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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ 6a8fb4ec

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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.FactoryCubit;
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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.helpers.ObjectVertexEffects;
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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.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 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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  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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    {
237
    int[] indices;
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    int extraI, extraV, num, numL = getNumLayers()[0];
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    float height = isInIconMode() ? 0.001f : 0.045f;
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    switch(numL)
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        {
243
        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[][] bands  =
250
         {
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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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257
         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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261
    return new ObjectFaceShape(bands,indices, null);
262
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectVertexEffects getVertexEffects(int variant)
267
    {
268
    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)
277
    {
278
    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 )
289
      {
290
      int numLR = (x-2);
291
      if( num<  numLR ) return 0;
292
      if( num<2*numLR ) return 1;
293
      if( num<3*numLR ) return 2;
294
      if( num<4*numLR ) return 3;
295
      num -= 4*numLR;
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297
      int numTD = (y-2);
298
      if( num<  numTD ) return 4;
299
      if( num<2*numTD ) return 5;
300
      if( num<3*numTD ) return 6;
301
      if( num<4*numTD ) return 7;
302
      num -= 4*numTD;
303

    
304
      int numFB = (z-2);
305
      if( num<  numFB ) return 8;
306
      if( num<2*numFB ) return 9;
307
      if( num<3*numFB ) return 10;
308
      if( num<4*numFB ) return 11;
309
      }
310

    
311
    return -1;
312
    }
313

    
314
///////////////////////////////////////////////////////////////////////////////////////////////////
315

    
316
  private int getCenterNum(int cubit, int[] numLayers)
317
    {
318
    int numCorners = getNumCorners(numLayers);
319
    int numEdges   = getNumEdges(numLayers);
320
    int num = cubit - numCorners - numEdges;
321

    
322
    if( num>=0 )
323
      {
324
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
325
      if( num<  numLR ) return 0;
326
      if( num<2*numLR ) return 1;
327
      num -= 2*numLR;
328

    
329
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
330
      if( num<  numTD ) return 2;
331
      if( num<2*numTD ) return 3;
332
      num -= 2*numTD;
333

    
334
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
335
      if( num<  numFB ) return 4;
336
      if( num<2*numFB ) return 5;
337
      }
338

    
339
    return -1;
340
    }
341

    
342
///////////////////////////////////////////////////////////////////////////////////////////////////
343

    
344
  private int getNumCorners(int[] numLayers)
345
    {
346
    int x = numLayers[0];
347
    int y = numLayers[1];
348
    int z = numLayers[2];
349

    
350
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
351
    }
352

    
353
///////////////////////////////////////////////////////////////////////////////////////////////////
354

    
355
  private int getNumEdges(int[] numLayers)
356
    {
357
    int x = numLayers[0];
358
    int y = numLayers[1];
359
    int z = numLayers[2];
360

    
361
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
362
    }
363

    
364
///////////////////////////////////////////////////////////////////////////////////////////////////
365

    
366
  public float[][] getCubitPositions(int[] numLayers)
367
    {
368
    final int X = numLayers[0];
369
    final int Y = numLayers[1];
370
    final int Z = numLayers[2];
371

    
372
    final float lenX = 0.5f*(X-1);
373
    final float lenY = 0.5f*(Y-1);
374
    final float lenZ = 0.5f*(Z-1);
375

    
376
    int curPos = 0;
377

    
378
    if( X==1 )
379
      {
380
      float[][] pos = new float[X*Y*Z][];
381

    
382
      for(int y=0; y<Y; y++)
383
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
384

    
385
      return pos;
386
      }
387

    
388
    if( Y==1 )
389
      {
390
      float[][] pos = new float[X*Y*Z][];
391

    
392
      for(int x=0; x<X; x++)
393
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
394

    
395
      return pos;
396
      }
397

    
398
    if( Z==1 )
399
      {
400
      float[][] pos = new float[X*Y*Z][];
401

    
402
      for(int x=0; x<X; x++)
403
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
404

    
405
      return pos;
406
      }
407

    
408
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
409
    float[][] pos = new float[numCubits][];
410

    
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
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
419

    
420
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
421
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
422
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
423
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
424
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
425
    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<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +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
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
432

    
433
    for(int y=1; y<Y-1; y++)
434
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
435

    
436
    for(int y=1; y<Y-1; y++)
437
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
438

    
439
    for(int x=1; x<X-1; x++)
440
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
441

    
442
    for(int x=1; x<X-1; x++)
443
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
444

    
445
    for(int x=1; x<X-1; x++)
446
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
447

    
448
    for(int x=1; x<X-1; x++)
449
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
450

    
451
    return pos;
452
    }
453

    
454
///////////////////////////////////////////////////////////////////////////////////////////////////
455

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

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

    
502
    return mObjectQuats[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
    return layerRotatable;
569
    }
570

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

    
573
  public int getTouchControlType()
574
    {
575
    return TC_CUBOID;
576
    }
577

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

    
580
  public int getTouchControlSplit()
581
    {
582
    return TYPE_NOT_SPLIT;
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586

    
587
  public int[][][] getEnabled()
588
    {
589
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
590
    }
591

    
592
///////////////////////////////////////////////////////////////////////////////////////////////////
593

    
594
  public float[] getDist3D(int[] numLayers)
595
    {
596
    float x = numLayers[0];
597
    float y = numLayers[1];
598
    float z = numLayers[2];
599
    float a = (x+y+z)/1.5f;
600

    
601
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
602
    }
603

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

    
606
  public Static3D[] getFaceAxis()
607
    {
608
    return TouchControlCuboids.FACE_AXIS;
609
    }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612

    
613
  public float getStickerRadius()
614
    {
615
    return 0.10f;
616
    }
617

    
618
///////////////////////////////////////////////////////////////////////////////////////////////////
619

    
620
  public float getStickerStroke()
621
    {
622
    float stroke = 0.08f;
623

    
624
    if( isInIconMode() )
625
      {
626
      int[] numLayers = getNumLayers();
627

    
628
      switch(numLayers[0])
629
        {
630
        case 2: stroke*=1.8f; break;
631
        case 3: stroke*=2.0f; break;
632
        case 4: stroke*=2.1f; break;
633
        default:stroke*=2.2f; break;
634
        }
635
      }
636

    
637
    return stroke;
638
    }
639

    
640
///////////////////////////////////////////////////////////////////////////////////////////////////
641

    
642
  public float[][] getStickerAngles()
643
    {
644
    return null;
645
    }
646

    
647
///////////////////////////////////////////////////////////////////////////////////////////////////
648
// PUBLIC API
649

    
650
  public Static3D[] getRotationAxis()
651
    {
652
    return ROT_AXIS;
653
    }
654

    
655
///////////////////////////////////////////////////////////////////////////////////////////////////
656

    
657
  public String getShortName()
658
    {
659
    int[] numLayers = getNumLayers();
660

    
661
    int x = numLayers[0];
662
    int y = numLayers[1];
663

    
664
    switch(x)
665
      {
666
      case 2: switch(y)
667
                {
668
                case 2: return ObjectType.CUBE_2.name();
669
                case 3: return ObjectType.CU_232.name();
670
                }
671
      case 3: switch(y)
672
                {
673
                case 2: return ObjectType.CU_323.name();
674
                case 3: return ObjectType.CUBE_3.name();
675
                case 4: return ObjectType.CU_343.name();
676
                }
677
      case 4: return ObjectType.CUBE_4.name();
678
      case 5: return ObjectType.CUBE_5.name();
679
      case 6: return ObjectType.CUBE_6.name();
680
      case 7: return ObjectType.CUBE_7.name();
681
      }
682

    
683
    return ObjectType.CUBE_3.name();
684
    }
685

    
686
///////////////////////////////////////////////////////////////////////////////////////////////////
687

    
688
  public ObjectSignature getSignature()
689
    {
690
    int[] numLayers = getNumLayers();
691

    
692
    int x = numLayers[0];
693
    int y = numLayers[1];
694

    
695
    switch(x)
696
      {
697
      case 2: switch(y)
698
                {
699
                case 2: return new ObjectSignature(ObjectType.CUBE_2);
700
                case 3: return new ObjectSignature(ObjectType.CU_232);
701
                }
702
      case 3: switch(y)
703
                {
704
                case 2: return new ObjectSignature(ObjectType.CU_323);
705
                case 3: return new ObjectSignature(ObjectType.CUBE_3);
706
                case 4: return new ObjectSignature(ObjectType.CU_343);
707
                }
708
      case 4: return new ObjectSignature(ObjectType.CUBE_4);
709
      case 5: return new ObjectSignature(ObjectType.CUBE_5);
710
      case 6: return new ObjectSignature(ObjectType.CUBE_6);
711
      case 7: return new ObjectSignature(ObjectType.CUBE_7);
712
      }
713

    
714
    return null;
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718

    
719
  public int[][] getBasicAngles()
720
    {
721
    if( mBasicAngle==null )
722
      {
723
      int[] num = getNumLayers();
724
      int numX = num[0];
725
      int numY = num[1];
726
      int numZ = num[2];
727

    
728
      int x = numY==numZ ? 4 : 2;
729
      int y = numX==numZ ? 4 : 2;
730
      int z = numX==numY ? 4 : 2;
731

    
732
      int[] tmpX = new int[numX];
733
      for(int i=0; i<numX; i++) tmpX[i] = x;
734
      int[] tmpY = new int[numY];
735
      for(int i=0; i<numY; i++) tmpY[i] = y;
736
      int[] tmpZ = new int[numZ];
737
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
738

    
739
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
740
      }
741
    return mBasicAngle;
742
    }
743

    
744
///////////////////////////////////////////////////////////////////////////////////////////////////
745

    
746
  public String getObjectName()
747
    {
748
    int[] numLayers = getNumLayers();
749

    
750
    int x = numLayers[0];
751
    int y = numLayers[1];
752

    
753
    switch(x)
754
      {
755
      case 2: switch(y)
756
                {
757
                case 2: return "Pocket Cube";
758
                case 3: return "Slim Tower";
759
                }
760
      case 3: switch(y)
761
                {
762
                case 2: return "2x2x3 Cuboid";
763
                case 3: return "Rubik Cube";
764
                case 4: return "3x3x4 Cuboid";
765
                }
766
      case 4: return "Rubik's Revenge";
767
      case 5: return "Professor's Cube";
768
      case 6: return "6x6 Cube";
769
      case 7: return "7x7 Cube";
770
      }
771

    
772
    return "Rubik Cube";
773
    }
774

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

    
777
  public String getInventor()
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 "Larry Nichols";
789
                case 3: return "Katsuhiko Okamoto";
790
                }
791
      case 3: switch(y)
792
                {
793
                case 2: return "Unknown";
794
                case 3: return "Ernő Rubik";
795
                case 4: return "Cube4You";
796
                }
797
      case 4: return "Péter Sebestény";
798
      case 5: return "Udo Krell";
799
      case 6:
800
      case 7: return "Panagiotis Verdes";
801
      }
802

    
803
    return "Ernő Rubik";
804
    }
805

    
806
///////////////////////////////////////////////////////////////////////////////////////////////////
807

    
808
  public int getYearOfInvention()
809
    {
810
    int[] numLayers = getNumLayers();
811

    
812
    int x = numLayers[0];
813
    int y = numLayers[1];
814

    
815
    switch(x)
816
      {
817
      case 2: switch(y)
818
                {
819
                case 2: return 1970;
820
                case 3: return 2001;
821
                }
822
      case 3: switch(y)
823
                {
824
                case 2: return 0;
825
                case 3: return 1974;
826
                case 4: return 2009;
827
                }
828
      case 4: return 1981;
829
      case 5: return 2002;
830
      case 6:
831
      case 7: return 2008;
832
      }
833

    
834
    return 1974;
835
    }
836

    
837
///////////////////////////////////////////////////////////////////////////////////////////////////
838

    
839
  public int getComplexity()
840
    {
841
    int[] numLayers = getNumLayers();
842

    
843
    int x = numLayers[0];
844
    int y = numLayers[1];
845

    
846
    switch(x)
847
      {
848
      case 2: switch(y)
849
                {
850
                case 2:
851
                case 3: return 1;
852
                }
853
      case 3: switch(y)
854
                {
855
                case 2:
856
                case 3: return 2;
857
                case 4: return 3;
858
                }
859
      case 4: return 3;
860
      case 5:
861
      case 6:
862
      case 7: return 4;
863
      }
864

    
865
    return 2;
866
    }
867

    
868
///////////////////////////////////////////////////////////////////////////////////////////////////
869

    
870
  public String[][] getTutorials()
871
    {
872
    int[] numLayers = getNumLayers();
873

    
874
    int x = numLayers[0];
875
    int y = numLayers[1];
876

    
877
    switch(x)
878
      {
879
      case 2: switch(y)
880
                {
881
                case 2: return new String[][] {
882
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
883
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
884
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
885
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
886
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
887
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
888
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
889
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
890
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
891
                     //   {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
892
                         };
893
                case 3: return new String[][] {
894
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
895
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
896
                          {"ru","0L0odBYaKfo","Как собрать Cuboid 2x2x3","Алексей Ярыгин"},
897
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
898
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
899
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
900
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
901
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
902
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
903
                         };
904
                }
905
      case 3: switch(y)
906
                {
907
                case 2: return new String[][] {
908
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
909
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
910
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
911
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
912
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
913
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
914
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
915
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
916
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
917
                         };
918
                case 3: return new String[][] {
919
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
920
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
921
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
922
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
923
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
924
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
925
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
926
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
927
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
928
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
929
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
930
                     //   {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
931
                         };
932
                case 4: return new String[][] {
933
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
934
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
935
                          {"ru","F3bwe1ikDyo","Как собрать Cuboid 3x3x4","Никита Брулевич"},
936
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
937
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
938
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
939
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
940
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
941
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
942
                         };
943
                }
944
      case 4: return new String[][] {
945
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
946
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
947
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
948
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
949
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
950
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
951
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
952
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
953
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
954
                      //    {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
955
                      //    {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
956
                      //    {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
957
                      //    {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
958
                      //    {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
959
                         };
960
      case 5: return new String[][] {
961
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
962
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
963
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
964
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
965
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
966
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
967
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
968
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
969
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
970
                         };
971
      case 6: return new String[][] {
972
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
973
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
974
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
975
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
976
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
977
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
978
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
979
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
980
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
981
                         };
982
      case 7: return new String[][] {
983
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
984
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
985
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
986
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
987
                          {"fr","iXNsJ7b-yZc","Comment résoudre le 7x7x7","Xavier Hornet"},
988
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
989
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
990
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
991
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
992
                         };
993
      }
994

    
995
    return null;
996
    }
997
}
(7-7/39)