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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.COS54;
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import static org.distorted.objectlib.touchcontrol.TouchControlDodecahedron.SIN54;
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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.library.helpers.QuatHelper;
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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.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyDodecahedron
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{
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static final float MEGA_D = 0.04f;
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private int[] mQuatCenterIndices;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyMegaminx(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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{
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super(iconMode, quat, move, scale, meta, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeCenterIndices()
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{
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mQuatCenterIndices = new int[] { 0, 35, 55, 38, 48, 41, 42, 58, 57, 46, 29, 59 };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerCorner(int numLayers)
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{
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return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int numCubitsPerEdge(int numLayers)
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{
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return numLayers-2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCuts(int[] numLayers)
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{
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return genericGetCuts(numLayers[0],0.5f-MEGA_D);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeCenter(int center, int numLayers)
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{
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if( mCenterCoords==null ) initializeCenterCoords();
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float[] coords = mCenterCoords[center];
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float A = (float)numLayers/3;
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return new float[] { A*coords[0], A*coords[1], A*coords[2] };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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private void computeBasicCornerVectors(int corner)
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{
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if( mQuatCornerIndices==null ) initializeQuatIndices();
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if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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Static4D quat = mObjectQuats[mQuatCornerIndices[corner]];
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mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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{
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if( mCorners==null ) mCorners = initializeCorners();
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if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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float D = numLayers/3.0f;
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float[] corn = mCorners[corner];
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if( part==0 )
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{
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return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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}
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else
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{
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float E = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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int N = (numCubitsPerCorner-1)/3;
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int block = (part-1) % N;
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int index = (part-1) / N;
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Static4D pri = mCurrCornerV[index];
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Static4D sec = mCurrCornerV[(index+2)%3];
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int layers= (numLayers-3)/2;
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int multP = (block % layers) + 1;
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int multS = (block / layers);
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return new float[] {
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corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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return (part+1)/2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeEdge(int numLayers, int edge, int part)
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{
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if( mCenterCoords==null ) initializeCenterCoords();
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if( mCorners==null ) mCorners = initializeCorners();
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if( mEdgeMap==null ) mEdgeMap = initializeEdgeMap();
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float D = numLayers/3.0f;
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float[] c1 = mCorners[ mEdgeMap[edge][0] ];
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float[] c2 = mCorners[ mEdgeMap[edge][1] ];
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float x = D * (c1[0]+c2[0]) / 2;
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float y = D * (c1[1]+c2[1]) / 2;
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float z = D * (c1[2]+c2[2]) / 2;
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if( part==0 )
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{
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return new float[] { x, y, z };
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}
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else
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{
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int mult = (part+1)/2;
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int dir = (part+1)%2;
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float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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float vX = D*center[0] - x;
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float vY = D*center[1] - y;
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float vZ = D*center[2] - z;
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float A = 3*mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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return new float[] { x+A*vX, y+A*vY, z+A*vZ };
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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int numL = numLayers[0];
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int numCubitsPerCorner = numCubitsPerCorner(numL);
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int numCubitsPerEdge = numCubitsPerEdge(numL);
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int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
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int index=0;
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final float[][] positions = new float[numCubits][];
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for(int corner=0; corner<NUM_CORNERS; corner++)
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{
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computeBasicCornerVectors(corner);
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for(int part=0; part<numCubitsPerCorner; part++, index++)
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{
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positions[index] = computeCorner(numCubitsPerCorner,numL,corner,part);
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}
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}
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for(int edge=0; edge<NUM_EDGES; edge++)
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{
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for(int part=0; part<numCubitsPerEdge; part++, index++)
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{
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positions[index] = computeEdge(numL, edge, part );
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}
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}
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for(int center=0; center<NUM_CENTERS; center++, index++)
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{
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positions[index] = computeCenter(center, numL);
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}
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return positions;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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int numL = numLayers[0];
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int numCubitsPerCorner = numCubitsPerCorner(numL);
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int numCubitsPerEdge = numCubitsPerEdge(numL);
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return mObjectQuats[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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if( mQuatCornerIndices==null || mQuatEdgeIndices==null ) initializeQuatIndices();
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if( mQuatCenterIndices==null ) initializeCenterIndices();
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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int corner = cubit/numCubitsPerCorner;
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return mQuatCornerIndices[corner];
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}
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if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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return mQuatEdgeIndices[edge];
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}
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int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
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return mQuatCenterIndices[center];
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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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int[] numLayers = getNumLayers();
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int numVariants = getNumCubitVariants(numLayers);
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int numL = numLayers[0];
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if( variant==0 )
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{
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float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
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float X = width*COS18*SIN_HALFD;
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float Y = width*SIN18;
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float Z = width*COS18*COS_HALFD;
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return new float[][]
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{
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{ 0, 0 , 0 },
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{ X, Y , -Z },
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{ 0, 2*Y ,-2*Z },
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{ -X, Y , -Z },
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{ 0, 0-width, 0 },
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{ X, Y-width, -Z },
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{ 0, 2*Y-width,-2*Z },
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{ -X, Y-width, -Z },
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};
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}
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else if( variant<numVariants-1 )
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{
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int type = variant-1;
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float height= numL*(0.5f-MEGA_D)*COS18/((numL-1)*0.5f);
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float width = numL*2*MEGA_D + 2*type*height*SIN18/COS18;
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float W = width/2;
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float X = height*SIN_HALFD;
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float Y = height*SIN18/COS18;
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float Z = height*COS_HALFD;
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return new float[][]
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{
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{ 0, W , 0 },
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{ X, W+Y , -Z },
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{ 0, W+2*Y ,-2*Z },
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{ -X, W+Y , -Z },
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{ 0, -W , 0 },
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{ X,-W-Y , -Z },
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{ 0,-W-2*Y ,-2*Z },
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{ -X,-W-Y , -Z },
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};
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}
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else
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{
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float width = 2*numL*(MEGA_D+(0.5f-MEGA_D)*SIN18);
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final double ANGLE = 0.825f*Math.PI;
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final float cosA = (float)Math.cos(ANGLE);
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final float sinA = (float)Math.sin(ANGLE);
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float R = 0.5f*width/COS54;
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float X1 = R*COS54;
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float Y1 = R*SIN54;
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float X2 = R*COS18;
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float Y2 = R*SIN18;
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return new float[][]
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{
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{-X1, Y1*sinA, Y1*cosA},
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{-X2,-Y2*sinA,-Y2*cosA},
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{ 0 ,-R*sinA ,-R*cosA },
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{+X2,-Y2*sinA,-Y2*cosA},
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{+X1, Y1*sinA, Y1*cosA},
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{ 0 , R*cosA ,-R*sinA }
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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int[] numLayers = getNumLayers();
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int numVariants = getNumCubitVariants(numLayers);
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if( variant<numVariants-1 )
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{
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int[][] indices =
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{
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{4,5,1,0},
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{7,4,0,3},
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{0,1,2,3},
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{7,6,5,4},
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{2,1,5,6},
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{3,2,6,7}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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else
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{
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int[][] indices =
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{
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{0,1,2,3,4},
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{5,1,0},
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{5,2,1},
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{5,3,2},
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{5,4,3},
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{5,0,4}
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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int[] numLayers = getNumLayers();
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int numVariants = getNumCubitVariants(numLayers);
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int numL = numLayers[0];
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boolean small = numL<=3;
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int angle = 25;
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float R = 0.7f;
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float S = 0.5f;
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if( variant==0 )
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{
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float h1 = isInIconMode() ? 0.001f : 0.04f;
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float[][] bands = { {h1,angle,R,S,3,0,0}, {0.001f,angle,R,S,2,0,0} };
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int[] indices = { 0,0,0,1,1,1};
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return new ObjectFaceShape(bands,indices,null);
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}
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if( variant<numVariants-1 )
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{
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int N = small ? 5 : 3;
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float h1 = isInIconMode() ? 0.001f : 0.04f;
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float[][] bands = { {h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
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int[] indices = { 0,0,1,1,1,1};
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return new ObjectFaceShape(bands,indices,null);
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}
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else
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{
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int N = small ? 4 : 3;
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float h1 = isInIconMode() ? 0.001f : (small ? 0.04f : 0.015f);
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float[][] bands = { { h1,angle,R,S,N,0,0},{0.001f,angle,R,S,2,0,0} };
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int[] indices = { 0,1,1,1,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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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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if( variant==0 )
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{
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int[] numLayers = getNumLayers();
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int numL = numLayers[0];
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float width = numL*(0.5f-MEGA_D)/(0.5f*(numL-1));
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float Y = width*SIN18;
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float Z = width*COS18*COS_HALFD;
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float[][] corners = { {0.03f,0.15f}, {0.02f,0.10f} };
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int[] cornerIndices = { 0,1,1,1,-1,-1,-1,-1 };
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float[][] centers = { { 0.0f, 2*Y-width,-2*Z } };
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int[] centerIndices = { 0,0,0,0,-1,-1,-1,-1 };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,cornerIndices,centers,centerIndices);
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}
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else
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{
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418
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return null;
|
419
|
}
|
420
|
}
|
421
|
|
422
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
423
|
|
424
|
public int getNumCubitVariants(int[] numLayers)
|
425
|
{
|
426
|
return 2 + numLayers[0]/2;
|
427
|
}
|
428
|
|
429
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
430
|
|
431
|
public int getCubitVariant(int cubit, int[] numLayers)
|
432
|
{
|
433
|
int numL = numLayers[0];
|
434
|
int numCubitsPerCorner = numCubitsPerCorner(numL);
|
435
|
|
436
|
if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
|
437
|
|
438
|
int numCubitsPerEdge = numCubitsPerEdge(numL);
|
439
|
|
440
|
if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
441
|
{
|
442
|
int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
|
443
|
return type+1;
|
444
|
}
|
445
|
|
446
|
return getNumCubitVariants(numLayers)-1;
|
447
|
}
|
448
|
|
449
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
450
|
|
451
|
public float getStickerRadius()
|
452
|
{
|
453
|
return 0.13f;
|
454
|
}
|
455
|
|
456
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
457
|
|
458
|
public float getStickerStroke()
|
459
|
{
|
460
|
float stroke = 0.18f;
|
461
|
|
462
|
if( isInIconMode() )
|
463
|
{
|
464
|
int[] numLayers = getNumLayers();
|
465
|
stroke*= ( numLayers[0]==3 ? 1.5f : 2.2f );
|
466
|
}
|
467
|
|
468
|
return stroke;
|
469
|
}
|
470
|
|
471
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
472
|
|
473
|
public float[][][] getStickerAngles()
|
474
|
{
|
475
|
return null;
|
476
|
}
|
477
|
|
478
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479
|
|
480
|
public String getShortName()
|
481
|
{
|
482
|
switch(getNumLayers()[0])
|
483
|
{
|
484
|
case 3: return ListObjects.MEGA_3.name();
|
485
|
case 5: return ListObjects.MEGA_5.name();
|
486
|
}
|
487
|
|
488
|
return ListObjects.MEGA_3.name();
|
489
|
}
|
490
|
|
491
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
492
|
|
493
|
public String[][] getTutorials()
|
494
|
{
|
495
|
int[] numLayers = getNumLayers();
|
496
|
|
497
|
switch(numLayers[0])
|
498
|
{
|
499
|
case 3: return new String[][] {
|
500
|
{"gb","j4x61L5Onzk","How to Solve the Megaminx","Z3"},
|
501
|
{"es","xuKbT6Il0Ko","Resolver Megaminx","Cuby"},
|
502
|
{"ru","WgoguOY3tKI","Как собрать Мегаминкс","Алексей Ярыгин"},
|
503
|
{"fr","Ln1vl85puKo","Résoudre le Megaminx","Victor Colin"},
|
504
|
{"de","d-GQD6CBdB8","Megaminx lösen","Pezcraft"},
|
505
|
{"pl","BZTW6ApeRZE","Jak ułożyć: Megaminx","DżoDżo"},
|
506
|
{"br","0BTzkDZW078","Como resolver o Megaminx 1/2","Pedro Filho"},
|
507
|
{"br","VVHzZI73BN0","Como resolver o Megaminx 2/2","Pedro Filho"},
|
508
|
{"kr","2NUsMclrD-0","메가밍크스 예시솔빙","iamzoone"},
|
509
|
{"vn","wRN3t91vD8w","Tutorial N.9 - Megaminx","Duy Thích Rubik"},
|
510
|
{"tw","u1h8V5mLubk","五魔方 教學 (LBL+8355)","不正常魔術方塊研究中心"},
|
511
|
};
|
512
|
case 5: return new String[][] {
|
513
|
{"gb","MNBMm8BnHtQ","Solve the Gigaminx Part 1","BeardedCubing"},
|
514
|
{"gb","QrrP4GwqVMw","Solve the Gigaminx Part 2","BeardedCubing"},
|
515
|
{"es","ex5EQMBxV1U","Tutorial Gigaminx","RubikArt"},
|
516
|
{"ru","UJYK3SHjSGg","Как собрать Гигаминкс ч.1","Артем Мартиросов"},
|
517
|
{"ru","-iBCpr4Gwsw","Как собрать Гигаминкс ч.2","Артем Мартиросов"},
|
518
|
{"ru","4-dI7NCW8n8","Как собрать Гигаминкс ч.3","Артем Мартиросов"},
|
519
|
{"fr","e485fh0V1dg","Résolution du Gigaminx","Asthalis"},
|
520
|
{"de","APSAj4UtOAg","Megaminx 5x5 lösen","JamesKnopf"},
|
521
|
{"pl","qbKLMCX1wKg","Jak ułożyć Gigaminxa cz.1","chomik19751"},
|
522
|
{"pl","JQOXD3qleH4","Jak ułożyć Gigaminxa cz.2","chomik19751"},
|
523
|
{"pl","WF2katJ22FA","Jak ułożyć Gigaminxa cz.3","chomik19751"},
|
524
|
{"pl","jlyRrJjH4qQ","Jak ułożyć Gigaminxa cz.4","chomik19751"},
|
525
|
{"kr","HfPFrWuz6z4","기가밍크스 gigaminx","큐브놀이터"},
|
526
|
{"vn","yJzejHqZscY","Tutorial N.49 - Gigaminx","Duy Thích Rubik"},
|
527
|
{"tw","ofUxh8mL80M","五階五魔方 教學","不正常魔術方塊研究中心"},
|
528
|
};
|
529
|
}
|
530
|
return null;
|
531
|
}
|
532
|
}
|