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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2024 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CHANGING_MIRROR;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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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.metadata.Metadata;
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import org.distorted.objectlib.scrambling.ObjectScrambler;
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import org.distorted.objectlib.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyOffsetCuboid extends ShapeHexahedron
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{
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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private int[][] mEdges;
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private float[][] mCuts;
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private int[][] mBasicAngle;
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private Static4D[] mLocQuats;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyOffsetCuboid(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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{
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super(iconMode, (meta.getNumLayers()[0]+meta.getNumLayers()[1]+meta.getNumLayers()[2])/3.0f, quat, move, scale, meta, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getScrambleType()
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{
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return ObjectScrambler.SCRAMBLING_SHAPESHIFTER;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int getInternalColor()
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{
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return 0xff333333;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public int[][] getMinimalCubiesInRow()
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{
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int[] numL = getNumLayers();
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int x = numL[0];
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int y = numL[1];
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int z = numL[2];
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int num = 0;
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if( ((x-y)%2)==0 && x!=y )
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{
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int m = Math.min(x,y);
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num = m*z;
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}
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if( ((x-z)%2)==0 && x!=z )
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{
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int m = Math.min(x,z);
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int n = m*y;
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if( num==0 || num>n ) num=n;
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}
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if( ((y-z)%2)==0 && y!=z )
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{
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int m = Math.min(y,z);
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int n = m*x;
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if( num==0 || num>n ) num=n;
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}
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if( num>0 )
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{
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int max = x>y ? Math.max(x,z) : Math.max(y,z);
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int min = x<y ? Math.min(x,z) : Math.min(y,z);
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int val = min==1 ? 1 : num;
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int[] m = new int[max];
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for(int i=0; i<max; i++) m[i] = val;
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return new int[][]{m, m, m};
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D[] getLocQuats()
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{
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return new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( SQ2/2, 0.0f, 0.0f,-SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f,-SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f),
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new Static4D( 0.0f, 0.0f, SQ2/2,-SQ2/2),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f),
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new Static4D( 0.0f, SQ2/2,-SQ2/2, 0.0f),
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new Static4D( -0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( -0.5f, 0.5f, 0.5f, -0.5f),
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new Static4D( SQ2/2, 0.0f,-SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f,-SQ2/2, 0.0f),
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new Static4D( SQ2/2, SQ2/2, 0.0f, 0.0f),
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new Static4D(-SQ2/2, SQ2/2, 0.0f, 0.0f),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f),
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new Static4D( -0.5f, -0.5f, -0.5f, 0.5f),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f),
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new Static4D( -0.5f, 0.5f, -0.5f, 0.5f),
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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int[] numLayers = getNumLayers();
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int X = numLayers[0];
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int Y = numLayers[1];
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int Z = numLayers[2];
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if( X>1 && Y>1 && Z>1 )
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{
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mEdges = ScrambleEdgeGenerator.getScrambleEdgesCuboid(X,Y,Z);
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}
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else
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{
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int size = 3*(X+Y+Z);
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int[] edge = new int[2*size];
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for(int i=0; i<size; i++)
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{
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edge[2*i ] = i;
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edge[2*i+1] = 0;
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}
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mEdges = new int[][] { edge };
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}
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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return new float[][]
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{
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{ 0.5f, 0.5f, 0.5f },
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{ 0.5f, 0.5f,-0.5f },
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{ 0.5f,-0.5f, 0.5f },
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{ 0.5f,-0.5f,-0.5f },
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{-0.5f, 0.5f, 0.5f },
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{-0.5f, 0.5f,-0.5f },
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{-0.5f,-0.5f, 0.5f },
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{-0.5f,-0.5f,-0.5f },
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};
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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int[][] indices =
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{
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{2,3,1,0},
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{7,6,4,5},
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{4,0,1,5},
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{7,3,2,6},
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{6,2,0,4},
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{3,7,5,1}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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int[] indices;
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int extraI, extraV, num, numL = getNumLayers()[0];
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switch(numL)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; break;
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case 3 : num = 5; extraI = 2; extraV = 2; break;
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case 4 : num = 5; extraI = 1; extraV = 1; break;
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default: num = 5; extraI = 0; extraV = 0; break;
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}
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float height = isInIconMode() ? 0.001f : 0.045f;
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int angle = 35;
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float R = 0.5f;
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float S = 0.7f;
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float[][] bands =
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{
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{height,angle,R,S,num,extraI,extraV},
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{0.001f,angle,R,S, 2, num-2,extraV},
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{0.001f,angle,R,S, 2, 0, 0},
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{0.001f,angle,R,S,num,extraI,extraV},
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};
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if( variant==0 ) indices = new int[] {3,0,3,0,3,0};
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else if( variant==1 ) indices = new int[] {1,1,1,0,1,0};
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else indices = new int[] {2,2,2,2,0,2};
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return new ObjectFaceShape(bands,indices, null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectVertexEffects getVertexEffects(int variant)
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{
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float[][] corners= { {0.036f,0.12f} };
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float[][] centers= { {0.0f, 0.0f, 0.0f} };
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int[] indices = { 0,0,0,0,0,0,0,0 };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getEdgeNum(int cubit, int[] numLayers)
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{
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int x = numLayers[0];
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int y = numLayers[1];
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int z = numLayers[2];
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if(x==1 || y==1 || z==1 ) return 0;
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int numCorners = getNumCorners(numLayers);
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int numEdges = getNumEdges(numLayers);
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int num = cubit - numCorners;
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if( num>=0 && num<numEdges )
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{
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int numLR = (x-2);
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if( num< numLR ) return 0;
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if( num<2*numLR ) return 1;
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if( num<3*numLR ) return 2;
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if( num<4*numLR ) return 3;
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num -= 4*numLR;
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int numTD = (y-2);
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if( num< numTD ) return 4;
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if( num<2*numTD ) return 5;
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if( num<3*numTD ) return 6;
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if( num<4*numTD ) return 7;
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num -= 4*numTD;
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int numFB = (z-2);
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if( num< numFB ) return 8;
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if( num<2*numFB ) return 9;
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if( num<3*numFB ) return 10;
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if( num<4*numFB ) return 11;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getCenterNum(int cubit, int[] numLayers)
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{
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int numCorners = getNumCorners(numLayers);
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int numEdges = getNumEdges(numLayers);
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int num = cubit - numCorners - numEdges;
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if( num>=0 )
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{
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int numLR = (numLayers[1]-2)*(numLayers[2]-2);
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if( num< numLR ) return 0;
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if( num<2*numLR ) return 1;
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num -= 2*numLR;
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int numTD = (numLayers[0]-2)*(numLayers[2]-2);
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if( num< numTD ) return 2;
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if( num<2*numTD ) return 3;
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num -= 2*numTD;
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int numFB = (numLayers[0]-2)*(numLayers[1]-2);
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if( num< numFB ) return 4;
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if( num<2*numFB ) return 5;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCorners(int[] numLayers)
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{
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int x = numLayers[0];
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int y = numLayers[1];
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int z = numLayers[2];
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return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumEdges(int[] numLayers)
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{
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int x = numLayers[0];
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int y = numLayers[1];
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int z = numLayers[2];
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return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
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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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final int X = numLayers[0];
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final int Y = numLayers[1];
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final int Z = numLayers[2];
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final float lenX = 0.5f*(X-1);
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final float lenY = 0.5f*(Y-1);
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final float lenZ = 0.5f*(Z-1);
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int curPos = 0;
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if( X==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int y=0; y<Y; y++)
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for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
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return pos;
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}
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if( Y==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int x=0; x<X; x++)
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for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
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return pos;
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}
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if( Z==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int x=0; x<X; x++)
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for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
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return pos;
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}
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int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
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float[][] pos = new float[numCubits][];
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pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
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pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
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pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
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pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, -lenY, -lenZ };
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, -lenY, +lenZ };
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, +lenY, -lenZ };
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for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX, +lenY, +lenZ };
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { -lenX, i-lenY, -lenZ };
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for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { -lenX, i-lenY, +lenZ };
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409
|
for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] { +lenX, i-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<Z-1; i++) pos[curPos++] = new float[] { -lenX, -lenY, i-lenZ };
|
412
|
for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { -lenX, +lenY, i-lenZ };
|
413
|
for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, -lenY, i-lenZ };
|
414
|
for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, +lenY, i-lenZ };
|
415
|
|
416
|
for(int y=1; y<Y-1; y++)
|
417
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-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 x=1; x<X-1; x++)
|
423
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+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 y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+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
|
return pos;
|
435
|
}
|
436
|
|
437
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
438
|
|
439
|
public Static4D getCubitQuats(int cubit, int[] numLayers)
|
440
|
{
|
441
|
if( mLocQuats==null ) mLocQuats = getLocQuats();
|
442
|
int variant = getCubitVariant(cubit,numLayers);
|
443
|
|
444
|
switch(variant)
|
445
|
{
|
446
|
case 0: switch(cubit)
|
447
|
{
|
448
|
case 0: return mLocQuats[ 0];
|
449
|
case 1: return mLocQuats[18];
|
450
|
case 2: return mLocQuats[17];
|
451
|
case 3: return mLocQuats[ 2];
|
452
|
case 4: return mLocQuats[14];
|
453
|
case 5: return mLocQuats[ 5];
|
454
|
case 6: return mLocQuats[ 8];
|
455
|
case 7: return mLocQuats[11];
|
456
|
}
|
457
|
case 1: int edgeEdge = getEdgeNum(cubit,numLayers);
|
458
|
switch(edgeEdge)
|
459
|
{
|
460
|
case 0: return mLocQuats[ 0];
|
461
|
case 1: return mLocQuats[ 1];
|
462
|
case 2: return mLocQuats[ 3];
|
463
|
case 3: return mLocQuats[ 2];
|
464
|
case 4: return mLocQuats[21];
|
465
|
case 5: return mLocQuats[18];
|
466
|
case 6: return mLocQuats[20];
|
467
|
case 7: return mLocQuats[19];
|
468
|
case 8: return mLocQuats[13];
|
469
|
case 9: return mLocQuats[17];
|
470
|
case 10: return mLocQuats[15];
|
471
|
case 11: return mLocQuats[16];
|
472
|
}
|
473
|
break;
|
474
|
case 2: int centerFace = getCenterNum(cubit,numLayers);
|
475
|
switch(centerFace)
|
476
|
{
|
477
|
case 0 : return mLocQuats[ 6];
|
478
|
case 1 : return mLocQuats[ 4];
|
479
|
case 2 : return mLocQuats[ 1];
|
480
|
case 3 : return mLocQuats[ 3];
|
481
|
case 4 : return mLocQuats[ 0];
|
482
|
case 5 : return mLocQuats[ 2];
|
483
|
}
|
484
|
}
|
485
|
|
486
|
return mLocQuats[0];
|
487
|
}
|
488
|
|
489
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
490
|
|
491
|
public int getNumCubitVariants(int[] numLayers)
|
492
|
{
|
493
|
final int X = numLayers[0];
|
494
|
final int Y = numLayers[1];
|
495
|
final int Z = numLayers[2];
|
496
|
|
497
|
if( X==1 || Y==1 || Z==1 ) return 1;
|
498
|
if( X<=2 && Y<=2 && Z<=2 ) return 1;
|
499
|
|
500
|
return 3;
|
501
|
}
|
502
|
|
503
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
504
|
|
505
|
public int getCubitVariant(int cubit, int[] numLayers)
|
506
|
{
|
507
|
int numCorners = getNumCorners(numLayers);
|
508
|
if( cubit < numCorners ) return 0;
|
509
|
int numEdges = getNumEdges(numLayers);
|
510
|
if( cubit < numCorners+numEdges ) return 1;
|
511
|
|
512
|
return 2;
|
513
|
}
|
514
|
|
515
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
516
|
|
517
|
public float[][] getCuts(int[] numLayers)
|
518
|
{
|
519
|
if( mCuts==null )
|
520
|
{
|
521
|
mCuts = new float[3][];
|
522
|
|
523
|
for(int axis=0; axis<3; axis++)
|
524
|
{
|
525
|
int len = numLayers[axis];
|
526
|
float start = (2-len)*0.5f;
|
527
|
|
528
|
if( len>=2 )
|
529
|
{
|
530
|
mCuts[axis] = new float[len-1];
|
531
|
for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
|
532
|
}
|
533
|
}
|
534
|
}
|
535
|
|
536
|
return mCuts;
|
537
|
}
|
538
|
|
539
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
540
|
|
541
|
public boolean[][] getLayerRotatable(int[] numLayers)
|
542
|
{
|
543
|
int numAxis = ROT_AXIS.length;
|
544
|
boolean[][] layerRotatable = new boolean[numAxis][];
|
545
|
|
546
|
for(int i=0; i<numAxis; i++)
|
547
|
{
|
548
|
layerRotatable[i] = new boolean[numLayers[i]];
|
549
|
for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
|
550
|
}
|
551
|
|
552
|
if( (numLayers[0]==1 || numLayers[1]==1 || numLayers[2]==1) )
|
553
|
{
|
554
|
for(int i=0; i<numAxis; i++)
|
555
|
{
|
556
|
if( (numLayers[i]%2)==1 )
|
557
|
{
|
558
|
int mid = (numLayers[i]-1)/2;
|
559
|
layerRotatable[i][mid] = false;
|
560
|
}
|
561
|
}
|
562
|
}
|
563
|
|
564
|
return layerRotatable;
|
565
|
}
|
566
|
|
567
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
568
|
|
569
|
public int getTouchControlType()
|
570
|
{
|
571
|
return TC_CHANGING_MIRROR;
|
572
|
}
|
573
|
|
574
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
575
|
|
576
|
public int getTouchControlSplit()
|
577
|
{
|
578
|
return TYPE_NOT_SPLIT;
|
579
|
}
|
580
|
|
581
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
582
|
|
583
|
public int[][][] getEnabled()
|
584
|
{
|
585
|
return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
|
586
|
}
|
587
|
|
588
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
589
|
|
590
|
public float[] getDist3D(int[] numLayers)
|
591
|
{
|
592
|
float x = numLayers[0];
|
593
|
float y = numLayers[1];
|
594
|
float z = numLayers[2];
|
595
|
float a = (x+y+z)/1.5f;
|
596
|
|
597
|
return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
|
598
|
}
|
599
|
|
600
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
601
|
|
602
|
public Static3D[] getFaceAxis()
|
603
|
{
|
604
|
return TouchControlCuboids.FACE_AXIS;
|
605
|
}
|
606
|
|
607
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
608
|
|
609
|
public float getStickerRadius()
|
610
|
{
|
611
|
return 0.10f;
|
612
|
}
|
613
|
|
614
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
615
|
|
616
|
public float getStickerStroke()
|
617
|
{
|
618
|
float stroke = 0.08f;
|
619
|
|
620
|
if( isInIconMode() )
|
621
|
{
|
622
|
int[] numLayers = getNumLayers();
|
623
|
|
624
|
switch(numLayers[0])
|
625
|
{
|
626
|
case 2: stroke*=1.8f; break;
|
627
|
case 3: stroke*=2.0f; break;
|
628
|
case 4: stroke*=2.1f; break;
|
629
|
default:stroke*=2.2f; break;
|
630
|
}
|
631
|
}
|
632
|
|
633
|
return stroke;
|
634
|
}
|
635
|
|
636
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
637
|
|
638
|
public float[][][] getStickerAngles()
|
639
|
{
|
640
|
return null;
|
641
|
}
|
642
|
|
643
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
644
|
// PUBLIC API
|
645
|
|
646
|
public Static3D[] getRotationAxis()
|
647
|
{
|
648
|
return ROT_AXIS;
|
649
|
}
|
650
|
|
651
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
652
|
|
653
|
public String getShortName()
|
654
|
{
|
655
|
int[] numLayers = getNumLayers();
|
656
|
|
657
|
int x = numLayers[0];
|
658
|
int y = numLayers[1];
|
659
|
|
660
|
switch(x)
|
661
|
{
|
662
|
case 2: switch(y)
|
663
|
{
|
664
|
case 2: return ListObjects.CUBE_2.name();
|
665
|
case 3: return ListObjects.CU_232.name();
|
666
|
case 4: return ListObjects.CU_242.name();
|
667
|
}
|
668
|
case 3: switch(y)
|
669
|
{
|
670
|
case 2: return ListObjects.CU_323.name();
|
671
|
case 3: return ListObjects.CUBE_3.name();
|
672
|
case 4: return ListObjects.CU_343.name();
|
673
|
}
|
674
|
case 4: switch(y)
|
675
|
{
|
676
|
case 2: return ListObjects.CU_424.name();
|
677
|
case 3: return ListObjects.CU_432.name();
|
678
|
case 4: return ListObjects.CUBE_4.name();
|
679
|
}
|
680
|
case 5: return ListObjects.CUBE_5.name();
|
681
|
case 6: return ListObjects.CUBE_6.name();
|
682
|
case 7: return ListObjects.CUBE_7.name();
|
683
|
}
|
684
|
|
685
|
return ListObjects.CUBE_3.name();
|
686
|
}
|
687
|
|
688
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
689
|
|
690
|
private int basicAngle(int d1, int d2)
|
691
|
{
|
692
|
return ((d1-d2)%2)==0 ? 4 : 2;
|
693
|
}
|
694
|
|
695
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
696
|
|
697
|
public int[][] getBasicAngles()
|
698
|
{
|
699
|
if( mBasicAngle==null )
|
700
|
{
|
701
|
int[] num = getNumLayers();
|
702
|
int numX = num[0];
|
703
|
int numY = num[1];
|
704
|
int numZ = num[2];
|
705
|
|
706
|
int x = basicAngle(numY,numZ);
|
707
|
int y = basicAngle(numX,numZ);
|
708
|
int z = basicAngle(numX,numY);
|
709
|
|
710
|
int[] tmpX = new int[numX];
|
711
|
for(int i=0; i<numX; i++) tmpX[i] = x;
|
712
|
int[] tmpY = new int[numY];
|
713
|
for(int i=0; i<numY; i++) tmpY[i] = y;
|
714
|
int[] tmpZ = new int[numZ];
|
715
|
for(int i=0; i<numZ; i++) tmpZ[i] = z;
|
716
|
|
717
|
mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
|
718
|
}
|
719
|
return mBasicAngle;
|
720
|
}
|
721
|
|
722
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
723
|
|
724
|
public String[][] getTutorials()
|
725
|
{
|
726
|
int[] numLayers = getNumLayers();
|
727
|
|
728
|
int x = numLayers[0];
|
729
|
int y = numLayers[1];
|
730
|
|
731
|
switch(x)
|
732
|
{
|
733
|
case 2: switch(y)
|
734
|
{
|
735
|
case 2: return new String[][] {
|
736
|
{"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
|
737
|
{"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
|
738
|
{"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
|
739
|
{"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
|
740
|
{"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
|
741
|
{"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
|
742
|
{"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
|
743
|
{"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
|
744
|
{"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
|
745
|
{"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
|
746
|
};
|
747
|
case 3: return new String[][] {
|
748
|
{"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
|
749
|
{"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
|
750
|
{"ru","0L0odBYaKfo","Как собрать Cuboid 2x2x3","Алексей Ярыгин"},
|
751
|
{"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
|
752
|
{"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
|
753
|
{"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
|
754
|
{"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
|
755
|
{"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
|
756
|
{"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
|
757
|
{"tw","MOtpD79VeqY","2x2x3 教學","不正常魔術方塊研究中心"},
|
758
|
};
|
759
|
case 4: return new String[][] {
|
760
|
{"gb","TKt1Qp0ls_k","How to Solve the 2x2x4","Z3"},
|
761
|
{"es","4KKDw0GvBWA","Tutorial Rubik Tower","QBAndo"},
|
762
|
{"ru","h2h2VAUBXNc","Как собрать Cuboid 2x2x4","Алексей Ярыгин"},
|
763
|
{"fr","f4fMDglDBXE","Résolution du 2x2x4","asthalis"},
|
764
|
{"de","3lzM4X9SJx8","2x2x4 Tower Tutorial","Pezcraft"},
|
765
|
{"pl","UNLuxCBiVRw","2x2x4 Cube Tutorial","MrUK"},
|
766
|
{"br","GmxKV2HNzLA","Como montar o Rubik's Tower 1/3","Rafael Cinoto"},
|
767
|
{"br","D_hU9occHPA","Como montar o Rubik's Tower 2/3","Rafael Cinoto"},
|
768
|
{"br","hXNokPVfN44","Como montar o Rubik's Tower 3/3","Rafael Cinoto"},
|
769
|
{"tw","oQes5V9nP8g","2x2x4 教學","不正常魔術方塊研究中心"},
|
770
|
};
|
771
|
}
|
772
|
case 3: switch(y)
|
773
|
{
|
774
|
case 2: return new String[][] {
|
775
|
{"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
|
776
|
{"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
|
777
|
{"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
|
778
|
{"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
|
779
|
{"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
|
780
|
{"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
|
781
|
{"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
|
782
|
{"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
|
783
|
{"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
|
784
|
{"tw","tf8Lfb4kvB8","3X3X2 教學","不正常魔術方塊研究中心"},
|
785
|
};
|
786
|
case 3: return new String[][] {
|
787
|
{"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
|
788
|
{"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
|
789
|
{"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
|
790
|
{"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
|
791
|
{"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
|
792
|
{"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
|
793
|
{"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
|
794
|
{"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
|
795
|
{"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
|
796
|
{"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
|
797
|
{"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
|
798
|
{"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
|
799
|
};
|
800
|
case 4: return new String[][] {
|
801
|
{"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
|
802
|
{"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
|
803
|
{"ru","F3bwe1ikDyo","Как собрать Cuboid 3x3x4","Никита Брулевич"},
|
804
|
{"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
|
805
|
{"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
|
806
|
{"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
|
807
|
{"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
|
808
|
{"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
|
809
|
{"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
|
810
|
{"tw","S01Cq7U0bGg","3x3x4 教學","不正常魔術方塊研究中心"},
|
811
|
};
|
812
|
}
|
813
|
case 4: switch(y)
|
814
|
{
|
815
|
case 2: return new String[][] {
|
816
|
{"gb","y8oHpXWuBf8","4x4x2 Tutorial/Demonstration","SuperAntonioVivaldi"},
|
817
|
{"es","x-h1iv3BF-o","Resolver paridad del 4x4x2","El rincón del Cubitero"},
|
818
|
{"fr","cKt-eKVWwWI","Résolution du 4x4x2","asthalis"},
|
819
|
{"pl","Jnp2SmICdTU","4x4x2 cube Tutorial","MrUK"},
|
820
|
{"br","P8Vn6EKOFtQ","4x4x2 Cuboid walkthrough solve","Cubo vício"},
|
821
|
};
|
822
|
case 3: return new String[][] {
|
823
|
{"gb","OmtKISiVbTc","Back to Basics Part 2: 2x3x4","SuperAntonioVivaldi"},
|
824
|
{"es","82p0mKydwOU","Tutorial 2x3x4 Español","Dany Cuber"},
|
825
|
{"ru","lvUpVA3AXhI","Как собрать Cuboid 2x3x4","Алексей Ярыгин"},
|
826
|
{"fr","ntu-WXxYyis","Résolution du 2x3x4","asthalis"},
|
827
|
{"pl","BYfqzlWYt6I","2x3x4 Cube Tutorial","MrUK"},
|
828
|
{"br","F1Nn0moXDYM","Cubóide 2x3x4 tutorial","marqüalrélio"},
|
829
|
{"vn","lj_oe5lojn0","2x3x4 Tutorial","VĂN CÔNG TÙNG"},
|
830
|
};
|
831
|
case 4: return new String[][] {
|
832
|
{"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
|
833
|
{"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
|
834
|
{"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
|
835
|
{"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
|
836
|
{"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
|
837
|
{"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
|
838
|
{"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
|
839
|
{"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
|
840
|
{"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
|
841
|
{"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
|
842
|
{"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
|
843
|
{"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
|
844
|
{"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
|
845
|
{"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
|
846
|
};
|
847
|
}
|
848
|
case 5: return new String[][] {
|
849
|
{"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
|
850
|
{"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
|
851
|
{"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
|
852
|
{"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
|
853
|
{"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
|
854
|
{"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
|
855
|
{"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
|
856
|
{"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
|
857
|
{"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
|
858
|
{"tw","mtgGDb9SmnA","五階降階法速解教學","1hrBLD"},
|
859
|
};
|
860
|
case 6: return new String[][] {
|
861
|
{"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
|
862
|
{"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
|
863
|
{"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
|
864
|
{"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
|
865
|
{"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
|
866
|
{"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
|
867
|
{"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
|
868
|
{"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
|
869
|
{"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
|
870
|
};
|
871
|
case 7: return new String[][] {
|
872
|
{"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
|
873
|
{"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
|
874
|
{"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
|
875
|
{"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
|
876
|
{"fr","iXNsJ7b-yZc","Comment résoudre le 7x7x7","Xavier Hornet"},
|
877
|
{"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
|
878
|
{"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
|
879
|
{"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
|
880
|
{"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
|
881
|
};
|
882
|
}
|
883
|
|
884
|
return null;
|
885
|
}
|
886
|
}
|