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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ 361fd0de

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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.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.signature.ObjectConstants;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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  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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        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;
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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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    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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          };
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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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    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)
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    {
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    int[] indices;
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    int extraI, extraV, num, numL = getNumLayers()[0];
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    switch(numL)
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        {
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        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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    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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    return new ObjectFaceShape(bands,indices, null);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectVertexEffects getVertexEffects(int variant)
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    {
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    float[][] corners= { {0.036f,0.12f} };
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    float[][] centers= { {0.0f, 0.0f, 0.0f} };
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    int[] indices    = { 0,0,0,0,0,0,0,0 };
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    return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getEdgeNum(int cubit, 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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    if(x==1 || y==1 || z==1 ) return 0;
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    int numCorners = getNumCorners(numLayers);
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    int numEdges   = getNumEdges(numLayers);
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    int num = cubit - numCorners;
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    if( num>=0 && num<numEdges )
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      {
289
      int numLR = (x-2);
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      if( num<  numLR ) return 0;
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      if( num<2*numLR ) return 1;
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      if( num<3*numLR ) return 2;
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      if( num<4*numLR ) return 3;
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      num -= 4*numLR;
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      int numTD = (y-2);
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      if( num<  numTD ) return 4;
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      if( num<2*numTD ) return 5;
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      if( num<3*numTD ) return 6;
300
      if( num<4*numTD ) return 7;
301
      num -= 4*numTD;
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      int numFB = (z-2);
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      if( num<  numFB ) return 8;
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      if( num<2*numFB ) return 9;
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      if( num<3*numFB ) return 10;
307
      if( num<4*numFB ) return 11;
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      }
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    return -1;
311
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getCenterNum(int cubit, int[] numLayers)
316
    {
317
    int numCorners = getNumCorners(numLayers);
318
    int numEdges   = getNumEdges(numLayers);
319
    int num = cubit - numCorners - numEdges;
320

    
321
    if( num>=0 )
322
      {
323
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
324
      if( num<  numLR ) return 0;
325
      if( num<2*numLR ) return 1;
326
      num -= 2*numLR;
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328
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
329
      if( num<  numTD ) return 2;
330
      if( num<2*numTD ) return 3;
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      num -= 2*numTD;
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333
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
334
      if( num<  numFB ) return 4;
335
      if( num<2*numFB ) return 5;
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      }
337

    
338
    return -1;
339
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumCorners(int[] numLayers)
344
    {
345
    int x = numLayers[0];
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    int y = numLayers[1];
347
    int z = numLayers[2];
348

    
349
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
350
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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354
  private int getNumEdges(int[] numLayers)
355
    {
356
    int x = numLayers[0];
357
    int y = numLayers[1];
358
    int z = numLayers[2];
359

    
360
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
361
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
364

    
365
  public float[][] getCubitPositions(int[] numLayers)
366
    {
367
    final int X = numLayers[0];
368
    final int Y = numLayers[1];
369
    final int Z = numLayers[2];
370

    
371
    final float lenX = 0.5f*(X-1);
372
    final float lenY = 0.5f*(Y-1);
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    final float lenZ = 0.5f*(Z-1);
374

    
375
    int curPos = 0;
376

    
377
    if( X==1 )
378
      {
379
      float[][] pos = new float[X*Y*Z][];
380

    
381
      for(int y=0; y<Y; y++)
382
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
383

    
384
      return pos;
385
      }
386

    
387
    if( Y==1 )
388
      {
389
      float[][] pos = new float[X*Y*Z][];
390

    
391
      for(int x=0; x<X; x++)
392
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
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394
      return pos;
395
      }
396

    
397
    if( Z==1 )
398
      {
399
      float[][] pos = new float[X*Y*Z][];
400

    
401
      for(int x=0; x<X; x++)
402
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
403

    
404
      return pos;
405
      }
406

    
407
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
408
    float[][] pos = new float[numCubits][];
409

    
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
    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
415
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
416
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
417
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
418

    
419
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
420
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
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    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
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    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
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    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
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    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
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    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
426
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
427
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
428
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
429
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
430
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
431

    
432
    for(int y=1; y<Y-1; y++)
433
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
434

    
435
    for(int y=1; y<Y-1; y++)
436
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
437

    
438
    for(int x=1; x<X-1; x++)
439
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
440

    
441
    for(int x=1; x<X-1; x++)
442
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
443

    
444
    for(int x=1; x<X-1; x++)
445
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
446

    
447
    for(int x=1; x<X-1; x++)
448
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
449

    
450
    return pos;
451
    }
452

    
453
///////////////////////////////////////////////////////////////////////////////////////////////////
454

    
455
  public Static4D getCubitQuats(int cubit, int[] numLayers)
456
    {
457
    if( mLocQuats==null ) mLocQuats = getLocQuats();
458
    int variant = getCubitVariant(cubit,numLayers);
459

    
460
    switch(variant)
461
      {
462
      case 0: switch(cubit)
463
                {
464
                case 0: return mLocQuats[ 0];
465
                case 1: return mLocQuats[18];
466
                case 2: return mLocQuats[17];
467
                case 3: return mLocQuats[ 2];
468
                case 4: return mLocQuats[14];
469
                case 5: return mLocQuats[ 5];
470
                case 6: return mLocQuats[ 8];
471
                case 7: return mLocQuats[11];
472
                }
473
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
474
              switch(edgeEdge)
475
                {
476
                case  0: return mLocQuats[ 0];
477
                case  1: return mLocQuats[ 1];
478
                case  2: return mLocQuats[ 3];
479
                case  3: return mLocQuats[ 2];
480
                case  4: return mLocQuats[21];
481
                case  5: return mLocQuats[18];
482
                case  6: return mLocQuats[20];
483
                case  7: return mLocQuats[19];
484
                case  8: return mLocQuats[13];
485
                case  9: return mLocQuats[17];
486
                case 10: return mLocQuats[15];
487
                case 11: return mLocQuats[16];
488
                }
489
              break;
490
      case 2: int centerFace = getCenterNum(cubit,numLayers);
491
              switch(centerFace)
492
                {
493
                case 0 : return mLocQuats[ 6];
494
                case 1 : return mLocQuats[ 4];
495
                case 2 : return mLocQuats[ 1];
496
                case 3 : return mLocQuats[ 3];
497
                case 4 : return mLocQuats[ 0];
498
                case 5 : return mLocQuats[ 2];
499
                }
500
      }
501

    
502
    return mLocQuats[0];
503
    }
504

    
505
///////////////////////////////////////////////////////////////////////////////////////////////////
506

    
507
  public int getNumCubitVariants(int[] numLayers)
508
    {
509
    final int X = numLayers[0];
510
    final int Y = numLayers[1];
511
    final int Z = numLayers[2];
512

    
513
    if( X==1 || Y==1 || Z==1 ) return 1;
514
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
515

    
516
    return 3;
517
    }
518

    
519
///////////////////////////////////////////////////////////////////////////////////////////////////
520

    
521
  public int getCubitVariant(int cubit, int[] numLayers)
522
    {
523
    int numCorners = getNumCorners(numLayers);
524
    if( cubit < numCorners          ) return 0;
525
    int numEdges = getNumEdges(numLayers);
526
    if( cubit < numCorners+numEdges ) return 1;
527

    
528
    return 2;
529
    }
530

    
531
///////////////////////////////////////////////////////////////////////////////////////////////////
532

    
533
  public float[][] getCuts(int[] numLayers)
534
    {
535
    if( mCuts==null )
536
      {
537
      mCuts = new float[3][];
538

    
539
      for(int axis=0; axis<3; axis++)
540
        {
541
        int len = numLayers[axis];
542
        float start = (2-len)*0.5f;
543

    
544
        if( len>=2 )
545
          {
546
          mCuts[axis] = new float[len-1];
547
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
548
          }
549
        }
550
      }
551

    
552
    return mCuts;
553
    }
554

    
555
///////////////////////////////////////////////////////////////////////////////////////////////////
556

    
557
  public boolean[][] getLayerRotatable(int[] numLayers)
558
    {
559
    int numAxis = ROT_AXIS.length;
560
    boolean[][] layerRotatable = new boolean[numAxis][];
561

    
562
    for(int i=0; i<numAxis; i++)
563
      {
564
      layerRotatable[i] = new boolean[numLayers[i]];
565
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
566
      }
567

    
568
    if( isAShapeshifter(numLayers) && (numLayers[0]==1 || numLayers[1]==1 || numLayers[2]==1) )
569
      {
570
      for(int i=0; i<numAxis; i++)
571
        {
572
        if( (numLayers[i]%2)==1 )
573
          {
574
          int mid = (numLayers[i]-1)/2;
575
          layerRotatable[i][mid] = false;
576
          }
577
        }
578
      }
579

    
580
    return layerRotatable;
581
    }
582

    
583
///////////////////////////////////////////////////////////////////////////////////////////////////
584

    
585
  public int getTouchControlType()
586
    {
587
    return TC_CHANGING_MIRROR;
588
    }
589

    
590
///////////////////////////////////////////////////////////////////////////////////////////////////
591

    
592
  public int getTouchControlSplit()
593
    {
594
    return TYPE_NOT_SPLIT;
595
    }
596

    
597
///////////////////////////////////////////////////////////////////////////////////////////////////
598

    
599
  public int[][][] getEnabled()
600
    {
601
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
602
    }
603

    
604
///////////////////////////////////////////////////////////////////////////////////////////////////
605

    
606
  public float[] getDist3D(int[] numLayers)
607
    {
608
    float x = numLayers[0];
609
    float y = numLayers[1];
610
    float z = numLayers[2];
611
    float a = (x+y+z)/1.5f;
612

    
613
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
614
    }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617

    
618
  public Static3D[] getFaceAxis()
619
    {
620
    return TouchControlCuboids.FACE_AXIS;
621
    }
622

    
623
///////////////////////////////////////////////////////////////////////////////////////////////////
624

    
625
  public float getStickerRadius()
626
    {
627
    return 0.10f;
628
    }
629

    
630
///////////////////////////////////////////////////////////////////////////////////////////////////
631

    
632
  public float getStickerStroke()
633
    {
634
    float stroke = 0.08f;
635

    
636
    if( isInIconMode() )
637
      {
638
      int[] numLayers = getNumLayers();
639

    
640
      switch(numLayers[0])
641
        {
642
        case 2: stroke*=1.8f; break;
643
        case 3: stroke*=2.0f; break;
644
        case 4: stroke*=2.1f; break;
645
        default:stroke*=2.2f; break;
646
        }
647
      }
648

    
649
    return stroke;
650
    }
651

    
652
///////////////////////////////////////////////////////////////////////////////////////////////////
653

    
654
  public float[][][] getStickerAngles()
655
    {
656
    return null;
657
    }
658

    
659
///////////////////////////////////////////////////////////////////////////////////////////////////
660
// PUBLIC API
661

    
662
  public Static3D[] getRotationAxis()
663
    {
664
    return ROT_AXIS;
665
    }
666

    
667
///////////////////////////////////////////////////////////////////////////////////////////////////
668

    
669
  public String getShortName()
670
    {
671
    int[] numLayers = getNumLayers();
672

    
673
    int x = numLayers[0];
674
    int y = numLayers[1];
675

    
676
    switch(x)
677
      {
678
      case 2: switch(y)
679
                {
680
                case 2: return ListObjects.CUBE_2.name();
681
                case 3: return ListObjects.CU_232.name();
682
                case 4: return ListObjects.CU_242.name();
683
                }
684
      case 3: switch(y)
685
                {
686
                case 2: return ListObjects.CU_323.name();
687
                case 3: return ListObjects.CUBE_3.name();
688
                case 4: return ListObjects.CU_343.name();
689
                }
690
      case 4: switch(y)
691
                {
692
                case 2: return ListObjects.CU_424.name();
693
                case 3: return ListObjects.CU_432.name();
694
                case 4: return ListObjects.CUBE_4.name();
695
                }
696
      case 5: return ListObjects.CUBE_5.name();
697
      case 6: return ListObjects.CUBE_6.name();
698
      case 7: return ListObjects.CUBE_7.name();
699
      }
700

    
701
    return ListObjects.CUBE_3.name();
702
    }
703

    
704
///////////////////////////////////////////////////////////////////////////////////////////////////
705

    
706
  public ObjectSignature getSignature()
707
    {
708
    int[] numLayers = getNumLayers();
709

    
710
    int x = numLayers[0];
711
    int y = numLayers[1];
712

    
713
    switch(x)
714
      {
715
      case 2: switch(y)
716
                {
717
                case 2: return new ObjectSignature(ObjectConstants.CUBE_2);
718
                case 3: return new ObjectSignature(ObjectConstants.CU_232);
719
                case 4: return new ObjectSignature(ObjectConstants.CU_242);
720
                }
721
      case 3: switch(y)
722
                {
723
                case 2: return new ObjectSignature(ObjectConstants.CU_323);
724
                case 3: return new ObjectSignature(ObjectConstants.CUBE_3);
725
                case 4: return new ObjectSignature(ObjectConstants.CU_343);
726
                }
727
      case 4: switch(y)
728
                {
729
                case 2: return new ObjectSignature(ObjectConstants.CU_424);
730
                case 3: return new ObjectSignature(ObjectConstants.CU_432);
731
                case 4: return new ObjectSignature(ObjectConstants.CUBE_4);
732
                }
733
      case 5: return new ObjectSignature(ObjectConstants.CUBE_5);
734
      case 6: return new ObjectSignature(ObjectConstants.CUBE_6);
735
      case 7: return new ObjectSignature(ObjectConstants.CUBE_7);
736
      }
737

    
738
    return null;
739
    }
740

    
741
///////////////////////////////////////////////////////////////////////////////////////////////////
742

    
743
  private int basicAngle(int d1, int d2)
744
    {
745
    return ((d1-d2)%2)==0 ? 4 : 2;
746
    }
747

    
748
///////////////////////////////////////////////////////////////////////////////////////////////////
749

    
750
  public int[][] getBasicAngles()
751
    {
752
    if( mBasicAngle==null )
753
      {
754
      int[] num = getNumLayers();
755
      int numX = num[0];
756
      int numY = num[1];
757
      int numZ = num[2];
758

    
759
      int x = basicAngle(numY,numZ);
760
      int y = basicAngle(numX,numZ);
761
      int z = basicAngle(numX,numY);
762

    
763
      int[] tmpX = new int[numX];
764
      for(int i=0; i<numX; i++) tmpX[i] = x;
765
      int[] tmpY = new int[numY];
766
      for(int i=0; i<numY; i++) tmpY[i] = y;
767
      int[] tmpZ = new int[numZ];
768
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
769

    
770
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
771
      }
772
    return mBasicAngle;
773
    }
774

    
775
///////////////////////////////////////////////////////////////////////////////////////////////////
776

    
777
  public String getObjectName()
778
    {
779
    int[] numLayers = getNumLayers();
780

    
781
    int x = numLayers[0];
782
    int y = numLayers[1];
783

    
784
    switch(x)
785
      {
786
      case 2: switch(y)
787
                {
788
                case 2: return "Pocket Cube";
789
                case 3: return "Slim Tower";
790
                case 4: return "Rubik's Tower";
791
                }
792
      case 3: switch(y)
793
                {
794
                case 2: return "Rubik's Domino";
795
                case 3: return "Rubik Cube";
796
                case 4: return "3x3x4 Cuboid";
797
                }
798
      case 4: switch(y)
799
                {
800
                case 2: return "2x4x4 cuboid";
801
                case 3: return "2x3x4 cuboid";
802
                case 4: return "Rubik's Revenge";
803
                }
804
      case 5: return "Professor's Cube";
805
      case 6: return "6x6 Cube";
806
      case 7: return "7x7 Cube";
807
      }
808

    
809
    return "Rubik Cube";
810
    }
811

    
812
///////////////////////////////////////////////////////////////////////////////////////////////////
813

    
814
  public String getInventor()
815
    {
816
    int[] numLayers = getNumLayers();
817

    
818
    int x = numLayers[0];
819
    int y = numLayers[1];
820

    
821
    switch(x)
822
      {
823
      case 2: switch(y)
824
                {
825
                case 2: return "Larry Nichols";
826
                case 3: return "Katsuhiko Okamoto";
827
                case 4: return "Hidetoshi Takeji";
828
                }
829
      case 3: switch(y)
830
                {
831
                case 2: return "Unknown";
832
                case 3: return "Ernő Rubik";
833
                case 4: return "Cube4You";
834
                }
835
      case 4: switch(y)
836
                {
837
                case 2: return "Ola Jansson";
838
                case 3: return "Tony Fisher";
839
                case 4: return "Péter Sebestény";
840
                }
841
      case 5: return "Udo Krell";
842
      case 6:
843
      case 7: return "Panagiotis Verdes";
844
      }
845

    
846
    return "Ernő Rubik";
847
    }
848

    
849
///////////////////////////////////////////////////////////////////////////////////////////////////
850

    
851
  public int getYearOfInvention()
852
    {
853
    int[] numLayers = getNumLayers();
854

    
855
    int x = numLayers[0];
856
    int y = numLayers[1];
857

    
858
    switch(x)
859
      {
860
      case 2: switch(y)
861
                {
862
                case 2: return 1970;
863
                case 3: return 2001;
864
                case 4: return 2008;
865
                }
866
      case 3: switch(y)
867
                {
868
                case 2: return 0;
869
                case 3: return 1974;
870
                case 4: return 2009;
871
                }
872
      case 4: switch(y)
873
                {
874
                case 2: return 2011;
875
                case 3: return 2003;
876
                case 4: return 1981;
877
                }
878
      case 5: return 2002;
879
      case 6:
880
      case 7: return 2008;
881
      }
882

    
883
    return 1974;
884
    }
885

    
886
///////////////////////////////////////////////////////////////////////////////////////////////////
887

    
888
  public float getComplexity()
889
    {
890
    int[] numLayers = getNumLayers();
891

    
892
    int x = numLayers[0];
893
    int y = numLayers[1];
894

    
895
    switch(x)
896
      {
897
      case 2: switch(y)
898
                {
899
                case 2: return 1.6f;
900
                case 3: return 1.2f;
901
                case 4: return 1.9f;
902
                }
903
      case 3: switch(y)
904
                {
905
                case 2: return 2.1f;
906
                case 3: return 2.5f;
907
                case 4: return 2.91f;
908
                }
909
      case 4: switch(y)
910
                {
911
                case 2: return 2.4f;
912
                case 3: return 2.39f;
913
                case 4: return 3.50f;
914
                }
915
      case 5: return 4.21f;
916
      case 6: return 4.22f;
917
      case 7: return 4.23f;
918
      }
919

    
920
    return 2;
921
    }
922

    
923
///////////////////////////////////////////////////////////////////////////////////////////////////
924

    
925
  public String[][] getTutorials()
926
    {
927
    int[] numLayers = getNumLayers();
928

    
929
    int x = numLayers[0];
930
    int y = numLayers[1];
931

    
932
    switch(x)
933
      {
934
      case 2: switch(y)
935
                {
936
                case 2: return new String[][] {
937
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
938
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
939
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
940
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
941
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
942
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
943
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
944
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
945
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
946
                          {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
947
                         };
948
                case 3: return new String[][] {
949
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
950
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
951
                          {"ru","0L0odBYaKfo","Как собрать Cuboid 2x2x3","Алексей Ярыгин"},
952
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
953
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
954
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
955
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
956
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
957
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
958
                          {"tw","MOtpD79VeqY","2x2x3 教學","不正常魔術方塊研究中心"},
959
                         };
960
                case 4: return new String[][] {
961
                          {"gb","TKt1Qp0ls_k","How to Solve the 2x2x4","Z3"},
962
                          {"es","4KKDw0GvBWA","Tutorial Rubik Tower","QBAndo"},
963
                          {"ru","h2h2VAUBXNc","Как собрать Cuboid 2x2x4","Алексей Ярыгин"},
964
                          {"fr","f4fMDglDBXE","Résolution du 2x2x4","asthalis"},
965
                          {"de","3lzM4X9SJx8","2x2x4 Tower Tutorial","Pezcraft"},
966
                          {"pl","UNLuxCBiVRw","2x2x4 Cube Tutorial","MrUK"},
967
                          {"br","GmxKV2HNzLA","Como montar o Rubik's Tower 1/3","Rafael Cinoto"},
968
                          {"br","D_hU9occHPA","Como montar o Rubik's Tower 2/3","Rafael Cinoto"},
969
                          {"br","hXNokPVfN44","Como montar o Rubik's Tower 3/3","Rafael Cinoto"},
970
                          {"tw","oQes5V9nP8g","2x2x4 教學","不正常魔術方塊研究中心"},
971
                         };
972
                }
973
      case 3: switch(y)
974
                {
975
                case 2: return new String[][] {
976
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
977
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
978
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
979
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
980
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
981
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
982
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
983
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
984
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
985
                          {"tw","tf8Lfb4kvB8","3X3X2 教學","不正常魔術方塊研究中心"},
986
                         };
987
                case 3: return new String[][] {
988
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
989
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
990
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
991
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
992
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
993
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
994
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
995
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
996
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
997
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
998
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
999
                          {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
1000
                         };
1001
                case 4: return new String[][] {
1002
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
1003
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
1004
                          {"ru","F3bwe1ikDyo","Как собрать Cuboid 3x3x4","Никита Брулевич"},
1005
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
1006
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
1007
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
1008
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
1009
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
1010
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
1011
                          {"tw","S01Cq7U0bGg","3x3x4 教學","不正常魔術方塊研究中心"},
1012
                         };
1013
                }
1014
      case 4: switch(y)
1015
                {
1016
                case 2: return new String[][] {
1017
                          {"gb","y8oHpXWuBf8","4x4x2 Tutorial/Demonstration","SuperAntonioVivaldi"},
1018
                          {"es","x-h1iv3BF-o","Resolver paridad del 4x4x2","El rincón del Cubitero"},
1019
                          {"fr","cKt-eKVWwWI","Résolution du 4x4x2","asthalis"},
1020
                          {"pl","Jnp2SmICdTU","4x4x2 cube Tutorial","MrUK"},
1021
                          {"br","P8Vn6EKOFtQ","4x4x2 Cuboid walkthrough solve","Cubo vício"},
1022
                         };
1023
                case 3: return new String[][] {
1024
                          {"gb","OmtKISiVbTc","Back to Basics Part 2: 2x3x4","SuperAntonioVivaldi"},
1025
                          {"es","82p0mKydwOU","Tutorial 2x3x4 Español","Dany Cuber"},
1026
                          {"ru","lvUpVA3AXhI","Как собрать Cuboid 2x3x4","Алексей Ярыгин"},
1027
                          {"fr","ntu-WXxYyis","Résolution du 2x3x4","asthalis"},
1028
                          {"pl","BYfqzlWYt6I","2x3x4 Cube Tutorial","MrUK"},
1029
                          {"br","F1Nn0moXDYM","Cubóide 2x3x4 tutorial","marqüalrélio"},
1030
                          {"vn","lj_oe5lojn0","2x3x4 Tutorial","VĂN CÔNG TÙNG"},
1031
                         };
1032
                case 4: return new String[][] {
1033
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
1034
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
1035
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
1036
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
1037
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
1038
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
1039
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
1040
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
1041
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
1042
                          {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
1043
                          {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
1044
                          {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
1045
                          {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
1046
                          {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
1047
                         };
1048
                }
1049
      case 5: return new String[][] {
1050
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
1051
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
1052
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
1053
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
1054
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
1055
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
1056
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
1057
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
1058
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
1059
                          {"tw","mtgGDb9SmnA","五階降階法速解教學","1hrBLD"},
1060
                         };
1061
      case 6: return new String[][] {
1062
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
1063
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
1064
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
1065
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
1066
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
1067
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
1068
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
1069
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
1070
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
1071
                         };
1072
      case 7: return new String[][] {
1073
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
1074
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
1075
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
1076
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
1077
                          {"fr","iXNsJ7b-yZc","Comment résoudre le 7x7x7","Xavier Hornet"},
1078
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
1079
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
1080
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
1081
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
1082
                         };
1083
      }
1084

    
1085
    return null;
1086
    }
1087
}
(15-15/57)