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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ 5d09301e

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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_CUBOID;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import java.io.InputStream;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyCuboid extends ShapeHexahedron
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{
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(1,0,0),
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           new Static3D(0,1,0),
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           new Static3D(0,0,1)
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         };
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  private ScrambleState[] mStates;
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  private float[][] mCuts;
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  private int[][] mBasicAngle;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCuboid(InitData data, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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    {
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    super(data, meshState, iconMode, (data.getNumLayers()[0]+data.getNumLayers()[1]+data.getNumLayers()[2])/3.0f, quat, move, scale, stream);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we need to explicitly provide the quaternion group because the Cuboids do not have the whole
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// group and it would crash in getCubitQuats()
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  @Override
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  public Static4D[] getQuats()
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    {
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    return new Static4D[]
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      {
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        new Static4D(  0.0f,  0.0f,  0.0f, 1.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f, SQ2/2),
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        new Static4D(  1.0f,  0.0f,  0.0f, 0.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f,-SQ2/2),
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        new Static4D(  0.0f, SQ2/2,  0.0f, SQ2/2),
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        new Static4D(  0.0f,  1.0f,  0.0f,  0.0f),
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        new Static4D(  0.0f, SQ2/2,  0.0f,-SQ2/2),
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        new Static4D(  0.0f,  0.0f, SQ2/2, SQ2/2),
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        new Static4D(  0.0f,  0.0f,  1.0f,  0.0f),
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        new Static4D(  0.0f,  0.0f, SQ2/2,-SQ2/2),
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        new Static4D(  0.5f,  0.5f, -0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2,-SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D(  0.5f,  0.5f,  0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2, SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f,  0.5f, -0.5f),
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        new Static4D( SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D(-SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D( SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(-SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(  0.5f, -0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f, -0.5f, -0.5f,  0.5f),
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        new Static4D(  0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f,  0.5f, -0.5f,  0.5f),
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int[] createEdges(int size, boolean full, int vertex)
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    {
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    if( size==1 ) return null;
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    if( full )
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      {
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      int[] ret = new int[9*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[9*l  ] = l;
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        ret[9*l+1] =-1;
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        ret[9*l+2] = vertex;
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        ret[9*l+3] = l;
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        ret[9*l+4] = 1;
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        ret[9*l+5] = vertex;
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        ret[9*l+6] = l;
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        ret[9*l+7] = 2;
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        ret[9*l+8] = vertex;
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        }
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      return ret;
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      }
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    else
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      {
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      int[] ret = new int[6*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[6*l  ] = l;
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        ret[6*l+1] = 1;
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        ret[6*l+2] = vertex;
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        ret[6*l+3] = l;
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        ret[6*l+4] =-1;
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        ret[6*l+5] = vertex;
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        }
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      return ret;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int[] numLayers = getNumLayers();
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      int X = numLayers[0];
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      int Y = numLayers[1];
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      int Z = numLayers[2];
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      int[][] mX = new int[16][];
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      int[][] mY = new int[16][];
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      int[][] mZ = new int[16][];
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      for(int i=0; i<16; i++)
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        {
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        mX[i] = createEdges(X,Y==Z,i);
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        mY[i] = createEdges(Y,X==Z,i);
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        mZ[i] = createEdges(Z,X==Y,i);
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        }
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      if( X>1 && Y>1 && Z>1 )
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        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 1], mY[ 2], mZ[ 3] } ),  //  0 0
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[ 5] } ),  //  1 x
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[ 7] } ),  //  2 y
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          new ScrambleState( new int[][] { mX[ 8], mY[ 9],   null } ),  //  3 z
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          new ScrambleState( new int[][] { mX[10],   null, mZ[ 7] } ),  //  4 xy
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          new ScrambleState( new int[][] { mX[11], mY[ 9],   null } ),  //  5 xz
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          new ScrambleState( new int[][] {   null, mY[12], mZ[ 5] } ),  //  6 yx
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          new ScrambleState( new int[][] { mX[ 8], mY[13],   null } ),  //  7 yz
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[14] } ),  //  8 zx
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[15] } ),  //  9 zy
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          new ScrambleState( new int[][] {   null,   null, mZ[ 5] } ),  // 10 xyx
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          new ScrambleState( new int[][] {   null, mY[ 4],   null } ),  // 11 xzx
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          new ScrambleState( new int[][] {   null,   null, mZ[ 7] } ),  // 12 yxy
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          new ScrambleState( new int[][] { mX[ 6],   null,   null } ),  // 13 yzy
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          new ScrambleState( new int[][] {   null, mY[ 9],   null } ),  // 14 zxz
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          new ScrambleState( new int[][] { mX[ 8],   null,   null } ),  // 15 zyz
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          };
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        }
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      else if( X==1 && Y==1 && Z==1 )
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        {
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        int[] state = new int[] {0,-1,0,0,1,0,0,2,0};
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { state, state, state } )
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          };
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        }
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      else
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        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 0], mY[ 0], mZ[ 0] } )
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          };
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        }
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      }
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    return mStates;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
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    float[][] vertices =
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          {
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              { 0.5f, 0.5f, 0.5f },
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              { 0.5f, 0.5f,-0.5f },
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              { 0.5f,-0.5f, 0.5f },
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              { 0.5f,-0.5f,-0.5f },
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              {-0.5f, 0.5f, 0.5f },
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              {-0.5f, 0.5f,-0.5f },
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              {-0.5f,-0.5f, 0.5f },
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              {-0.5f,-0.5f,-0.5f },
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          };
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    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(vertices, indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
227

    
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  public ObjectFaceShape getObjectFaceShape(int variant)
229
    {
230
    int[] bandIndices;
231
    int extraI, extraV, num, numL = getNumLayers()[0];
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    float height = isInIconMode() ? 0.001f : 0.045f;
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234
    switch(numL)
235
        {
236
        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[][] 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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    float[][] bands  =
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         {
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             {height,35,0.5f,0.7f,num,extraI,extraV},
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             {0.001f,35,0.5f,0.7f,  2, num-2,extraV},
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             {0.001f,35,0.5f,0.7f,  2,     0,     0},
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             {0.001f,35,0.5f,0.7f,num,extraI,extraV},
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         };
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253
         if( variant==0 ) bandIndices = new int[] {3,0,3,0,3,0};
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    else if( variant==1 ) bandIndices = new int[] {1,1,1,0,1,0};
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    else                  bandIndices = new int[] {2,2,2,2,0,2};
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257
    return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices, null);
258
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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262
  private int getEdgeNum(int cubit, int[] numLayers)
263
    {
264
    int x = numLayers[0];
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    int y = numLayers[1];
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    int z = numLayers[2];
267

    
268
    if(x==1 || y==1 || z==1 ) return 0;
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270
    int numCorners = getNumCorners(numLayers);
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    int numEdges   = getNumEdges(numLayers);
272
    int num = cubit - numCorners;
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274
    if( num>=0 && num<numEdges )
275
      {
276
      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;
280
      if( num<4*numLR ) return 3;
281
      num -= 4*numLR;
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283
      int numTD = (y-2);
284
      if( num<  numTD ) return 4;
285
      if( num<2*numTD ) return 5;
286
      if( num<3*numTD ) return 6;
287
      if( num<4*numTD ) return 7;
288
      num -= 4*numTD;
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290
      int numFB = (z-2);
291
      if( num<  numFB ) return 8;
292
      if( num<2*numFB ) return 9;
293
      if( num<3*numFB ) return 10;
294
      if( num<4*numFB ) return 11;
295
      }
296

    
297
    return -1;
298
    }
299

    
300
///////////////////////////////////////////////////////////////////////////////////////////////////
301

    
302
  private int getCenterNum(int cubit, int[] numLayers)
303
    {
304
    int numCorners = getNumCorners(numLayers);
305
    int numEdges   = getNumEdges(numLayers);
306
    int num = cubit - numCorners - numEdges;
307

    
308
    if( num>=0 )
309
      {
310
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
311
      if( num<  numLR ) return 0;
312
      if( num<2*numLR ) return 1;
313
      num -= 2*numLR;
314

    
315
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
316
      if( num<  numTD ) return 2;
317
      if( num<2*numTD ) return 3;
318
      num -= 2*numTD;
319

    
320
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
321
      if( num<  numFB ) return 4;
322
      if( num<2*numFB ) return 5;
323
      }
324

    
325
    return -1;
326
    }
327

    
328
///////////////////////////////////////////////////////////////////////////////////////////////////
329

    
330
  private int getNumCorners(int[] numLayers)
331
    {
332
    int x = numLayers[0];
333
    int y = numLayers[1];
334
    int z = numLayers[2];
335

    
336
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
337
    }
338

    
339
///////////////////////////////////////////////////////////////////////////////////////////////////
340

    
341
  private int getNumEdges(int[] numLayers)
342
    {
343
    int x = numLayers[0];
344
    int y = numLayers[1];
345
    int z = numLayers[2];
346

    
347
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
348
    }
349

    
350
///////////////////////////////////////////////////////////////////////////////////////////////////
351

    
352
  public float[][] getCubitPositions(int[] numLayers)
353
    {
354
    final int X = numLayers[0];
355
    final int Y = numLayers[1];
356
    final int Z = numLayers[2];
357

    
358
    final float lenX = 0.5f*(X-1);
359
    final float lenY = 0.5f*(Y-1);
360
    final float lenZ = 0.5f*(Z-1);
361

    
362
    int curPos = 0;
363

    
364
    if( X==1 )
365
      {
366
      float[][] pos = new float[X*Y*Z][];
367

    
368
      for(int y=0; y<Y; y++)
369
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
370

    
371
      return pos;
372
      }
373

    
374
    if( Y==1 )
375
      {
376
      float[][] pos = new float[X*Y*Z][];
377

    
378
      for(int x=0; x<X; x++)
379
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
380

    
381
      return pos;
382
      }
383

    
384
    if( Z==1 )
385
      {
386
      float[][] pos = new float[X*Y*Z][];
387

    
388
      for(int x=0; x<X; x++)
389
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
390

    
391
      return pos;
392
      }
393

    
394
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
395
    float[][] pos = new float[numCubits][];
396

    
397
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
398
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
399
    pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
400
    pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
401
    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
402
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
403
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
404
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
405

    
406
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
407
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
408
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
409
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
410
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
411
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
412
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
413
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
414
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
415
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
416
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
417
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
418

    
419
    for(int y=1; y<Y-1; y++)
420
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
421

    
422
    for(int y=1; y<Y-1; y++)
423
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
424

    
425
    for(int x=1; x<X-1; x++)
426
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
427

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

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

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

    
437
    return pos;
438
    }
439

    
440
///////////////////////////////////////////////////////////////////////////////////////////////////
441

    
442
  public Static4D getCubitQuats(int cubit, int[] numLayers)
443
    {
444
    int variant = getCubitVariant(cubit,numLayers);
445

    
446
    switch(variant)
447
      {
448
      case 0: switch(cubit)
449
                {
450
                case 0: return mObjectQuats[ 0];
451
                case 1: return mObjectQuats[18];
452
                case 2: return mObjectQuats[17];
453
                case 3: return mObjectQuats[ 2];
454
                case 4: return mObjectQuats[14];
455
                case 5: return mObjectQuats[ 5];
456
                case 6: return mObjectQuats[ 8];
457
                case 7: return mObjectQuats[11];
458
                }
459
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
460
              switch(edgeEdge)
461
                {
462
                case  0: return mObjectQuats[ 0];
463
                case  1: return mObjectQuats[ 1];
464
                case  2: return mObjectQuats[ 3];
465
                case  3: return mObjectQuats[ 2];
466
                case  4: return mObjectQuats[21];
467
                case  5: return mObjectQuats[18];
468
                case  6: return mObjectQuats[20];
469
                case  7: return mObjectQuats[19];
470
                case  8: return mObjectQuats[13];
471
                case  9: return mObjectQuats[17];
472
                case 10: return mObjectQuats[15];
473
                case 11: return mObjectQuats[16];
474
                }
475
              break;
476
      case 2: int centerFace = getCenterNum(cubit,numLayers);
477
              switch(centerFace)
478
                {
479
                case 0 : return mObjectQuats[ 6];
480
                case 1 : return mObjectQuats[ 4];
481
                case 2 : return mObjectQuats[ 1];
482
                case 3 : return mObjectQuats[ 3];
483
                case 4 : return mObjectQuats[ 0];
484
                case 5 : return mObjectQuats[ 2];
485
                }
486
      }
487

    
488
    return mObjectQuats[0];
489
    }
490

    
491
///////////////////////////////////////////////////////////////////////////////////////////////////
492

    
493
  public int getNumCubitVariants(int[] numLayers)
494
    {
495
    final int X = numLayers[0];
496
    final int Y = numLayers[1];
497
    final int Z = numLayers[2];
498

    
499
    if( X==1 || Y==1 || Z==1 ) return 1;
500
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
501

    
502
    return 3;
503
    }
504

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

    
507
  public int getCubitVariant(int cubit, int[] numLayers)
508
    {
509
    int numCorners = getNumCorners(numLayers);
510
    if( cubit < numCorners          ) return 0;
511
    int numEdges = getNumEdges(numLayers);
512
    if( cubit < numCorners+numEdges ) return 1;
513

    
514
    return 2;
515
    }
516

    
517
///////////////////////////////////////////////////////////////////////////////////////////////////
518

    
519
  public float[][] getCuts(int[] numLayers)
520
    {
521
    if( mCuts==null )
522
      {
523
      mCuts = new float[3][];
524

    
525
      for(int axis=0; axis<3; axis++)
526
        {
527
        int len = numLayers[axis];
528
        float start = (2-len)*0.5f;
529

    
530
        if( len>=2 )
531
          {
532
          mCuts[axis] = new float[len-1];
533
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
534
          }
535
        }
536
      }
537

    
538
    return mCuts;
539
    }
540

    
541
///////////////////////////////////////////////////////////////////////////////////////////////////
542

    
543
  public boolean[][] getLayerRotatable(int[] numLayers)
544
    {
545
    int numAxis = ROT_AXIS.length;
546
    boolean[][] layerRotatable = new boolean[numAxis][];
547

    
548
    for(int i=0; i<numAxis; i++)
549
      {
550
      layerRotatable[i] = new boolean[numLayers[i]];
551
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
552
      }
553

    
554
    return layerRotatable;
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558

    
559
  public int getTouchControlType()
560
    {
561
    return TC_CUBOID;
562
    }
563

    
564
///////////////////////////////////////////////////////////////////////////////////////////////////
565

    
566
  public int getTouchControlSplit()
567
    {
568
    return TYPE_NOT_SPLIT;
569
    }
570

    
571
///////////////////////////////////////////////////////////////////////////////////////////////////
572

    
573
  public int[][][] getEnabled()
574
    {
575
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
576
    }
577

    
578
///////////////////////////////////////////////////////////////////////////////////////////////////
579

    
580
  public float[] getDist3D(int[] numLayers)
581
    {
582
    float x = numLayers[0];
583
    float y = numLayers[1];
584
    float z = numLayers[2];
585
    float a = (x+y+z)/1.5f;
586

    
587
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
588
    }
589

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

    
592
  public Static3D[] getFaceAxis()
593
    {
594
    return TouchControlCuboids.FACE_AXIS;
595
    }
596

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

    
599
  public float getStickerRadius()
600
    {
601
    return 0.10f;
602
    }
603

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

    
606
  public float getStickerStroke()
607
    {
608
    float stroke = 0.08f;
609

    
610
    if( isInIconMode() )
611
      {
612
      int[] numLayers = getNumLayers();
613

    
614
      switch(numLayers[0])
615
        {
616
        case 2: stroke*=1.8f; break;
617
        case 3: stroke*=2.0f; break;
618
        case 4: stroke*=2.1f; break;
619
        default:stroke*=2.2f; break;
620
        }
621
      }
622

    
623
    return stroke;
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627

    
628
  public float[][] getStickerAngles()
629
    {
630
    return null;
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634
// PUBLIC API
635

    
636
  public Static3D[] getRotationAxis()
637
    {
638
    return ROT_AXIS;
639
    }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642

    
643
  public String getShortName()
644
    {
645
    int[] numLayers = getNumLayers();
646

    
647
    int x = numLayers[0];
648
    int y = numLayers[1];
649

    
650
    switch(x)
651
      {
652
      case 2: switch(y)
653
                {
654
                case 2: return ObjectType.CUBE_2.name();
655
                case 3: return ObjectType.CU_232.name();
656
                }
657
      case 3: switch(y)
658
                {
659
                case 2: return ObjectType.CU_323.name();
660
                case 3: return ObjectType.CUBE_3.name();
661
                case 4: return ObjectType.CU_343.name();
662
                }
663
      case 4: return ObjectType.CUBE_4.name();
664
      case 5: return ObjectType.CUBE_5.name();
665
      case 6: return ObjectType.CUBE_6.name();
666
      case 7: return ObjectType.CUBE_7.name();
667
      }
668

    
669
    return ObjectType.CUBE_3.name();
670
    }
671

    
672
///////////////////////////////////////////////////////////////////////////////////////////////////
673

    
674
  public ObjectSignature getSignature()
675
    {
676
    int[] numLayers = getNumLayers();
677

    
678
    int x = numLayers[0];
679
    int y = numLayers[1];
680

    
681
    switch(x)
682
      {
683
      case 2: switch(y)
684
                {
685
                case 2: return new ObjectSignature(ObjectType.CUBE_2);
686
                case 3: return new ObjectSignature(ObjectType.CU_232);
687
                }
688
      case 3: switch(y)
689
                {
690
                case 2: return new ObjectSignature(ObjectType.CU_323);
691
                case 3: return new ObjectSignature(ObjectType.CUBE_3);
692
                case 4: return new ObjectSignature(ObjectType.CU_343);
693
                }
694
      case 4: return new ObjectSignature(ObjectType.CUBE_4);
695
      case 5: return new ObjectSignature(ObjectType.CUBE_5);
696
      case 6: return new ObjectSignature(ObjectType.CUBE_6);
697
      case 7: return new ObjectSignature(ObjectType.CUBE_7);
698
      }
699

    
700
    return null;
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704

    
705
  public int[][] getBasicAngles()
706
    {
707
    if( mBasicAngle==null )
708
      {
709
      int[] num = getNumLayers();
710
      int numX = num[0];
711
      int numY = num[1];
712
      int numZ = num[2];
713

    
714
      int x = numY==numZ ? 4 : 2;
715
      int y = numX==numZ ? 4 : 2;
716
      int z = numX==numY ? 4 : 2;
717

    
718
      int[] tmpX = new int[numX];
719
      for(int i=0; i<numX; i++) tmpX[i] = x;
720
      int[] tmpY = new int[numY];
721
      for(int i=0; i<numY; i++) tmpY[i] = y;
722
      int[] tmpZ = new int[numZ];
723
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
724

    
725
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
726
      }
727
    return mBasicAngle;
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731

    
732
  public String getObjectName()
733
    {
734
    int[] numLayers = getNumLayers();
735

    
736
    int x = numLayers[0];
737
    int y = numLayers[1];
738

    
739
    switch(x)
740
      {
741
      case 2: switch(y)
742
                {
743
                case 2: return "Pocket Cube";
744
                case 3: return "Slim Tower";
745
                }
746
      case 3: switch(y)
747
                {
748
                case 2: return "2x2x3 Cuboid";
749
                case 3: return "Rubik Cube";
750
                case 4: return "3x3x4 Cuboid";
751
                }
752
      case 4: return "Rubik's Revenge";
753
      case 5: return "Professor's Cube";
754
      case 6: return "6x6 Cube";
755
      case 7: return "7x7 Cube";
756
      }
757

    
758
    return "Rubik Cube";
759
    }
760

    
761
///////////////////////////////////////////////////////////////////////////////////////////////////
762

    
763
  public String getInventor()
764
    {
765
    int[] numLayers = getNumLayers();
766

    
767
    int x = numLayers[0];
768
    int y = numLayers[1];
769

    
770
    switch(x)
771
      {
772
      case 2: switch(y)
773
                {
774
                case 2: return "Larry Nichols";
775
                case 3: return "Katsuhiko Okamoto";
776
                }
777
      case 3: switch(y)
778
                {
779
                case 2: return "Unknown";
780
                case 3: return "Ernő Rubik";
781
                case 4: return "Cube4You";
782
                }
783
      case 4: return "Péter Sebestény";
784
      case 5: return "Udo Krell";
785
      case 6:
786
      case 7: return "Panagiotis Verdes";
787
      }
788

    
789
    return "Ernő Rubik";
790
    }
791

    
792
///////////////////////////////////////////////////////////////////////////////////////////////////
793

    
794
  public int getYearOfInvention()
795
    {
796
    int[] numLayers = getNumLayers();
797

    
798
    int x = numLayers[0];
799
    int y = numLayers[1];
800

    
801
    switch(x)
802
      {
803
      case 2: switch(y)
804
                {
805
                case 2: return 1970;
806
                case 3: return 2001;
807
                }
808
      case 3: switch(y)
809
                {
810
                case 2: return 0;
811
                case 3: return 1974;
812
                case 4: return 2009;
813
                }
814
      case 4: return 1981;
815
      case 5: return 2002;
816
      case 6:
817
      case 7: return 2008;
818
      }
819

    
820
    return 1974;
821
    }
822

    
823
///////////////////////////////////////////////////////////////////////////////////////////////////
824

    
825
  public int getComplexity()
826
    {
827
    int[] numLayers = getNumLayers();
828

    
829
    int x = numLayers[0];
830
    int y = numLayers[1];
831

    
832
    switch(x)
833
      {
834
      case 2: switch(y)
835
                {
836
                case 2:
837
                case 3: return 1;
838
                }
839
      case 3: switch(y)
840
                {
841
                case 2:
842
                case 3: return 2;
843
                case 4: return 3;
844
                }
845
      case 4: return 3;
846
      case 5:
847
      case 6:
848
      case 7: return 4;
849
      }
850

    
851
    return 2;
852
    }
853

    
854
///////////////////////////////////////////////////////////////////////////////////////////////////
855

    
856
  public String[][] getTutorials()
857
    {
858
    int[] numLayers = getNumLayers();
859

    
860
    int x = numLayers[0];
861
    int y = numLayers[1];
862

    
863
    switch(x)
864
      {
865
      case 2: switch(y)
866
                {
867
                case 2: return new String[][] {
868
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
869
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
870
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
871
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
872
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
873
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
874
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
875
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
876
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
877
                     //   {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
878
                         };
879
                case 3: return new String[][] {
880
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
881
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
882
                          {"ru","cT4CEQwgFKA","Как собрать Cuboid 2x2x3","YG Cuber"},
883
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
884
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
885
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
886
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
887
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
888
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
889
                         };
890
                }
891
      case 3: switch(y)
892
                {
893
                case 2: return new String[][] {
894
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
895
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
896
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
897
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
898
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
899
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
900
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
901
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
902
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
903
                         };
904
                case 3: return new String[][] {
905
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
906
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
907
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
908
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
909
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
910
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
911
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
912
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
913
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
914
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
915
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
916
                     //   {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
917
                         };
918
                case 4: return new String[][] {
919
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
920
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
921
                          {"ru","NCdQRMKWf-8","Как собрать Cuboid 3x3x4","YG Cuber"},
922
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
923
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
924
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
925
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
926
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
927
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
928
                         };
929
                }
930
      case 4: return new String[][] {
931
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
932
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
933
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
934
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
935
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
936
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
937
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
938
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
939
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
940
                      //    {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
941
                      //    {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
942
                      //    {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
943
                      //    {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
944
                      //    {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
945
                         };
946
      case 5: return new String[][] {
947
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
948
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
949
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
950
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
951
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
952
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
953
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
954
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
955
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
956
                         };
957
      case 6: return new String[][] {
958
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
959
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
960
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
961
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
962
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
963
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
964
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
965
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
966
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
967
                         };
968
      case 7: return new String[][] {
969
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
970
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
971
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
972
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
973
                          {"fr","_a31lM3i7r0","Comment résoudre le Rubik's Cube 7x7","Justin Fontugne"},
974
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
975
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
976
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
977
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
978
                         };
979
      }
980

    
981
    return null;
982
    }
983
}
(7-7/36)