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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyOffsetCuboid.java @ 8f5116ec

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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;
285
      num -= 4*numTD;
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      int numFB = (z-2);
288
      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;
295
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getCenterNum(int cubit, int[] numLayers)
300
    {
301
    int numCorners = getNumCorners(numLayers);
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    int numEdges   = getNumEdges(numLayers);
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    int num = cubit - numCorners - numEdges;
304

    
305
    if( num>=0 )
306
      {
307
      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);
313
      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);
318
      if( num<  numFB ) return 4;
319
      if( num<2*numFB ) return 5;
320
      }
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322
    return -1;
323
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumCorners(int[] numLayers)
328
    {
329
    int x = numLayers[0];
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    int y = numLayers[1];
331
    int z = numLayers[2];
332

    
333
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
334
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumEdges(int[] numLayers)
339
    {
340
    int x = numLayers[0];
341
    int y = numLayers[1];
342
    int z = numLayers[2];
343

    
344
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
345
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
348

    
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  public float[][] getCubitPositions(int[] numLayers)
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    {
351
    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);
358

    
359
    int curPos = 0;
360

    
361
    if( X==1 )
362
      {
363
      float[][] pos = new float[X*Y*Z][];
364

    
365
      for(int y=0; y<Y; y++)
366
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
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368
      return pos;
369
      }
370

    
371
    if( Y==1 )
372
      {
373
      float[][] pos = new float[X*Y*Z][];
374

    
375
      for(int x=0; x<X; x++)
376
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
377

    
378
      return pos;
379
      }
380

    
381
    if( Z==1 )
382
      {
383
      float[][] pos = new float[X*Y*Z][];
384

    
385
      for(int x=0; x<X; x++)
386
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
387

    
388
      return pos;
389
      }
390

    
391
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
392
    float[][] pos = new float[numCubits][];
393

    
394
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
395
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
396
    pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
397
    pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
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    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
399
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
400
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
401
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
402

    
403
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
404
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
405
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
406
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
407
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
408
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
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
}
(40-40/59)