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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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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_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_SPLIT_CORNER;
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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.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.signature.ObjectSignature;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.signature.ObjectConstants;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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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.shape.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyRedi 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( SQ3/3, SQ3/3, SQ3/3),
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new Static3D( SQ3/3, SQ3/3,-SQ3/3),
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new Static3D( SQ3/3,-SQ3/3, SQ3/3),
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new Static3D( SQ3/3,-SQ3/3,-SQ3/3)
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};
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private int[][] mEdges;
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private int[][] mBasicAngle;
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private float[][] mCuts;
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private float[][] mPosition;
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private int[] mQuatIndex;
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private boolean[][] mRotatable;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyRedi(int iconMode, Static4D quat, Static3D move, float scale, InitData data, InitAssets asset)
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{
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super(iconMode, data.getNumLayers()[0], quat, move, scale, data, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public float[][] returnRotationFactor()
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{
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float C = 2.0f;
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int numL = getNumLayers()[0];
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float[] f = new float[numL];
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for(int i=0; i<numL; i++) f[i] = C;
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return new float[][] { f,f,f,f };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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int[] numLayers = getNumLayers();
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if( numLayers[0]==3 )
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{
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mEdges = new int[][]
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{
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{ 0,8,1,8, 4,1,5,1, 6,7,7,7, 10,2,11,2, 12,6,13,6, 16,3,17,3, 18,5,19,5, 22,4,23,4 }, // 0
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{ 10,2,11,2, 16,3,17,3, 18,5,19,5 }, // 1
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{ 4,1,5,1, 12,6,13,6, 22,4,23,4 }, // 2
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{ 4,1,5,1, 6,7,7,7, 22,4,23,4 }, // 3
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{ 0,8,1,8, 10,2,11,2, 16,3,17,3 }, // 4
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{ 4,1,5,1, 6,7,7,7, 12,6,13,6 }, // 5
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{ 0,8,1,8, 10,2,11,2, 18,5,19,5 }, // 6
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{ 0,8,1,8, 16,3,17,3, 18,5,19,5 }, // 7
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{ 6,7,7,7, 12,6,13,6, 22,4,23,4 }, // 8
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};
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}
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else
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{
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mEdges = new int[][]
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{
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{ 0,16,1,16,2,8,3,8, 4,1,5,1,6,9,7,9, 8,15,9,15,10,7,11,7, 12,2,13,2,14,10,15,10, 16,14,17,14,18,6,19,6, 20,3,21,3,22,11,23,11, 24,13,25,13,26,5,27,5, 28,4,29,4,30,12,31,12 }, // 0
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{ 12,2,13,2,14,10,15,10, 20,3,21,3,22,11,23,11, 24,13,25,13,26,5,27,5, }, // 1
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{ 4,1,5,1,6,9,7,9, 16,14,17,14,18,6,19,6, 28,4,29,4,30,12,31,12 }, // 2
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{ 4,1,5,1,6,9,7,9, 8,15,9,15,10,7,11,7, 28,4,29,4,30,12,31,12 }, // 3
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{ 0,16,1,16,2,8,3,8, 12,2,13,2,14,10,15,10, 20,3,21,3,22,11,23,11, }, // 4
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{ 4,1,5,1,6,9,7,9, 8,15,9,15,10,7,11,7, 16,14,17,14,18,6,19,6, }, // 5
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{ 0,16,1,16,2,8,3,8, 12,2,13,2,14,10,15,10, 24,13,25,13,26,5,27,5, }, // 6
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{ 0,16,1,16,2,8,3,8, 20,3,21,3,22,11,23,11, 24,13,25,13,26,5,27,5, }, // 7
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{ 8,15,9,15,10,7,11,7, 16,14,17,14,18,6,19,6, 28,4,29,4,30,12,31,12 }, // 8
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{ 12,2,13,2, 20,3,21,3, 26,5,27,5, }, // 9
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{ 4,1,5,1, 18,6,19,6, 28,4,29,4, }, // 10
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{ 4,1,5,1, 10,7,11,7, 28,4,29,4, }, // 11
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{ 2,8,3,8, 12,2,13,2, 20,3,21,3, }, // 12
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{ 4,1,5,1, 10,7,11,7, 18,6,19,6, }, // 13
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{ 2,8,3,8, 12,2,13,2, 26,5,27,5, }, // 14
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{ 2,8,3,8, 20,3,21,3, 26,5,27,5, }, // 15
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{ 10,7,11,7, 18,6,19,6, 28,4,29,4, }, // 16
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};
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}
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int[][] getScrambleAlgorithms()
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{
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int[] numLayers = getNumLayers();
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if( numLayers[0]==3 )
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{
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return super.getScrambleAlgorithms();
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}
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else
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{
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if(mRotatable==null) mRotatable = createRotatable();
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return ScrambleEdgeGenerator.getScramblingAlgorithms(mBasicAngle, mRotatable);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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if( mCuts==null )
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{
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switch( numLayers[0] )
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{
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case 3: float C3 = SQ3/2 + 0.05f;
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float[] c3 = new float[] {-C3,C3};
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mCuts = new float[][] { c3,c3,c3,c3 };
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break;
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case 5: float A5 = 5*SQ3/3;
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float B5 = 3*SQ3/3;
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float[] c5 = new float[] {-A5,-B5, B5, A5};
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mCuts = new float[][] { c5,c5,c5,c5 };
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break;
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}
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}
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return mCuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean[][] createRotatable()
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{
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int numL = getNumLayers()[0];
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switch( numL )
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{
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case 3: boolean[] t3 = new boolean[] {true,false,true};
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return new boolean[][] { t3,t3,t3,t3 };
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case 5: boolean[] t5 = new boolean[] {true,true,false,true,true};
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return new boolean[][] { t5,t5,t5,t5 };
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean[][] getLayerRotatable(int[] numLayers)
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{
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if( mRotatable==null ) mRotatable = createRotatable();
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return mRotatable;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlType()
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{
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return TC_HEXAHEDRON;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchControlSplit()
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{
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return TYPE_SPLIT_CORNER;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][][] getEnabled()
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{
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return new int[][][]
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{
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{{0,1},{3,1},{2,3},{0,2}},
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{{2,3},{3,1},{0,1},{0,2}},
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{{1,2},{0,1},{0,3},{2,3}},
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{{1,2},{2,3},{0,3},{0,1}},
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{{0,3},{0,2},{1,2},{1,3}},
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{{1,2},{0,2},{0,3},{1,3}},
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[] getDist3D(int[] numLayers)
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{
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return TouchControlHexahedron.D3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static3D[] getFaceAxis()
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{
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return TouchControlHexahedron.FACE_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mPosition==null )
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{
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if( numLayers[0]==3 )
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{
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final float C = 1.0f;
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final float E = 1.5f;
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mPosition = new float[][]
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{
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{ C, C, C },
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{ C, C,-C },
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{ C,-C, C },
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{ C,-C,-C },
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{-C, C, C },
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{-C, C,-C },
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{-C,-C, C },
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{-C,-C,-C },
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{ 0, E, E },
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{ E, 0, E },
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{ 0,-E, E },
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{-E, 0, E },
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{ E, E, 0 },
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{ E,-E, 0 },
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{-E,-E, 0 },
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{-E, E, 0 },
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{ 0, E,-E },
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{ E, 0,-E },
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{ 0,-E,-E },
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{-E, 0,-E }
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};
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}
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else if( numLayers[0]==5 )
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{
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final float C = 15.0f/8;
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final float E = 2.5f;
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final float F = 5.0f/8;
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mPosition = new float[][]
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{
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{ C, C, C },
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{ C, C,-C },
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{ C,-C, C },
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{ C,-C,-C },
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{-C, C, C },
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{-C, C,-C },
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{-C,-C, C },
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{-C,-C,-C },
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{-F, E, E },
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{ F, E, E },
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{ E,-F, E },
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{ E, F, E },
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{-F,-E, E },
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{ F,-E, E },
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{-E,-F, E },
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{-E, F, E },
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{ E, E,-F },
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{ E, E, F },
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{ E,-E,-F },
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{ E,-E, F },
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{-E,-E,-F },
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{-E,-E, F },
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{-E, E,-F },
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{-E, E, F },
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{-F, E,-E },
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{ F, E,-E },
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{ E,-F,-E },
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{ E, F,-E },
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{-F,-E,-E },
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{ F,-E,-E },
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{-E,-F,-E },
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{-E, F,-E },
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{ 0, F, E },
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{ 0,-F, E },
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{ F, 0, E },
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{-F, 0, E },
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{ 0, F,-E },
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{ 0,-F,-E },
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{ F, 0,-E },
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{-F, 0,-E },
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{ E, 0, F },
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{ E, 0,-F },
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{ E, F, 0 },
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{ E,-F, 0 },
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{-E, 0, F },
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{-E, 0,-F },
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{-E, F, 0 },
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{-E,-F, 0 },
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{ 0,-E, F },
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{ 0,-E,-F },
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{ F,-E, 0 },
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{-F,-E, 0 },
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{ 0, E, F },
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{ 0, E,-F },
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{ F, E, 0 },
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{-F, E, 0 },
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};
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}
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}
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return mPosition;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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if( mQuatIndex==null ) mQuatIndex = new int[] { 0,2,10,8,1,4,6,7,11,5,9,3, 0,11,2,3,4,1 };
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switch(cubit)
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{
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case 0: return mObjectQuats[0]; // unit quat
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case 1: return new Static4D( SQ2/2,0,0,SQ2/2); // 90 along X
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case 2: return new Static4D(-SQ2/2,0,0,SQ2/2); // -90 along X
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case 3: return mObjectQuats[9]; // 180 along X
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case 4: return new Static4D(0, SQ2/2,0,SQ2/2); // 90 along Y
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case 5: return mObjectQuats[11]; // 180 along Y
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case 6: return mObjectQuats[10]; // 180 along Z
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case 7: return new Static4D(SQ2/2,0,-SQ2/2,0); // 180 along (SQ2/2,0,-SQ2/2)
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default: int index = numLayers[0]==3 ? (cubit-8) : (cubit<32 ? (cubit-8)/2 : (cubit-32)/4 + 12);
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return mObjectQuats[mQuatIndex[index]];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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float A = getNumLayers()[0]==3 ? 0.5f : 5.0f/8;
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float B = 2*A;
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float C = 3*A;
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if( variant==0 )
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{
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return new float[][]
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{
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{ 0, 0, 0 },
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{-A, A, A },
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{-A,-A, A },
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{ A, A, A },
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{ A,-A, A },
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{ A, A,-A },
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{ A,-A,-A },
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{-A, A,-A },
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};
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}
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else if( variant==1 )
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{
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return new float[][]
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{
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{-A, 0, 0},
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{ A, 0, 0},
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{-A,-B, 0},
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{ A,-B, 0},
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{ 0,-C, 0},
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{-A, 0,-B},
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{ A, 0,-B},
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{ 0, 0,-C},
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};
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}
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else
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{
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return new float[][]
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{
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{-A, 0, 0},
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{ 0,-A, 0},
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{ A, 0, 0},
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{ 0, A, 0},
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{ 0, 0,-A}
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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int[][] indices =
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{
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419
|
{ 2,4,3,1 },
|
420
|
{ 1,3,5,7 },
|
421
|
{ 4,6,5,3 },
|
422
|
|
423
|
{ 0,4,2 },
|
424
|
{ 0,7,5 },
|
425
|
{ 0,6,4 },
|
426
|
{ 0,1,7 },
|
427
|
{ 0,2,1 },
|
428
|
{ 0,5,6 }
|
429
|
};
|
430
|
|
431
|
return new ObjectShape(getVertices(variant), indices);
|
432
|
}
|
433
|
else if( variant==1 )
|
434
|
{
|
435
|
int[][] indices =
|
436
|
{
|
437
|
{ 0,2,4,3,1 },
|
438
|
{ 0,1,6,7,5 },
|
439
|
{ 1,3,6 },
|
440
|
{ 5,2,0 },
|
441
|
{ 4,7,6,3 },
|
442
|
{ 2,5,7,4 }
|
443
|
};
|
444
|
|
445
|
return new ObjectShape(getVertices(variant), indices);
|
446
|
}
|
447
|
else
|
448
|
{
|
449
|
int[][] indices = { {0,1,2,3},{4,1,0},{4,2,1},{4,3,2},{4,0,3} };
|
450
|
return new ObjectShape(getVertices(variant), indices);
|
451
|
}
|
452
|
}
|
453
|
|
454
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
455
|
|
456
|
public ObjectFaceShape getObjectFaceShape(int variant)
|
457
|
{
|
458
|
int numL = getNumLayers()[0];
|
459
|
|
460
|
if( variant==0 )
|
461
|
{
|
462
|
int N = numL==3 ? 5:4;
|
463
|
int E = numL==3 ? 1:0;
|
464
|
float h1 = isInIconMode() ? 0.001f : 0.06f;
|
465
|
float h2 = isInIconMode() ? 0.001f : 0.01f;
|
466
|
float[][] bands = { {h1,35,0.5f,0.7f,N,E,E}, {h2,35,0.2f,0.4f,N,E,E} };
|
467
|
int[] indices = { 0,0,0,1,1,1,1,1,1 };
|
468
|
return new ObjectFaceShape(bands,indices,null);
|
469
|
}
|
470
|
else if( variant==1 )
|
471
|
{
|
472
|
int N = numL==3 ? 6:5;
|
473
|
int E = numL==3 ? 1:0;
|
474
|
float h1 = isInIconMode() ? 0.001f : 0.038f;
|
475
|
float h2 = isInIconMode() ? 0.001f : 0.020f;
|
476
|
float[][] bands = { {h1,35,0.250f,0.7f,N,E,E}, {h2,35,0.125f,0.2f,3,E,E}, {h2,35,0.125f,0.2f,3,E,E} };
|
477
|
int[] indices = { 0,0,1,1,2,2 };
|
478
|
return new ObjectFaceShape(bands,indices,null);
|
479
|
}
|
480
|
else
|
481
|
{
|
482
|
int N1 = numL==3 ? 6:2;
|
483
|
int N2 = numL==3 ? 3:2;
|
484
|
int E = numL==3 ? 1:0;
|
485
|
float height = isInIconMode() ? 0.001f : 0.04f;
|
486
|
float[][] bands = { {height,35,SQ2/8,0.9f,N1,E,E}, {0.001f,35,1,0.0f,N2,0,0} };
|
487
|
int[] indices = { 0,1,1,1,1 };
|
488
|
return new ObjectFaceShape(bands,indices,null);
|
489
|
}
|
490
|
}
|
491
|
|
492
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
493
|
|
494
|
public ObjectVertexEffects getVertexEffects(int variant)
|
495
|
{
|
496
|
if( variant==0 )
|
497
|
{
|
498
|
float[][] corners = { {0.06f,0.12f} };
|
499
|
int[] indices = { -1,0,-1,0,0,0,-1,-1 };
|
500
|
float[][] centers = { { 0.0f, 0.0f, 0.0f} };
|
501
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
502
|
}
|
503
|
else if( variant==1 )
|
504
|
{
|
505
|
float[][] corners = { {0.06f,0.20f} };
|
506
|
int[] indices = { 0,0,-1,-1,-1,-1,-1,-1 };
|
507
|
float[][] centers = { { 0.0f,-0.75f,-0.75f} };
|
508
|
return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
|
509
|
}
|
510
|
else
|
511
|
{
|
512
|
return null;
|
513
|
}
|
514
|
}
|
515
|
|
516
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
517
|
|
518
|
public int getNumCubitVariants(int[] numLayers)
|
519
|
{
|
520
|
return numLayers[0]==3 ? 2 : 3;
|
521
|
}
|
522
|
|
523
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
524
|
|
525
|
public int getCubitVariant(int cubit, int[] numLayers)
|
526
|
{
|
527
|
switch( numLayers[0] )
|
528
|
{
|
529
|
case 3: return cubit<8 ? 0:1;
|
530
|
case 5: return cubit<8 ? 0 : cubit<32 ? 1:2;
|
531
|
}
|
532
|
return 0;
|
533
|
}
|
534
|
|
535
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
536
|
|
537
|
public float getStickerRadius()
|
538
|
{
|
539
|
return 0.09f;
|
540
|
}
|
541
|
|
542
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
543
|
|
544
|
public float getStickerStroke()
|
545
|
{
|
546
|
switch(getNumLayers()[0])
|
547
|
{
|
548
|
case 3: return isInIconMode() ? 0.20f : 0.09f;
|
549
|
case 5: return isInIconMode() ? 0.30f : 0.12f;
|
550
|
}
|
551
|
|
552
|
return 0;
|
553
|
}
|
554
|
|
555
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
556
|
|
557
|
public float[][][] getStickerAngles()
|
558
|
{
|
559
|
return null;
|
560
|
}
|
561
|
|
562
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
563
|
// PUBLIC API
|
564
|
|
565
|
public Static3D[] getRotationAxis()
|
566
|
{
|
567
|
return ROT_AXIS;
|
568
|
}
|
569
|
|
570
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
571
|
|
572
|
public int[][] getBasicAngles()
|
573
|
{
|
574
|
if( mBasicAngle==null )
|
575
|
{
|
576
|
int num = getNumLayers()[0];
|
577
|
int[] tmp = new int[num];
|
578
|
for(int i=0; i<num; i++) tmp[i] = 3;
|
579
|
mBasicAngle = new int[][] { tmp,tmp,tmp,tmp };
|
580
|
}
|
581
|
|
582
|
return mBasicAngle;
|
583
|
}
|
584
|
|
585
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
586
|
|
587
|
public String getShortName()
|
588
|
{
|
589
|
switch(getNumLayers()[0])
|
590
|
{
|
591
|
case 3: return ObjectType.REDI_3.name();
|
592
|
case 5: return ObjectType.FADI_5.name();
|
593
|
}
|
594
|
|
595
|
return null;
|
596
|
}
|
597
|
|
598
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
599
|
|
600
|
public ObjectSignature getSignature()
|
601
|
{
|
602
|
switch(getNumLayers()[0])
|
603
|
{
|
604
|
case 3: return new ObjectSignature(ObjectConstants.REDI_3);
|
605
|
case 5: return new ObjectSignature(ObjectConstants.FADI_5);
|
606
|
}
|
607
|
|
608
|
return null;
|
609
|
}
|
610
|
|
611
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
612
|
|
613
|
public String getObjectName()
|
614
|
{
|
615
|
switch(getNumLayers()[0])
|
616
|
{
|
617
|
case 3: return "Redi Cube";
|
618
|
case 5: return "Mosaic Cube";
|
619
|
}
|
620
|
return null;
|
621
|
}
|
622
|
|
623
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
624
|
|
625
|
public String getInventor()
|
626
|
{
|
627
|
return "Oskar van Deventer";
|
628
|
}
|
629
|
|
630
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
631
|
|
632
|
public int getYearOfInvention()
|
633
|
{
|
634
|
return 2009;
|
635
|
}
|
636
|
|
637
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
638
|
|
639
|
public int getComplexity()
|
640
|
{
|
641
|
switch(getNumLayers()[0])
|
642
|
{
|
643
|
case 3: return 1;
|
644
|
case 5: return 2;
|
645
|
}
|
646
|
return 1;
|
647
|
}
|
648
|
|
649
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
650
|
|
651
|
public String[][] getTutorials()
|
652
|
{
|
653
|
switch(getNumLayers()[0])
|
654
|
{
|
655
|
case 3: return new String[][] {
|
656
|
{"gb", "Qn7TJED6O-4", "How to Solve the MoYu Redi Cube", "Z3"},
|
657
|
{"es", "g0M38Aotgac", "Resolver Redi Cube", "Cuby"},
|
658
|
{"ru", "dlNRbE-hyzU", "Как собрать Реди Куб", "Алексей Ярыгин"},
|
659
|
{"fr", "zw7UZcqqsgA", "Comment résoudre le Redi Cube", "ValentinoCube"},
|
660
|
{"de", "YU8riouyC2w", "Redi Cube Solve", "CubaroCubing"},
|
661
|
{"pl", "vxo3lXMsWQI", "Jak ułożyć Redi Cube?", "DJ rubiks"},
|
662
|
{"br", "muQ8U_G4LmM", "Como resolver o Redi Cube", "Rafael Cinoto"},
|
663
|
{"kr", "a5CzDMbRzbY", "레디큐브를 배우기", "vincentcube"},
|
664
|
{"vn", "2JZxtmrKUn4", "Tutorial N.6 - Redi", "Duy Thích Rubik"},
|
665
|
{"tw", "LBKPL01IHD8", "Redi Cube盲解教學", "1hrBLD"},
|
666
|
};
|
667
|
case 5: return new String[][]{
|
668
|
{"gb", "Lp63Pn6q4vM", "Mosaic Cube", "Cubes made Easy"},
|
669
|
{"gb", "LGrxmaTiCZM", "How to solve the Mosaic Cube", "Cuber Stu"},
|
670
|
{"es", "o5_7dezogqM", "Resolver Mosaic Cube 1/4", "TheMaoiSha"},
|
671
|
{"es", "wT4wwCOfvQc", "Resolver Mosaic Cube 2/4", "TheMaoiSha"},
|
672
|
{"es", "yLdSbIK0ULU", "Resolver Mosaic Cube 3/4", "TheMaoiSha"},
|
673
|
{"es", "l_wl0AgP48k", "Resolver Mosaic Cube 4/4", "TheMaoiSha"},
|
674
|
{"ru", "wbbP45jHsU4", "Как собрать Мозаичный Куб", "SOLPUZ-Димон"},
|
675
|
{"pl", "Iu5vd_4h3Uc", "Mosaic cube Tutorial PL", "MrUK"},
|
676
|
{"br", "a-WiaZdlfjQ", "Mosaic Cube Walkthrough Solve", "Cubo vício"},
|
677
|
{"tw", "m0vG-cRB8fo", "Mosaic Cube Solution 1/2", "Arwin Hsu"},
|
678
|
{"tw", "qUDC4TF_1cw", "Mosaic Cube Solution 2/2", "Arwin Hsu"},
|
679
|
};
|
680
|
}
|
681
|
return null;
|
682
|
}
|
683
|
}
|