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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ 33ba467a

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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 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_CHANGING_MIRROR;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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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.metadata.Metadata;
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import org.distorted.objectlib.scrambling.ObjectScrambler;
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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.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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import org.distorted.objectlib.metadata.ListObjects;
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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 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 int[][] mEdges;
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  private float[][] mCuts;
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  private int[][] mBasicAngle;
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  private Static4D[] mLocQuats;
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  private int[] mShapeshiftingNumLayers;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCuboid(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, (meta.getNumLayers()[0]+meta.getNumLayers()[1]+meta.getNumLayers()[2])/3.0f, quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private boolean isAShapeshifter(int[] numLayers)
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    {
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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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    return ( (((x-y)%2)==0 && x!=y) || (((x-z)%2)==0 && x!=z) || (((y-z)%2)==0 && y!=z) );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int getScrambleType()
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    {
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    int[] numL = getNumLayers();
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    return isAShapeshifter(numL) ? ObjectScrambler.SCRAMBLING_SHAPESHIFTER : ObjectScrambler.SCRAMBLING_ALGORITHMS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int getInternalColor()
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    {
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    int[] numL = getNumLayers();
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    return isAShapeshifter(numL) ? 0xff333333 : 0xff000000;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int[][] getMinimalCubiesInRow()
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    {
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    int[] numL = getNumLayers();
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    int x = numL[0];
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    int y = numL[1];
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    int z = numL[2];
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    int num = 0;
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    if( ((x-y)%2)==0 && x!=y )
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      {
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      int m = Math.min(x,y);
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      num = m*z;
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      }
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    if( ((x-z)%2)==0 && x!=z )
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      {
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      int m = Math.min(x,z);
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      int n = m*y;
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      if( num==0 || num>n ) num=n;
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      }
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    if( ((y-z)%2)==0 && y!=z )
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      {
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      int m = Math.min(y,z);
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      int n = m*x;
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      if( num==0 || num>n ) num=n;
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      }
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    if( num>0 )
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      {
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      int max = x>y ? Math.max(x,z) : Math.max(y,z);
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      int min = x<y ? Math.min(x,z) : Math.min(y,z);
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      int val = min==1 ? 1 : num;
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      int[] m = new int[max];
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      for(int i=0; i<max; i++) m[i] = val;
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      return new int[][]{m, m, m};
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      }
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    return null;
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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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    int[] numLayers = getNumLayers();
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    int[] len = possiblyShapeshifterNumLayers(numLayers);
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    float[][] factor = new float[3][];
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    for(int ax=0; ax<3; ax++)
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      {
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      int numL = len[ax];
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      factor[ax] = new float[numL];
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      for(int la=0; la<numL; la++) factor[ax][la] = 1.0f;
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      }
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    return factor;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int[] possiblyShapeshifterNumLayers(int[] numLayers)
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    {
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    if( mShapeshiftingNumLayers==null )
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      {
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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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      if( y>x && ((y-x)%2)==0 ) x=y;
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      if( z>x && ((z-x)%2)==0 ) x=z;
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      if( x>y && ((x-y)%2)==0 ) y=x;
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      if( z>y && ((z-y)%2)==0 ) y=z;
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      if( x>z && ((x-z)%2)==0 ) z=x;
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      if( y>z && ((y-z)%2)==0 ) z=y;
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      mShapeshiftingNumLayers = new int[] {x,y,z};
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      }
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    return mShapeshiftingNumLayers;
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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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      mCuts = new float[3][];
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      int[] len = possiblyShapeshifterNumLayers(numLayers);
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      for(int axis=0; axis<3; axis++)
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        {
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        int l = len[axis];
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        float start = (2-l)*0.5f;
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        if( l>=2 )
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          {
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          mCuts[axis] = new float[l-1];
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          for(int i=0; i<l-1; i++) mCuts[axis][i] = start+i;
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          }
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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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  public boolean[][] getLayerRotatable(int[] numLayers)
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    {
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    int numAxis = ROT_AXIS.length;
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    boolean[][] layerRotatable = new boolean[numAxis][];
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    int[] len = possiblyShapeshifterNumLayers(numLayers);
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    for(int i=0; i<numAxis; i++)
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      {
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      int l = len[i];
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      layerRotatable[i] = new boolean[l];
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      for(int j=0; j<l; j++) layerRotatable[i][j] = true;
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      }
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    if( isAShapeshifter(numLayers) && (numLayers[0]==1 || numLayers[1]==1 || numLayers[2]==1) )
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      {
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      for(int i=0; i<numAxis; i++)
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        {
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        if( (len[i]%2)==1 )
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          {
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          int mid = (len[i]-1)/2;
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          layerRotatable[i][mid] = false;
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          }
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        }
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      }
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    return layerRotatable;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static4D[] getLocQuats()
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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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  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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      int X = numLayers[0];
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      int Y = numLayers[1];
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      int Z = numLayers[2];
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      if( X>1 && Y>1 && Z>1 )
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        {
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        mEdges = ScrambleEdgeGenerator.getScrambleEdgesCuboid(X,Y,Z);
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        }
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      else
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        {
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        int size = 3*(X+Y+Z);
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        int[] edge = new int[2*size];
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279
        for(int i=0; i<size; i++)
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          {
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          edge[2*i  ] = i;
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          edge[2*i+1] = 0;
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          }
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        mEdges = new int[][] { edge };
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        }
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      }
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    return mEdges;
290
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] getVertices(int variant)
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    {
296
    return new float[][]
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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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          };
307
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
312
    {
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    int[][] indices =
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          {
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              {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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          };
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    return new ObjectShape(getVertices(variant), indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
329
    {
330
    int[] indices;
331
    int extraI, extraV, num, numL = getNumLayers()[0];
332

    
333
    switch(numL)
334
        {
335
        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;
339
        }
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341
    float height = isInIconMode() ? 0.001f : 0.045f;
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    int angle = 35;
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    float R = 0.5f;
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    float S = 0.7f;
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    float[][] bands  =
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         {
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             {height,angle,R,S,num,extraI,extraV},
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             {0.001f,angle,R,S,  2, num-2,extraV},
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             {0.001f,angle,R,S,  2,     0,     0},
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             {0.001f,angle,R,S,num,extraI,extraV},
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         };
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         if( variant==0 ) indices = new int[] {3,0,3,0,3,0};
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    else if( variant==1 ) indices = new int[] {1,1,1,0,1,0};
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    else                  indices = new int[] {2,2,2,2,0,2};
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358
    return new ObjectFaceShape(bands,indices, null);
359
    }
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361
///////////////////////////////////////////////////////////////////////////////////////////////////
362

    
363
  public ObjectVertexEffects getVertexEffects(int variant)
364
    {
365
    float[][] corners= { {0.036f,0.12f} };
366
    float[][] centers= { {0.0f, 0.0f, 0.0f} };
367
    int[] indices    = { 0,0,0,0,0,0,0,0 };
368
    return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
369
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
372

    
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  private int getEdgeNum(int cubit, int[] numLayers)
374
    {
375
    int x = numLayers[0];
376
    int y = numLayers[1];
377
    int z = numLayers[2];
378

    
379
    if(x==1 || y==1 || z==1 ) return 0;
380

    
381
    int numCorners = getNumCorners(numLayers);
382
    int numEdges   = getNumEdges(numLayers);
383
    int num = cubit - numCorners;
384

    
385
    if( num>=0 && num<numEdges )
386
      {
387
      int numLR = (x-2);
388
      if( num<  numLR ) return 0;
389
      if( num<2*numLR ) return 1;
390
      if( num<3*numLR ) return 2;
391
      if( num<4*numLR ) return 3;
392
      num -= 4*numLR;
393

    
394
      int numTD = (y-2);
395
      if( num<  numTD ) return 4;
396
      if( num<2*numTD ) return 5;
397
      if( num<3*numTD ) return 6;
398
      if( num<4*numTD ) return 7;
399
      num -= 4*numTD;
400

    
401
      int numFB = (z-2);
402
      if( num<  numFB ) return 8;
403
      if( num<2*numFB ) return 9;
404
      if( num<3*numFB ) return 10;
405
      if( num<4*numFB ) return 11;
406
      }
407

    
408
    return -1;
409
    }
410

    
411
///////////////////////////////////////////////////////////////////////////////////////////////////
412

    
413
  private int getCenterNum(int cubit, int[] numLayers)
414
    {
415
    int numCorners = getNumCorners(numLayers);
416
    int numEdges   = getNumEdges(numLayers);
417
    int num = cubit - numCorners - numEdges;
418

    
419
    if( num>=0 )
420
      {
421
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
422
      if( num<  numLR ) return 0;
423
      if( num<2*numLR ) return 1;
424
      num -= 2*numLR;
425

    
426
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
427
      if( num<  numTD ) return 2;
428
      if( num<2*numTD ) return 3;
429
      num -= 2*numTD;
430

    
431
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
432
      if( num<  numFB ) return 4;
433
      if( num<2*numFB ) return 5;
434
      }
435

    
436
    return -1;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440

    
441
  private int getNumCorners(int[] numLayers)
442
    {
443
    int x = numLayers[0];
444
    int y = numLayers[1];
445
    int z = numLayers[2];
446

    
447
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451

    
452
  private int getNumEdges(int[] numLayers)
453
    {
454
    int x = numLayers[0];
455
    int y = numLayers[1];
456
    int z = numLayers[2];
457

    
458
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
459
    }
460

    
461
///////////////////////////////////////////////////////////////////////////////////////////////////
462

    
463
  public float[][] getCubitPositions(int[] numLayers)
464
    {
465
    final int X = numLayers[0];
466
    final int Y = numLayers[1];
467
    final int Z = numLayers[2];
468

    
469
    final float lenX = 0.5f*(X-1);
470
    final float lenY = 0.5f*(Y-1);
471
    final float lenZ = 0.5f*(Z-1);
472

    
473
    int curPos = 0;
474

    
475
    if( X==1 )
476
      {
477
      float[][] pos = new float[X*Y*Z][];
478

    
479
      for(int y=0; y<Y; y++)
480
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
481

    
482
      return pos;
483
      }
484

    
485
    if( Y==1 )
486
      {
487
      float[][] pos = new float[X*Y*Z][];
488

    
489
      for(int x=0; x<X; x++)
490
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
491

    
492
      return pos;
493
      }
494

    
495
    if( Z==1 )
496
      {
497
      float[][] pos = new float[X*Y*Z][];
498

    
499
      for(int x=0; x<X; x++)
500
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
501

    
502
      return pos;
503
      }
504

    
505
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
506
    float[][] pos = new float[numCubits][];
507

    
508
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
509
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
510
    pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
511
    pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
512
    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
513
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
514
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
515
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
516

    
517
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
518
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
519
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
520
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
521
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
522
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
523
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
524
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
525
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
526
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
527
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
528
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
529

    
530
    for(int y=1; y<Y-1; y++)
531
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
532

    
533
    for(int y=1; y<Y-1; y++)
534
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
535

    
536
    for(int x=1; x<X-1; x++)
537
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
538

    
539
    for(int x=1; x<X-1; x++)
540
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
541

    
542
    for(int x=1; x<X-1; x++)
543
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
544

    
545
    for(int x=1; x<X-1; x++)
546
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
547

    
548
    return pos;
549
    }
550

    
551
///////////////////////////////////////////////////////////////////////////////////////////////////
552

    
553
  public Static4D getCubitQuats(int cubit, int[] numLayers)
554
    {
555
    if( mLocQuats==null ) mLocQuats = getLocQuats();
556
    int variant = getCubitVariant(cubit,numLayers);
557

    
558
    switch(variant)
559
      {
560
      case 0: switch(cubit)
561
                {
562
                case 0: return mLocQuats[ 0];
563
                case 1: return mLocQuats[18];
564
                case 2: return mLocQuats[17];
565
                case 3: return mLocQuats[ 2];
566
                case 4: return mLocQuats[14];
567
                case 5: return mLocQuats[ 5];
568
                case 6: return mLocQuats[ 8];
569
                case 7: return mLocQuats[11];
570
                }
571
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
572
              switch(edgeEdge)
573
                {
574
                case  0: return mLocQuats[ 0];
575
                case  1: return mLocQuats[ 1];
576
                case  2: return mLocQuats[ 3];
577
                case  3: return mLocQuats[ 2];
578
                case  4: return mLocQuats[21];
579
                case  5: return mLocQuats[18];
580
                case  6: return mLocQuats[20];
581
                case  7: return mLocQuats[19];
582
                case  8: return mLocQuats[13];
583
                case  9: return mLocQuats[17];
584
                case 10: return mLocQuats[15];
585
                case 11: return mLocQuats[16];
586
                }
587
              break;
588
      case 2: int centerFace = getCenterNum(cubit,numLayers);
589
              switch(centerFace)
590
                {
591
                case 0 : return mLocQuats[ 6];
592
                case 1 : return mLocQuats[ 4];
593
                case 2 : return mLocQuats[ 1];
594
                case 3 : return mLocQuats[ 3];
595
                case 4 : return mLocQuats[ 0];
596
                case 5 : return mLocQuats[ 2];
597
                }
598
      }
599

    
600
    return mLocQuats[0];
601
    }
602

    
603
///////////////////////////////////////////////////////////////////////////////////////////////////
604

    
605
  public int getNumCubitVariants(int[] numLayers)
606
    {
607
    final int X = numLayers[0];
608
    final int Y = numLayers[1];
609
    final int Z = numLayers[2];
610

    
611
    if( X==1 || Y==1 || Z==1 ) return 1;
612
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
613

    
614
    return 3;
615
    }
616

    
617
///////////////////////////////////////////////////////////////////////////////////////////////////
618

    
619
  public int getCubitVariant(int cubit, int[] numLayers)
620
    {
621
    int numCorners = getNumCorners(numLayers);
622
    if( cubit < numCorners          ) return 0;
623
    int numEdges = getNumEdges(numLayers);
624
    if( cubit < numCorners+numEdges ) return 1;
625

    
626
    return 2;
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630

    
631
  public int getTouchControlType()
632
    {
633
    return TC_CHANGING_MIRROR;
634
    }
635

    
636
///////////////////////////////////////////////////////////////////////////////////////////////////
637

    
638
  public int getTouchControlSplit()
639
    {
640
    return TYPE_NOT_SPLIT;
641
    }
642

    
643
///////////////////////////////////////////////////////////////////////////////////////////////////
644

    
645
  public int[][][] getEnabled()
646
    {
647
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
648
    }
649

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

    
652
  public float[] getDist3D(int[] numLayers)
653
    {
654
    float x = numLayers[0];
655
    float y = numLayers[1];
656
    float z = numLayers[2];
657
    float a = (x+y+z)/1.5f;
658

    
659
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
660
    }
661

    
662
///////////////////////////////////////////////////////////////////////////////////////////////////
663

    
664
  public Static3D[] getFaceAxis()
665
    {
666
    return TouchControlCuboids.FACE_AXIS;
667
    }
668

    
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670

    
671
  public float getStickerRadius()
672
    {
673
    return 0.10f;
674
    }
675

    
676
///////////////////////////////////////////////////////////////////////////////////////////////////
677

    
678
  public float getStickerStroke()
679
    {
680
    float stroke = 0.08f;
681

    
682
    if( isInIconMode() )
683
      {
684
      int[] numLayers = getNumLayers();
685

    
686
      switch(numLayers[0])
687
        {
688
        case 2: stroke*=1.8f; break;
689
        case 3: stroke*=2.0f; break;
690
        case 4: stroke*=2.1f; break;
691
        default:stroke*=2.2f; break;
692
        }
693
      }
694

    
695
    return stroke;
696
    }
697

    
698
///////////////////////////////////////////////////////////////////////////////////////////////////
699

    
700
  public float[][][] getStickerAngles()
701
    {
702
    return null;
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706
// PUBLIC API
707

    
708
  public Static3D[] getRotationAxis()
709
    {
710
    return ROT_AXIS;
711
    }
712

    
713
///////////////////////////////////////////////////////////////////////////////////////////////////
714

    
715
  public String getShortName()
716
    {
717
    int[] numLayers = getNumLayers();
718

    
719
    int x = numLayers[0];
720
    int y = numLayers[1];
721

    
722
    switch(x)
723
      {
724
      case 2: switch(y)
725
                {
726
                case 2: return ListObjects.CUBE_2.name();
727
                case 3: return ListObjects.CU_232.name();
728
                case 4: return ListObjects.CU_242.name();
729
                }
730
      case 3: switch(y)
731
                {
732
                case 2: return ListObjects.CU_323.name();
733
                case 3: return ListObjects.CUBE_3.name();
734
                case 4: return ListObjects.CU_343.name();
735
                }
736
      case 4: switch(y)
737
                {
738
                case 2: return ListObjects.CU_424.name();
739
                case 3: return ListObjects.CU_432.name();
740
                case 4: return ListObjects.CUBE_4.name();
741
                }
742
      case 5: return ListObjects.CUBE_5.name();
743
      case 6: return ListObjects.CUBE_6.name();
744
      case 7: return ListObjects.CUBE_7.name();
745
      }
746

    
747
    return ListObjects.CUBE_3.name();
748
    }
749

    
750
///////////////////////////////////////////////////////////////////////////////////////////////////
751

    
752
  private int basicAngle(int d1, int d2)
753
    {
754
    return ((d1-d2)%2)==0 ? 4 : 2;
755
    }
756

    
757
///////////////////////////////////////////////////////////////////////////////////////////////////
758

    
759
  public int[][] getBasicAngles()
760
    {
761
    if( mBasicAngle==null )
762
      {
763
      int[] numLayers = getNumLayers();
764
      int[] len = possiblyShapeshifterNumLayers(numLayers);
765
      int numX = len[0];
766
      int numY = len[1];
767
      int numZ = len[2];
768

    
769
      int x = basicAngle(numY,numZ);
770
      int y = basicAngle(numX,numZ);
771
      int z = basicAngle(numX,numY);
772

    
773
      int[] tmpX = new int[numX];
774
      for(int i=0; i<numX; i++) tmpX[i] = x;
775
      int[] tmpY = new int[numY];
776
      for(int i=0; i<numY; i++) tmpY[i] = y;
777
      int[] tmpZ = new int[numZ];
778
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
779

    
780
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
781
      }
782
    return mBasicAngle;
783
    }
784

    
785
///////////////////////////////////////////////////////////////////////////////////////////////////
786

    
787
  public String[][] getTutorials()
788
    {
789
    int[] numLayers = getNumLayers();
790

    
791
    int x = numLayers[0];
792
    int y = numLayers[1];
793

    
794
    switch(x)
795
      {
796
      case 2: switch(y)
797
                {
798
                case 2: return new String[][] {
799
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
800
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
801
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
802
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
803
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
804
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
805
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
806
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
807
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
808
                          {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
809
                         };
810
                case 3: return new String[][] {
811
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
812
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
813
                          {"ru","0L0odBYaKfo","Как собрать Cuboid 2x2x3","Алексей Ярыгин"},
814
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
815
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
816
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
817
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
818
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
819
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
820
                          {"tw","MOtpD79VeqY","2x2x3 教學","不正常魔術方塊研究中心"},
821
                         };
822
                case 4: return new String[][] {
823
                          {"gb","TKt1Qp0ls_k","How to Solve the 2x2x4","Z3"},
824
                          {"es","4KKDw0GvBWA","Tutorial Rubik Tower","QBAndo"},
825
                          {"ru","h2h2VAUBXNc","Как собрать Cuboid 2x2x4","Алексей Ярыгин"},
826
                          {"fr","f4fMDglDBXE","Résolution du 2x2x4","asthalis"},
827
                          {"de","3lzM4X9SJx8","2x2x4 Tower Tutorial","Pezcraft"},
828
                          {"pl","UNLuxCBiVRw","2x2x4 Cube Tutorial","MrUK"},
829
                          {"br","GmxKV2HNzLA","Como montar o Rubik's Tower 1/3","Rafael Cinoto"},
830
                          {"br","D_hU9occHPA","Como montar o Rubik's Tower 2/3","Rafael Cinoto"},
831
                          {"br","hXNokPVfN44","Como montar o Rubik's Tower 3/3","Rafael Cinoto"},
832
                          {"tw","oQes5V9nP8g","2x2x4 教學","不正常魔術方塊研究中心"},
833
                         };
834
                }
835
      case 3: switch(y)
836
                {
837
                case 2: return new String[][] {
838
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
839
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
840
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
841
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
842
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
843
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
844
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
845
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
846
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
847
                          {"tw","tf8Lfb4kvB8","3X3X2 教學","不正常魔術方塊研究中心"},
848
                         };
849
                case 3: return new String[][] {
850
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
851
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
852
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
853
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
854
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
855
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
856
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
857
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
858
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
859
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
860
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
861
                          {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
862
                         };
863
                case 4: return new String[][] {
864
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
865
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
866
                          {"ru","F3bwe1ikDyo","Как собрать Cuboid 3x3x4","Никита Брулевич"},
867
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
868
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
869
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
870
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
871
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
872
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
873
                          {"tw","S01Cq7U0bGg","3x3x4 教學","不正常魔術方塊研究中心"},
874
                         };
875
                }
876
      case 4: switch(y)
877
                {
878
                case 2: return new String[][] {
879
                          {"gb","y8oHpXWuBf8","4x4x2 Tutorial/Demonstration","SuperAntonioVivaldi"},
880
                          {"es","x-h1iv3BF-o","Resolver paridad del 4x4x2","El rincón del Cubitero"},
881
                          {"fr","cKt-eKVWwWI","Résolution du 4x4x2","asthalis"},
882
                          {"pl","Jnp2SmICdTU","4x4x2 cube Tutorial","MrUK"},
883
                          {"br","P8Vn6EKOFtQ","4x4x2 Cuboid walkthrough solve","Cubo vício"},
884
                         };
885
                case 3: return new String[][] {
886
                          {"gb","OmtKISiVbTc","Back to Basics Part 2: 2x3x4","SuperAntonioVivaldi"},
887
                          {"es","82p0mKydwOU","Tutorial 2x3x4 Español","Dany Cuber"},
888
                          {"ru","lvUpVA3AXhI","Как собрать Cuboid 2x3x4","Алексей Ярыгин"},
889
                          {"fr","ntu-WXxYyis","Résolution du 2x3x4","asthalis"},
890
                          {"pl","BYfqzlWYt6I","2x3x4 Cube Tutorial","MrUK"},
891
                          {"br","F1Nn0moXDYM","Cubóide 2x3x4 tutorial","marqüalrélio"},
892
                          {"vn","lj_oe5lojn0","2x3x4 Tutorial","VĂN CÔNG TÙNG"},
893
                         };
894
                case 4: return new String[][] {
895
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
896
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
897
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
898
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
899
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
900
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
901
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
902
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
903
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
904
                          {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
905
                          {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
906
                          {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
907
                          {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
908
                          {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
909
                         };
910
                }
911
      case 5: return new String[][] {
912
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
913
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
914
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
915
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
916
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
917
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
918
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
919
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
920
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
921
                          {"tw","mtgGDb9SmnA","五階降階法速解教學","1hrBLD"},
922
                         };
923
      case 6: return new String[][] {
924
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
925
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
926
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
927
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
928
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
929
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
930
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
931
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
932
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
933
                         };
934
      case 7: return new String[][] {
935
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
936
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
937
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
938
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
939
                          {"fr","iXNsJ7b-yZc","Comment résoudre le 7x7x7","Xavier Hornet"},
940
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
941
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
942
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
943
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
944
                         };
945
      }
946

    
947
    return null;
948
    }
949
}
(15-15/59)