][0][0]==1)
temp->data[0][i][j]=0;
else if(data[1][0][0]==2)
temp->data[0][i][j]=3;
else if(data[1][0][0]==3)
temp->data[0][i][j]=2;
else if(data[1][0][0]==4)
temp->data[0][i][j]=5;
else if(data[1][0][0]==5)
temp->data[0][i][j]=4;
if(data[3][0][0]==0)
temp->data[2][i][j]=1;
else if(data[3][0][0]==1)
temp->data[2][i][j]=0;
else if(data[3][0][0]==2)
temp->data[2][i][j]=3;
else if(data[3][0][0]==3)
temp->data[2][i][j]=2;
else if(data[3][0][0]==4)
temp->data[2][i][j]=5;
else if(data[3][0][0]==5)
temp->data[2][i][j]=4;
if(data[5][0][0]==0)
temp->data[4][i][j]=1;
else if(data[5][0][0]==1)
temp->data[4][i][j]=0;
else if(data[5][0][0]==2)
temp->data[4][i][j]=3;
else if(data[5][0][0]==3)
temp->data[4][i][j]=2;
else if(data[5][0][0]==4)
temp->data[4][i][j]=5;
else if(data[5][0][0]==5)
temp->data[4][i][j]=4;
temp->data[1][i][j]=data[1][0][0];
temp->data[3][i][j]=data[3][0][0];
temp->data[5][i][j]=data[5][0][0];
}
}
statusGatherRight.insert(temp);
shouldHandleRight.push(temp);
//是否break关键字
bool shouldBreak = false;
while(!shouldBreak){
int size;
size = shouldHandleLeft.size();
for(int i=0;i<size;i++){
//取出待处理项
CubeData* handleLeft = shouldHandleLeft.front();
shouldHandleLeft.pop();
//检查逆向状态集合中是否存在此状态
if(statusGatherRight.find(handleLeft) != statusGatherRight.end()){
//取出当前状态
CubeData *temp = *statusGatherRight.find(handleLeft);
recoverPath = handleLeft->recoverPath;
//获取翻转后的步骤
queue<CubeRotate>steps = temp->reverseSteps();
while(!steps.empty()){
recoverPath.push(steps.front());
steps.pop();
}
shouldBreak = true;
break;
}
//遍历产生所有可能结果
for(int j=0;j<eachPossiable.size();j++){
CubeData *newStatus = new CubeData(*handleLeft);
//转动到新状态
newStatus->rotateCube(eachPossiable[j]);
newStatus->recoverPath.push(eachPossiable[j]);
//如果集合中没有此状态,则插入成功,将其加入待处理队列
if(statusGatherLeft.insert(newStatus).second == true){
shouldHandleLeft.push(newStatus);
}
//如果集合中有此状态,则插入失败
else{
//删除此状态
delete newStatus;
newStatus = nullptr;
}
}
}
size = shouldHandleRight.size();
for(int i=0;i<size;i++){
CubeData* handleRight = shouldHandleRight.front();
shouldHandleRight.pop();
//检查逆向状态集合中是否存在此状态
if(statusGatherLeft.find(handleRight) != statusGatherLeft.end()){
//取出当前状态
CubeData *temp = *statusGatherLeft.find(handleRight);
recoverPath = temp->recoverPath;
//获取翻转后的步骤
queue<CubeRotate>steps = handleRight->reverseSteps();
while(!steps.empty()){
recoverPath.push(steps.front());
steps.pop();
}
shouldBreak = true;
break;
}
//遍历产生所有可能结果
for(int j=0;j<eachPossiable.size();j++){
CubeData *newStatus = new CubeData(*handleRight);
//转动到新状态
newStatus->rotateCube(eachPossiable[j]);
newStatus->recoverPath.push(eachPossiable[j]);
//如果集合中没有此状态,则插入成功,将其加入待处理队列
if(statusGatherRight.insert(newStatus).second == true){
shouldHandleRight.push(newStatus);
}
//如果集合中有此状态,则插入失败
else{
//删除此状态
delete newStatus;
newStatus = nullptr;
}
}
}
}
//遍历关联容器释放内存
for(auto i=statusGatherLeft.begin();i!=statusGatherLeft.end();i++){
delete (*i);
}
for(auto i=statusGatherRight.begin();i!=statusGatherRight.end();i++){
delete (*i);
}
return recoverPath;
}
vector<vector<int>>* CubeData::getData(){
return data;
}
void CubeData::setData(vector<vector<int>>*data){
if(data[0].size()<0)return;
for(int i=0;i<6;i++){
for(int j=0;j<cubeOrder;j++){
for(int k=0;k<cubeOrder;k++){
this->data[i][j][k]=data[i][j][k];
}
}
}
}
bool CubeData::isRecovery()
{
for (int i = 0; i < 6; i++) {
for (int j = 0; j < cubeOrder; j++) {
for (int k = 0; k < cubeOrder; k++) {
if(data[i][j][k] != data[i][0][0]){
return false;
}
}
}
}
return true;
}
queue<CubeRotate> CubeData::reverseSteps()
{
queue<CubeRotate> steps;
stack<CubeRotate> stepsStack;
for(int i=0;i<recoverPath.size();i++){
CubeRotate step = recoverPath.front();
recoverPath.push(recoverPath.front());
recoverPath.pop();
//将转动步骤设置为反向
if(step.angle==1)
step.angle=3;
else if(step.angle==3)
step.angle=1;
else if(step.angle==2)
step.angle=2;
stepsStack.push(step);
}
while(!stepsStack.empty()){
steps.push(stepsStack.top());
stepsStack.pop();
}
return steps;
}
bool CubeDataCmp::operator() (CubeData* cubedataA,CubeData* cubedataB)
{
return (*cubedataA)<(*cubedataB);
}