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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ 1d581993

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CUBOID;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import java.io.InputStream;
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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.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyCuboid extends ShapeHexahedron
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{
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(1,0,0),
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           new Static3D(0,1,0),
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           new Static3D(0,0,1)
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         };
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  private ScrambleState[] mStates;
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  private float[][] mCuts;
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  private int[][] mBasicAngle;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCuboid(int[] numL, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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    {
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    super(numL, meshState, iconMode, (numL[0]+numL[1]+numL[2])/3.0f, quat, move, scale, stream);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we need to explicitly provide the quaternion group because the Cuboids do not have the whole
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// group and it would crash in getCubitQuats()
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  @Override
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  public Static4D[] getQuats()
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    {
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    return 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( SQ2/2,  0.0f,  0.0f, SQ2/2),
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        new Static4D(  1.0f,  0.0f,  0.0f, 0.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f,-SQ2/2),
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        new Static4D(  0.0f, SQ2/2,  0.0f, SQ2/2),
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        new Static4D(  0.0f,  1.0f,  0.0f,  0.0f),
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        new Static4D(  0.0f, SQ2/2,  0.0f,-SQ2/2),
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        new Static4D(  0.0f,  0.0f, SQ2/2, SQ2/2),
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        new Static4D(  0.0f,  0.0f,  1.0f,  0.0f),
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        new Static4D(  0.0f,  0.0f, SQ2/2,-SQ2/2),
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        new Static4D(  0.5f,  0.5f, -0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2,-SQ2/2,  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(  0.0f, SQ2/2, SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f,  0.5f, -0.5f),
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        new Static4D( SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D(-SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D( SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(-SQ2/2, SQ2/2,  0.0f,  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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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int[] createEdges(int size, boolean full, int vertex)
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    {
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    if( size==1 ) return null;
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    if( full )
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      {
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      int[] ret = new int[9*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[9*l  ] = l;
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        ret[9*l+1] =-1;
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        ret[9*l+2] = vertex;
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        ret[9*l+3] = l;
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        ret[9*l+4] = 1;
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        ret[9*l+5] = vertex;
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        ret[9*l+6] = l;
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        ret[9*l+7] = 2;
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        ret[9*l+8] = vertex;
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        }
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      return ret;
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      }
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    else
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      {
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      int[] ret = new int[6*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[6*l  ] = l;
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        ret[6*l+1] = 1;
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        ret[6*l+2] = vertex;
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        ret[6*l+3] = l;
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        ret[6*l+4] =-1;
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        ret[6*l+5] = vertex;
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        }
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      return ret;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int[] numLayers = getNumLayers();
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      int X = numLayers[0];
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      int Y = numLayers[1];
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      int Z = numLayers[2];
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      int[][] mX = new int[16][];
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      int[][] mY = new int[16][];
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      int[][] mZ = new int[16][];
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      for(int i=0; i<16; i++)
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        {
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        mX[i] = createEdges(X,Y==Z,i);
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        mY[i] = createEdges(Y,X==Z,i);
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        mZ[i] = createEdges(Z,X==Y,i);
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        }
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      if( X>1 && Y>1 && Z>1 )
163
        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 1], mY[ 2], mZ[ 3] } ),  //  0 0
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[ 5] } ),  //  1 x
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[ 7] } ),  //  2 y
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          new ScrambleState( new int[][] { mX[ 8], mY[ 9],   null } ),  //  3 z
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          new ScrambleState( new int[][] { mX[10],   null, mZ[ 7] } ),  //  4 xy
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          new ScrambleState( new int[][] { mX[11], mY[ 9],   null } ),  //  5 xz
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          new ScrambleState( new int[][] {   null, mY[12], mZ[ 5] } ),  //  6 yx
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          new ScrambleState( new int[][] { mX[ 8], mY[13],   null } ),  //  7 yz
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[14] } ),  //  8 zx
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[15] } ),  //  9 zy
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          new ScrambleState( new int[][] {   null,   null, mZ[ 5] } ),  // 10 xyx
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          new ScrambleState( new int[][] {   null, mY[ 4],   null } ),  // 11 xzx
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          new ScrambleState( new int[][] {   null,   null, mZ[ 7] } ),  // 12 yxy
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          new ScrambleState( new int[][] { mX[ 6],   null,   null } ),  // 13 yzy
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          new ScrambleState( new int[][] {   null, mY[ 9],   null } ),  // 14 zxz
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          new ScrambleState( new int[][] { mX[ 8],   null,   null } ),  // 15 zyz
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          };
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        }
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      else if( X==1 && Y==1 && Z==1 )
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        {
186
        int[] state = new int[] {0,-1,0,0,1,0,0,2,0};
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188
        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { state, state, state } )
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          };
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        }
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      else
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        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 0], mY[ 0], mZ[ 0] } )
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          };
199
        }
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      }
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    return mStates;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
210
    float[][] vertices =
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          {
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              { 0.5f, 0.5f, 0.5f },
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              { 0.5f, 0.5f,-0.5f },
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              { 0.5f,-0.5f, 0.5f },
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              { 0.5f,-0.5f,-0.5f },
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              {-0.5f, 0.5f, 0.5f },
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              {-0.5f, 0.5f,-0.5f },
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              {-0.5f,-0.5f, 0.5f },
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              {-0.5f,-0.5f,-0.5f },
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          };
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222
    int[][] indices =
223
          {
224
              {2,3,1,0},
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              {7,6,4,5},
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              {4,0,1,5},
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              {7,3,2,6},
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              {6,2,0,4},
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              {3,7,5,1}
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          };
231

    
232
    return new ObjectShape(vertices, indices);
233
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
236

    
237
  public ObjectFaceShape getObjectFaceShape(int variant)
238
    {
239
    int[] bandIndices;
240
    int extraI, extraV, num, numL = getNumLayers()[0];
241
    float height = isInIconMode() ? 0.001f : 0.045f;
242

    
243
    switch(numL)
244
        {
245
        case 2 : num = 6; extraI = 2; extraV = 2; break;
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        case 3 : num = 5; extraI = 2; extraV = 2; break;
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        case 4 : num = 5; extraI = 1; extraV = 1; break;
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        default: num = 5; extraI = 0; extraV = 0; break;
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        }
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251
    float[][] corners= { {0.036f,0.12f} };
252
    float[][] centers= { {0.0f, 0.0f, 0.0f} };
253
    int[] indices    = { 0,0,0,0,0,0,0,0 };
254
    float[][] bands  =
255
         {
256
             {height,35,0.5f,0.7f,num,extraI,extraV},
257
             {0.001f,35,0.5f,0.7f,  2, num-2,extraV},
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             {0.001f,35,0.5f,0.7f,  2,     0,     0},
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             {0.001f,35,0.5f,0.7f,num,extraI,extraV},
260
         };
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262
         if( variant==0 ) bandIndices = new int[] {3,0,3,0,3,0};
263
    else if( variant==1 ) bandIndices = new int[] {1,1,1,0,1,0};
264
    else                  bandIndices = new int[] {2,2,2,2,0,2};
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266
    return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices, null);
267
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
270

    
271
  private int getEdgeNum(int cubit, int[] numLayers)
272
    {
273
    int x = numLayers[0];
274
    int y = numLayers[1];
275
    int z = numLayers[2];
276

    
277
    if(x==1 || y==1 || z==1 ) return 0;
278

    
279
    int numCorners = getNumCorners(numLayers);
280
    int numEdges   = getNumEdges(numLayers);
281
    int num = cubit - numCorners;
282

    
283
    if( num>=0 && num<numEdges )
284
      {
285
      int numLR = (x-2);
286
      if( num<  numLR ) return 0;
287
      if( num<2*numLR ) return 1;
288
      if( num<3*numLR ) return 2;
289
      if( num<4*numLR ) return 3;
290
      num -= 4*numLR;
291

    
292
      int numTD = (y-2);
293
      if( num<  numTD ) return 4;
294
      if( num<2*numTD ) return 5;
295
      if( num<3*numTD ) return 6;
296
      if( num<4*numTD ) return 7;
297
      num -= 4*numTD;
298

    
299
      int numFB = (z-2);
300
      if( num<  numFB ) return 8;
301
      if( num<2*numFB ) return 9;
302
      if( num<3*numFB ) return 10;
303
      if( num<4*numFB ) return 11;
304
      }
305

    
306
    return -1;
307
    }
308

    
309
///////////////////////////////////////////////////////////////////////////////////////////////////
310

    
311
  private int getCenterNum(int cubit, int[] numLayers)
312
    {
313
    int numCorners = getNumCorners(numLayers);
314
    int numEdges   = getNumEdges(numLayers);
315
    int num = cubit - numCorners - numEdges;
316

    
317
    if( num>=0 )
318
      {
319
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
320
      if( num<  numLR ) return 0;
321
      if( num<2*numLR ) return 1;
322
      num -= 2*numLR;
323

    
324
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
325
      if( num<  numTD ) return 2;
326
      if( num<2*numTD ) return 3;
327
      num -= 2*numTD;
328

    
329
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
330
      if( num<  numFB ) return 4;
331
      if( num<2*numFB ) return 5;
332
      }
333

    
334
    return -1;
335
    }
336

    
337
///////////////////////////////////////////////////////////////////////////////////////////////////
338

    
339
  private int getNumCorners(int[] numLayers)
340
    {
341
    int x = numLayers[0];
342
    int y = numLayers[1];
343
    int z = numLayers[2];
344

    
345
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
346
    }
347

    
348
///////////////////////////////////////////////////////////////////////////////////////////////////
349

    
350
  private int getNumEdges(int[] numLayers)
351
    {
352
    int x = numLayers[0];
353
    int y = numLayers[1];
354
    int z = numLayers[2];
355

    
356
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
357
    }
358

    
359
///////////////////////////////////////////////////////////////////////////////////////////////////
360

    
361
  public float[][] getCubitPositions(int[] numLayers)
362
    {
363
    final int X = numLayers[0];
364
    final int Y = numLayers[1];
365
    final int Z = numLayers[2];
366

    
367
    final float lenX = 0.5f*(X-1);
368
    final float lenY = 0.5f*(Y-1);
369
    final float lenZ = 0.5f*(Z-1);
370

    
371
    int curPos = 0;
372

    
373
    if( X==1 )
374
      {
375
      float[][] pos = new float[X*Y*Z][];
376

    
377
      for(int y=0; y<Y; y++)
378
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
379

    
380
      return pos;
381
      }
382

    
383
    if( Y==1 )
384
      {
385
      float[][] pos = new float[X*Y*Z][];
386

    
387
      for(int x=0; x<X; x++)
388
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
389

    
390
      return pos;
391
      }
392

    
393
    if( Z==1 )
394
      {
395
      float[][] pos = new float[X*Y*Z][];
396

    
397
      for(int x=0; x<X; x++)
398
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
399

    
400
      return pos;
401
      }
402

    
403
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
404
    float[][] pos = new float[numCubits][];
405

    
406
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
407
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
408
    pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
409
    pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
410
    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
411
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
412
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
413
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
414

    
415
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
416
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
417
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
418
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
419
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
420
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
421
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
422
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
423
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
424
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
425
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
426
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
427

    
428
    for(int y=1; y<Y-1; y++)
429
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
430

    
431
    for(int y=1; y<Y-1; y++)
432
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
433

    
434
    for(int x=1; x<X-1; x++)
435
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
436

    
437
    for(int x=1; x<X-1; x++)
438
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
439

    
440
    for(int x=1; x<X-1; x++)
441
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
442

    
443
    for(int x=1; x<X-1; x++)
444
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
445

    
446
    return pos;
447
    }
448

    
449
///////////////////////////////////////////////////////////////////////////////////////////////////
450

    
451
  public Static4D getCubitQuats(int cubit, int[] numLayers)
452
    {
453
    int variant = getCubitVariant(cubit,numLayers);
454

    
455
    switch(variant)
456
      {
457
      case 0: switch(cubit)
458
                {
459
                case 0: return mObjectQuats[ 0];
460
                case 1: return mObjectQuats[18];
461
                case 2: return mObjectQuats[17];
462
                case 3: return mObjectQuats[ 2];
463
                case 4: return mObjectQuats[14];
464
                case 5: return mObjectQuats[ 5];
465
                case 6: return mObjectQuats[ 8];
466
                case 7: return mObjectQuats[11];
467
                }
468
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
469
              switch(edgeEdge)
470
                {
471
                case  0: return mObjectQuats[ 0];
472
                case  1: return mObjectQuats[ 1];
473
                case  2: return mObjectQuats[ 3];
474
                case  3: return mObjectQuats[ 2];
475
                case  4: return mObjectQuats[21];
476
                case  5: return mObjectQuats[18];
477
                case  6: return mObjectQuats[20];
478
                case  7: return mObjectQuats[19];
479
                case  8: return mObjectQuats[13];
480
                case  9: return mObjectQuats[17];
481
                case 10: return mObjectQuats[15];
482
                case 11: return mObjectQuats[16];
483
                }
484
              break;
485
      case 2: int centerFace = getCenterNum(cubit,numLayers);
486
              switch(centerFace)
487
                {
488
                case 0 : return mObjectQuats[ 6];
489
                case 1 : return mObjectQuats[ 4];
490
                case 2 : return mObjectQuats[ 1];
491
                case 3 : return mObjectQuats[ 3];
492
                case 4 : return mObjectQuats[ 0];
493
                case 5 : return mObjectQuats[ 2];
494
                }
495
      }
496

    
497
    return mObjectQuats[0];
498
    }
499

    
500
///////////////////////////////////////////////////////////////////////////////////////////////////
501

    
502
  public int getNumCubitVariants(int[] numLayers)
503
    {
504
    final int X = numLayers[0];
505
    final int Y = numLayers[1];
506
    final int Z = numLayers[2];
507

    
508
    if( X==1 || Y==1 || Z==1 ) return 1;
509
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
510

    
511
    return 3;
512
    }
513

    
514
///////////////////////////////////////////////////////////////////////////////////////////////////
515

    
516
  public int getCubitVariant(int cubit, int[] numLayers)
517
    {
518
    int numCorners = getNumCorners(numLayers);
519
    if( cubit < numCorners          ) return 0;
520
    int numEdges = getNumEdges(numLayers);
521
    if( cubit < numCorners+numEdges ) return 1;
522

    
523
    return 2;
524
    }
525

    
526
///////////////////////////////////////////////////////////////////////////////////////////////////
527

    
528
  public float[][] getCuts(int[] numLayers)
529
    {
530
    if( mCuts==null )
531
      {
532
      mCuts = new float[3][];
533

    
534
      for(int axis=0; axis<3; axis++)
535
        {
536
        int len = numLayers[axis];
537
        float start = (2-len)*0.5f;
538

    
539
        if( len>=2 )
540
          {
541
          mCuts[axis] = new float[len-1];
542
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
543
          }
544
        }
545
      }
546

    
547
    return mCuts;
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551

    
552
  public boolean[][] getLayerRotatable(int[] numLayers)
553
    {
554
    int numAxis = ROT_AXIS.length;
555
    boolean[][] layerRotatable = new boolean[numAxis][];
556

    
557
    for(int i=0; i<numAxis; i++)
558
      {
559
      layerRotatable[i] = new boolean[numLayers[i]];
560
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
561
      }
562

    
563
    return layerRotatable;
564
    }
565

    
566
///////////////////////////////////////////////////////////////////////////////////////////////////
567

    
568
  public int getTouchControlType()
569
    {
570
    return TC_CUBOID;
571
    }
572

    
573
///////////////////////////////////////////////////////////////////////////////////////////////////
574

    
575
  public int getTouchControlSplit()
576
    {
577
    return TYPE_NOT_SPLIT;
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581

    
582
  public int[][][] getEnabled()
583
    {
584
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
585
    }
586

    
587
///////////////////////////////////////////////////////////////////////////////////////////////////
588

    
589
  public float[] getDist3D(int[] numLayers)
590
    {
591
    float x = numLayers[0];
592
    float y = numLayers[1];
593
    float z = numLayers[2];
594
    float a = (x+y+z)/1.5f;
595

    
596
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
597
    }
598

    
599
///////////////////////////////////////////////////////////////////////////////////////////////////
600

    
601
  public Static3D[] getFaceAxis()
602
    {
603
    return TouchControlCuboids.FACE_AXIS;
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607

    
608
  public float getStickerRadius()
609
    {
610
    return 0.10f;
611
    }
612

    
613
///////////////////////////////////////////////////////////////////////////////////////////////////
614

    
615
  public float getStickerStroke()
616
    {
617
    float stroke = 0.08f;
618

    
619
    if( isInIconMode() )
620
      {
621
      int[] numLayers = getNumLayers();
622

    
623
      switch(numLayers[0])
624
        {
625
        case 2: stroke*=1.8f; break;
626
        case 3: stroke*=2.0f; break;
627
        case 4: stroke*=2.1f; break;
628
        default:stroke*=2.2f; break;
629
        }
630
      }
631

    
632
    return stroke;
633
    }
634

    
635
///////////////////////////////////////////////////////////////////////////////////////////////////
636

    
637
  public float[][] getStickerAngles()
638
    {
639
    return null;
640
    }
641

    
642
///////////////////////////////////////////////////////////////////////////////////////////////////
643
// PUBLIC API
644

    
645
  public Static3D[] getRotationAxis()
646
    {
647
    return ROT_AXIS;
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651

    
652
  public String getShortName()
653
    {
654
    int[] numLayers = getNumLayers();
655

    
656
    int x = numLayers[0];
657
    int y = numLayers[1];
658

    
659
    switch(x)
660
      {
661
      case 2: switch(y)
662
                {
663
                case 2: return ObjectType.CUBE_2.name();
664
                case 3: return ObjectType.CU_232.name();
665
                }
666
      case 3: switch(y)
667
                {
668
                case 2: return ObjectType.CU_323.name();
669
                case 3: return ObjectType.CUBE_3.name();
670
                case 4: return ObjectType.CU_343.name();
671
                }
672
      case 4: return ObjectType.CUBE_4.name();
673
      case 5: return ObjectType.CUBE_5.name();
674
      case 6: return ObjectType.CUBE_6.name();
675
      case 7: return ObjectType.CUBE_7.name();
676
      }
677

    
678
    return ObjectType.CUBE_3.name();
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682

    
683
  public ObjectSignature getSignature()
684
    {
685
    int[] numLayers = getNumLayers();
686

    
687
    int x = numLayers[0];
688
    int y = numLayers[1];
689

    
690
    switch(x)
691
      {
692
      case 2: switch(y)
693
                {
694
                case 2: return new ObjectSignature(ObjectType.CUBE_2);
695
                case 3: return new ObjectSignature(ObjectType.CU_232);
696
                }
697
      case 3: switch(y)
698
                {
699
                case 2: return new ObjectSignature(ObjectType.CU_323);
700
                case 3: return new ObjectSignature(ObjectType.CUBE_3);
701
                case 4: return new ObjectSignature(ObjectType.CU_343);
702
                }
703
      case 4: return new ObjectSignature(ObjectType.CUBE_4);
704
      case 5: return new ObjectSignature(ObjectType.CUBE_5);
705
      case 6: return new ObjectSignature(ObjectType.CUBE_6);
706
      case 7: return new ObjectSignature(ObjectType.CUBE_7);
707
      }
708

    
709
    return null;
710
    }
711

    
712
///////////////////////////////////////////////////////////////////////////////////////////////////
713

    
714
  public int[][] getBasicAngles()
715
    {
716
    if( mBasicAngle==null )
717
      {
718
      int[] num = getNumLayers();
719
      int numX = num[0];
720
      int numY = num[1];
721
      int numZ = num[2];
722

    
723
      int x = numY==numZ ? 4 : 2;
724
      int y = numX==numZ ? 4 : 2;
725
      int z = numX==numY ? 4 : 2;
726

    
727
      int[] tmpX = new int[numX];
728
      for(int i=0; i<numX; i++) tmpX[i] = x;
729
      int[] tmpY = new int[numY];
730
      for(int i=0; i<numY; i++) tmpY[i] = y;
731
      int[] tmpZ = new int[numZ];
732
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
733

    
734
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
735
      }
736
    return mBasicAngle;
737
    }
738

    
739
///////////////////////////////////////////////////////////////////////////////////////////////////
740

    
741
  public String getObjectName()
742
    {
743
    int[] numLayers = getNumLayers();
744

    
745
    int x = numLayers[0];
746
    int y = numLayers[1];
747

    
748
    switch(x)
749
      {
750
      case 2: switch(y)
751
                {
752
                case 2: return "Pocket Cube";
753
                case 3: return "Slim Tower";
754
                }
755
      case 3: switch(y)
756
                {
757
                case 2: return "2x2x3 Cuboid";
758
                case 3: return "Rubik Cube";
759
                case 4: return "3x3x4 Cuboid";
760
                }
761
      case 4: return "Rubik's Revenge";
762
      case 5: return "Professor's Cube";
763
      case 6: return "6x6 Cube";
764
      case 7: return "7x7 Cube";
765
      }
766

    
767
    return "Rubik Cube";
768
    }
769

    
770
///////////////////////////////////////////////////////////////////////////////////////////////////
771

    
772
  public String getInventor()
773
    {
774
    int[] numLayers = getNumLayers();
775

    
776
    int x = numLayers[0];
777
    int y = numLayers[1];
778

    
779
    switch(x)
780
      {
781
      case 2: switch(y)
782
                {
783
                case 2: return "Larry Nichols";
784
                case 3: return "Katsuhiko Okamoto";
785
                }
786
      case 3: switch(y)
787
                {
788
                case 2: return "Unknown";
789
                case 3: return "Ernő Rubik";
790
                case 4: return "Cube4You";
791
                }
792
      case 4: return "Péter Sebestény";
793
      case 5: return "Udo Krell";
794
      case 6:
795
      case 7: return "Panagiotis Verdes";
796
      }
797

    
798
    return "Ernő Rubik";
799
    }
800

    
801
///////////////////////////////////////////////////////////////////////////////////////////////////
802

    
803
  public int getYearOfInvention()
804
    {
805
    int[] numLayers = getNumLayers();
806

    
807
    int x = numLayers[0];
808
    int y = numLayers[1];
809

    
810
    switch(x)
811
      {
812
      case 2: switch(y)
813
                {
814
                case 2: return 1970;
815
                case 3: return 2001;
816
                }
817
      case 3: switch(y)
818
                {
819
                case 2: return 0;
820
                case 3: return 1974;
821
                case 4: return 2009;
822
                }
823
      case 4: return 1981;
824
      case 5: return 2002;
825
      case 6:
826
      case 7: return 2008;
827
      }
828

    
829
    return 1974;
830
    }
831

    
832
///////////////////////////////////////////////////////////////////////////////////////////////////
833

    
834
  public int getComplexity()
835
    {
836
    int[] numLayers = getNumLayers();
837

    
838
    int x = numLayers[0];
839
    int y = numLayers[1];
840

    
841
    switch(x)
842
      {
843
      case 2: switch(y)
844
                {
845
                case 2:
846
                case 3: return 1;
847
                }
848
      case 3: switch(y)
849
                {
850
                case 2:
851
                case 3: return 2;
852
                case 4: return 3;
853
                }
854
      case 4: return 3;
855
      case 5:
856
      case 6:
857
      case 7: return 4;
858
      }
859

    
860
    return 2;
861
    }
862

    
863
///////////////////////////////////////////////////////////////////////////////////////////////////
864

    
865
  public String[][] getTutorials()
866
    {
867
    int[] numLayers = getNumLayers();
868

    
869
    int x = numLayers[0];
870
    int y = numLayers[1];
871

    
872
    switch(x)
873
      {
874
      case 2: switch(y)
875
                {
876
                case 2: return new String[][] {
877
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
878
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
879
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
880
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
881
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
882
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
883
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
884
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
885
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
886
                     //   {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
887
                         };
888
                case 3: return new String[][] {
889
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
890
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
891
                          {"ru","cT4CEQwgFKA","Как собрать Cuboid 2x2x3","YG Cuber"},
892
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
893
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
894
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
895
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
896
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
897
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
898
                         };
899
                }
900
      case 3: switch(y)
901
                {
902
                case 2: return new String[][] {
903
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
904
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
905
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
906
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
907
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
908
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
909
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
910
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
911
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
912
                         };
913
                case 3: return new String[][] {
914
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
915
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
916
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
917
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
918
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
919
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
920
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
921
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
922
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
923
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
924
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
925
                     //   {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
926
                         };
927
                case 4: return new String[][] {
928
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
929
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
930
                          {"ru","NCdQRMKWf-8","Как собрать Cuboid 3x3x4","YG Cuber"},
931
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
932
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
933
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
934
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
935
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
936
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
937
                         };
938
                }
939
      case 4: return new String[][] {
940
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
941
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
942
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
943
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
944
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
945
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
946
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
947
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
948
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
949
                      //    {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
950
                      //    {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
951
                      //    {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
952
                      //    {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
953
                      //    {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
954
                         };
955
      case 5: return new String[][] {
956
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
957
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
958
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
959
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
960
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
961
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
962
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
963
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
964
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
965
                         };
966
      case 6: return new String[][] {
967
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
968
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
969
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
970
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
971
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
972
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
973
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
974
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
975
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
976
                         };
977
      case 7: return new String[][] {
978
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
979
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
980
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
981
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
982
                          {"fr","_a31lM3i7r0","Comment résoudre le Rubik's Cube 7x7","Justin Fontugne"},
983
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
984
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
985
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
986
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
987
                         };
988
      }
989

    
990
    return null;
991
    }
992
}
(10-10/36)