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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyBandagedCuboid.java @ 97a75106

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CUBOID;
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import org.distorted.library.effect.EffectName;
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import org.distorted.library.main.DistortedLibrary;
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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.bandaged.FactoryBandagedCuboid;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.signature.ObjectSignature;
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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.main.InitData;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.scrambling.ObjectScrambler;
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import org.distorted.objectlib.signature.ObjectSignatureCuboid;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyBandagedCuboid extends TwistyBandagedAbstract
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{
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  public static final String OBJECT_NAME_CUBOID = "LOCAL_BANDAGED";
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  public static final float STRENGTH = 0.04f;
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  public static final float REGION_SIZE = 0.15f;
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  private static final int CUBIT_111 = 0;
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  private static final int CUBIT_211 = 1;
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  private static final int CUBIT_311 = 2;
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  private static final int CUBIT_221 = 3;
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  private static final int CUBIT_222 = 4;
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  private static final int CUBIT_OTH = 5;
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  private static final int[][] mDims = new int[][]
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        {
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         {1,1,1},  // has to be X>=Z>=Y so that all
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         {2,1,1},  // the faces are horizontal
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         {3,1,1},
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         {2,1,2},
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         {2,2,2},
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        };
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  // Fused Cube
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  public static final float[][] POS_1 = new float[][]
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        {
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          {-1.0f, -1.0f, +0.0f, -1.0f, -1.0f, +1.0f, -1.0f,  0.0f, +0.0f, -1.0f,  0.0f, +1.0f,
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            0.0f, -1.0f, +0.0f,  0.0f, -1.0f, +1.0f,  0.0f,  0.0f, +0.0f,  0.0f,  0.0f, +1.0f },
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          {-1.0f, +1.0f, +1.0f},
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          {-1.0f, +1.0f, +0.0f},
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          {-1.0f, +1.0f, -1.0f},
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          { 0.0f, +1.0f, +1.0f},
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          { 0.0f, +1.0f, +0.0f},
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          { 0.0f, +1.0f, -1.0f},
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          { 1.0f, +1.0f, +1.0f},
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          { 1.0f, +1.0f, +0.0f},
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          { 1.0f, +1.0f, -1.0f},
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          { 1.0f,  0.0f, +1.0f},
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          { 1.0f,  0.0f, +0.0f},
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          { 1.0f,  0.0f, -1.0f},
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          { 1.0f, -1.0f, +1.0f},
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          { 1.0f, -1.0f, +0.0f},
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          { 1.0f, -1.0f, -1.0f},
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          {-1.0f, -1.0f, -1.0f},
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          {-1.0f,  0.0f, -1.0f},
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          { 0.0f, -1.0f, -1.0f},
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          { 0.0f,  0.0f, -1.0f}
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        };
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  // 2-bar cube
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  public static final float[][] POS_2 = new float[][]
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        {
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          { 0.0f, +1.0f,  1.0f, 0.0f, +1.0f,  0.0f, 0.0f, +1.0f, -1.0f},
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          {-1.0f, -1.0f,  0.0f, 0.0f, -1.0f,  0.0f, 1.0f, -1.0f,  0.0f},
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          {-1.0f, +1.0f, +1.0f},
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          {-1.0f, +1.0f,  0.0f},
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          {-1.0f, +1.0f, -1.0f},
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          {-1.0f,  0.0f, +1.0f},
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          {-1.0f,  0.0f,  0.0f},
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          {-1.0f,  0.0f, -1.0f},
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          {-1.0f, -1.0f, +1.0f},
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          {-1.0f, -1.0f, -1.0f},
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          {+1.0f, +1.0f, +1.0f},
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          {+1.0f, +1.0f,  0.0f},
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          {+1.0f, +1.0f, -1.0f},
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          {+1.0f,  0.0f, +1.0f},
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          {+1.0f,  0.0f,  0.0f},
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          {+1.0f,  0.0f, -1.0f},
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          {+1.0f, -1.0f, +1.0f},
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          {+1.0f, -1.0f, -1.0f},
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          { 0.0f,  0.0f, +1.0f},
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          { 0.0f, -1.0f, +1.0f},
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          { 0.0f,  0.0f, -1.0f},
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          { 0.0f, -1.0f, -1.0f}
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        };
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  // 3-plate cube
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  public static final float[][] POS_3 = new float[][]
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        {
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          {-1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f},
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          { 1.0f,  0.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f, -1.0f,  1.0f,  1.0f,  0.0f},
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          {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f},
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          { 1.0f,  1.0f,  1.0f},
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          { 1.0f,  0.0f,  1.0f},
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          { 1.0f, -1.0f,  1.0f},
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          {-1.0f, -1.0f,  1.0f},
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          { 0.0f, -1.0f,  1.0f},
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          { 1.0f, -1.0f,  0.0f},
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          { 1.0f, -1.0f, -1.0f},
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          {-1.0f,  1.0f, -1.0f},
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          {-1.0f,  1.0f,  0.0f},
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          { 0.0f,  1.0f, -1.0f},
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          { 0.0f,  1.0f,  0.0f},
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          {-1.0f,  0.0f, -1.0f},
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          {-1.0f,  0.0f,  0.0f},
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          { 0.0f,  0.0f, -1.0f}
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        };
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  // BiCube
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  public static final float[][] POS_4 = new float[][]
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        {
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          { 1.0f,  1.0f, -1.0f},
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          {-1.0f, -1.0f,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f},
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          {-1.0f,  1.0f, -1.0f,  0.0f,  1.0f, -1.0f},
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          {-1.0f,  0.0f, -1.0f,  0.0f,  0.0f, -1.0f},
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          {-1.0f, -1.0f, -1.0f,  0.0f, -1.0f, -1.0f},
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          {-1.0f,  1.0f,  0.0f, -1.0f,  1.0f,  1.0f},
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          { 0.0f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f},
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          { 1.0f,  1.0f,  0.0f,  1.0f,  1.0f,  1.0f},
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          {-1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  1.0f},
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          { 0.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f},
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          { 1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  1.0f},
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          { 1.0f, -1.0f,  0.0f,  1.0f,  0.0f,  0.0f},
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          { 1.0f, -1.0f, -1.0f,  1.0f,  0.0f, -1.0f}
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        };
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  // AI Cube
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  public static final float[][] POS_5 = new float[][]
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        {
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          {-1.5f,-1.5f, 1.5f, -0.5f,-1.5f, 1.5f, -1.5f,-0.5f, 1.5f, -0.5f,-0.5f, 1.5f,
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           -1.5f,-1.5f, 0.5f, -0.5f,-1.5f, 0.5f, -1.5f,-0.5f, 0.5f, -0.5f,-0.5f, 0.5f, },
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          { 1.5f, 1.5f, 1.5f,  0.5f, 1.5f, 1.5f,  1.5f, 0.5f, 1.5f,  0.5f, 0.5f, 1.5f,
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            1.5f, 1.5f, 0.5f,  0.5f, 1.5f, 0.5f,  1.5f, 0.5f, 0.5f,  0.5f, 0.5f, 0.5f, },
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          {-1.5f, 1.5f,-1.5f, -0.5f, 1.5f,-1.5f, -1.5f, 0.5f,-1.5f, -0.5f, 0.5f,-1.5f,
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           -1.5f, 1.5f,-0.5f, -0.5f, 1.5f,-0.5f, -1.5f, 0.5f,-0.5f, -0.5f, 0.5f,-0.5f, },
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          { 1.5f,-1.5f,-1.5f,  0.5f,-1.5f,-1.5f,  1.5f,-0.5f,-1.5f,  0.5f,-0.5f,-1.5f,
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            1.5f,-1.5f,-0.5f,  0.5f,-1.5f,-0.5f,  1.5f,-0.5f,-0.5f,  0.5f,-0.5f,-0.5f, },
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          {-1.5f, 1.5f, 1.5f },
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          {-1.5f, 1.5f, 0.5f },
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          {-1.5f, 0.5f, 1.5f },
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          {-1.5f, 0.5f, 0.5f },
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          {-0.5f, 1.5f, 1.5f },
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          {-0.5f, 1.5f, 0.5f },
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          {-0.5f, 0.5f, 1.5f },
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          { 1.5f,-1.5f, 1.5f },
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          { 1.5f,-1.5f, 0.5f },
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          { 1.5f,-0.5f, 1.5f },
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          { 1.5f,-0.5f, 0.5f },
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          { 0.5f,-1.5f, 1.5f },
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          { 0.5f,-1.5f, 0.5f },
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          { 0.5f,-0.5f, 1.5f },
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          { 1.5f, 1.5f,-1.5f },
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          { 1.5f, 1.5f,-0.5f },
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          { 1.5f, 0.5f,-1.5f },
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          { 1.5f, 0.5f,-0.5f },
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          { 0.5f, 1.5f,-1.5f },
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          { 0.5f, 1.5f,-0.5f },
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          { 0.5f, 0.5f,-1.5f },
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          {-1.5f,-1.5f,-1.5f },
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          {-1.5f,-1.5f,-0.5f },
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          {-1.5f,-0.5f,-1.5f },
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          {-1.5f,-0.5f,-0.5f },
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          {-0.5f,-1.5f,-1.5f },
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          {-0.5f,-1.5f,-0.5f },
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          {-0.5f,-0.5f,-1.5f },
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        };
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  // Burr Cube
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  public static final float[][] POS_6 = new float[][]
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        {
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          {-1.5f, 1.5f, 1.5f,-0.5f, 1.5f, 1.5f},
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          { 1.5f, 1.5f, 1.5f, 0.5f, 1.5f, 1.5f},
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          {-0.5f, 0.5f, 1.5f, 0.5f, 0.5f, 1.5f},
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          {-1.5f,-0.5f, 1.5f,-0.5f,-0.5f, 1.5f},
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          { 1.5f,-0.5f, 1.5f, 0.5f,-0.5f, 1.5f},
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          {-0.5f,-1.5f, 1.5f, 0.5f,-1.5f, 1.5f},
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          {-1.5f, 1.5f,-1.5f,-0.5f, 1.5f,-1.5f},
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          { 1.5f, 1.5f,-1.5f, 0.5f, 1.5f,-1.5f},
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          {-0.5f, 0.5f,-1.5f, 0.5f, 0.5f,-1.5f},
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          {-1.5f,-0.5f,-1.5f,-0.5f,-0.5f,-1.5f},
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          { 1.5f,-0.5f,-1.5f, 0.5f,-0.5f,-1.5f},
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          {-0.5f,-1.5f,-1.5f, 0.5f,-1.5f,-1.5f},
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          { 1.5f, 1.5f, 0.5f, 1.5f, 1.5f,-0.5f},
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          { 1.5f, 0.5f, 1.5f, 1.5f, 0.5f, 0.5f},
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          { 1.5f, 0.5f,-1.5f, 1.5f, 0.5f,-0.5f},
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          { 1.5f,-0.5f, 0.5f, 1.5f,-0.5f,-0.5f},
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          { 1.5f,-1.5f, 1.5f, 1.5f,-1.5f, 0.5f},
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          { 1.5f,-1.5f,-1.5f, 1.5f,-1.5f,-0.5f},
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          {-1.5f, 1.5f, 0.5f,-1.5f, 1.5f,-0.5f},
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          {-1.5f, 0.5f, 1.5f,-1.5f, 0.5f, 0.5f},
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          {-1.5f, 0.5f,-1.5f,-1.5f, 0.5f,-0.5f},
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          {-1.5f,-0.5f, 0.5f,-1.5f,-0.5f,-0.5f},
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          {-1.5f,-1.5f, 1.5f,-1.5f,-1.5f, 0.5f},
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          {-1.5f,-1.5f,-1.5f,-1.5f,-1.5f,-0.5f},
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          {-0.5f, 1.5f,-0.5f, 0.5f, 1.5f,-0.5f},
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          {-0.5f, 1.5f, 0.5f, 0.5f, 1.5f, 0.5f},
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          { 0.5f,-1.5f, 0.5f, 0.5f,-1.5f,-0.5f},
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          {-0.5f,-1.5f, 0.5f,-0.5f,-1.5f,-0.5f},
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        };
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  private int[][] mEdges;
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  private int[] mCubitVariantMap;
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  private int[] mTypeVariantMap;
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  private Static4D[] mInitQuats;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyBandagedCuboid(int meshState, int iconMode, Static4D quat, Static3D move, float scale, InitData data, InitAssets asset)
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    {
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    super(meshState, iconMode, (data.getNumLayers()[0]+data.getNumLayers()[1]+data.getNumLayers()[2])/3.0f, quat, move, scale, data, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Computing scramble states of many a bandaged cubes takes way too long time and too much space.
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// Return null here and turn to construction of scramble tables just-in-time (scrambleType=2)
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// Unless this is AI Cube :)
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  public int[][] getScrambleEdges()
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    {
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    if( mPosition==null ) mPosition = getInitData().getPos();
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    if( mPosition==POS_5 )
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      {
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      if( mEdges==null )
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        {
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        mEdges = new int[][]
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          {
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            { 36, 1,37, 2,38, 3,39, 4,40, 5,41, 6 },  // 0: beg
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            {  6, 7, 7, 7, 8, 7, 9, 7,10, 7,11, 7 },  // 1: R before
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            {  0, 8, 1, 8, 2, 8, 3, 8, 4, 8, 5, 8 },  // 2: L before
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            { 12, 9,13, 9,14, 9,15, 9,16, 9,17, 9 },  // 3: D before
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            { 18,10,19,10,20,10,21,10,22,10,23,10 },  // 4: U before
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            { 24,11,25,11,26,11,27,11,28,11,29,11 },  // 5: B before
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            { 30,12,31,12,32,12,33,12,34,12,35,12 },  // 6: F before
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            { 42, 3,43, 4,44, 5,45, 6 }, // 7: R after
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            { 46, 3,47, 4,48, 5,49, 6 }, // 8: L after
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            { 50, 1,51, 2,52, 5,53, 6 }, // 9: D after
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            { 54, 1,55, 2,56, 5,57, 6 }, //10: U after
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            { 58, 1,59, 2,60, 3,61, 4 }, //11: B after
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            { 62, 1,63, 2,64, 3,65, 4 }, //12: F after
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          };
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        }
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      return mEdges;
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// AI Cube is scrambled using algorithms
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  @Override
284
  public int[][] getScrambleAlgorithms()
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    {
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    if( mPosition==null ) mPosition = getInitData().getPos();
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    if( mPosition==POS_5 )
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      {
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      return new int[][]
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          {
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              { 0,1,-1 }, { 0,1, 1 }, { 0,1, 2 }, { 0,2,-1 }, { 0,2, 1 }, { 0,2, 2 },  //  0-5 : L
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              { 0,4,-1 }, { 0,4, 1 }, { 0,4, 2 }, { 0,8,-1 }, { 0,8, 1 }, { 0,8, 2 },  //  6-11: R
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              { 1,1,-1 }, { 1,1, 1 }, { 1,1, 2 }, { 1,2,-1 }, { 1,2, 1 }, { 1,2, 2 },  // 12-17: D
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              { 1,4,-1 }, { 1,4, 1 }, { 1,4, 2 }, { 1,8,-1 }, { 1,8, 1 }, { 1,8, 2 },  // 18-23: U
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              { 2,1,-1 }, { 2,1, 1 }, { 2,1, 2 }, { 2,2,-1 }, { 2,2, 1 }, { 2,2, 2 },  // 24-29: B
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              { 2,4,-1 }, { 2,4, 1 }, { 2,4, 2 }, { 2,8,-1 }, { 2,8, 1 }, { 2,8, 2 },  // 30-35: F
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              { 1,8,1, 2,1,2 },  // 36: BEG->R
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              { 1,1,1, 2,1,2 },  // 37: BEG->L
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              { 2,8,1, 0,8,2 },  // 38: BEG->D
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              { 2,1,1, 0,8,2 },  // 39: BEG->U
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              { 0,8,1, 1,8,2 },  // 40: BEG->B
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              { 0,1,1, 1,8,2 },  // 41: BEG->F
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              { 1,1,-1, 0,8,2, 2,1,-1 }, // 42: R->D
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              { 1,8, 1, 0,8,2, 2,8, 1 }, // 43: R->U
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              { 2,1, 1, 0,8,2, 1,1, 1 }, // 44: R->B
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              { 2,8,-1, 0,8,2, 1,8,-1 }, // 45: R->F
310

    
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              { 1,1,-1, 0,1,2, 2,8, 1 }, // 46: L->D
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              { 1,8, 1, 0,1,2, 2,1,-1 }, // 47: L->U
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              { 2,1, 1, 0,1,2, 1,8,-1 }, // 48: L->B
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              { 2,8,-1, 0,1,2, 1,1, 1 }, // 49: L->F
315

    
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              { 0,8,-1, 1,1,2, 2,1, 1 }, // 50: D->R
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              { 0,1, 1, 1,1,2, 2,8,-1 }, // 51: D->L
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              { 2,1,-1, 1,1,2, 0,8, 1 }, // 52: D->B
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              { 2,8, 1, 1,1,2, 0,1,-1 }, // 53: D->F
320

    
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              { 0,8,-1, 1,8,2, 2,8,-1 }, // 54: U->R
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              { 0,1, 1, 1,8,2, 2,1, 1 }, // 55: U->L
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              { 2,1,-1, 1,8,2, 0,1,-1 }, // 56: U->B
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              { 2,8, 1, 1,8,2, 0,8, 1 }, // 57: U->F
325

    
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              { 0,8, 1, 2,1,2, 1,1,-1 }, // 58: B->R
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              { 0,1,-1, 2,1,2, 1,8, 1 }, // 59: B->L
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              { 1,1, 1, 2,1,2, 0,8,-1 }, // 60: B->D
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              { 1,8,-1, 2,1,2, 0,1, 1 }, // 61: B->U
330

    
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              { 0,8, 1, 2,8,2, 1,8, 1 }, // 62: F->R
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              { 0,1,-1, 2,8,2, 1,1,-1 }, // 63: F->L
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              { 1,1, 1, 2,8,2, 0,1, 1 }, // 64: F->D
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              { 1,8,-1, 2,8,2, 0,8,-1 }, // 65: F->U
335
          };
336
      }
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    else
338
      {
339
      return null;
340
      }
341
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
344
// AI Cube is scrambled using algorithms
345

    
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  @Override
347
  public int getScrambleType()
348
    {
349
    if( mPosition==null ) mPosition = getInitData().getPos();
350

    
351
    return mPosition==POS_5 ? ObjectScrambler.SCRAMBLING_ALGORITHMS : ObjectScrambler.SCRAMBLING_BANDAGED;
352
    }
353

    
354
///////////////////////////////////////////////////////////////////////////////////////////////////
355

    
356
  private int getType(float[] pos)
357
    {
358
    switch(pos.length)
359
      {
360
      case  3: return CUBIT_111;
361
      case  6: return CUBIT_211;
362
      case  9: boolean x1 = (pos[0]==pos[3] && pos[0]==pos[6]);
363
               boolean y1 = (pos[1]==pos[4] && pos[1]==pos[7]);
364
               boolean z1 = (pos[2]==pos[5] && pos[2]==pos[8]);
365
               return ( (x1&&y1) || (x1&&z1) || (y1&&z1) ) ? CUBIT_311 : CUBIT_OTH;
366
      case 12: float x = (pos[0]+pos[3]+pos[6]+pos[ 9])/4;
367
               float y = (pos[1]+pos[4]+pos[7]+pos[10])/4;
368
               float z = (pos[2]+pos[5]+pos[8]+pos[11])/4;
369
               float d1 = (pos[0]-x)*(pos[0]-x) + (pos[ 1]-y)*(pos[ 1]-y) + (pos[ 2]-z)*(pos[ 2]-z);
370
               float d2 = (pos[3]-x)*(pos[3]-x) + (pos[ 4]-y)*(pos[ 4]-y) + (pos[ 5]-z)*(pos[ 5]-z);
371
               float d3 = (pos[6]-x)*(pos[6]-x) + (pos[ 7]-y)*(pos[ 7]-y) + (pos[ 8]-z)*(pos[ 8]-z);
372
               float d4 = (pos[9]-x)*(pos[9]-x) + (pos[10]-y)*(pos[10]-y) + (pos[11]-z)*(pos[11]-z);
373
               return ( d1==0.5f && d2==0.5f && d3==0.5f && d4==0.5f ) ? CUBIT_221 : CUBIT_OTH;
374
      case 24: float x3 = pos[0];
375
               float y3 = pos[1];
376
               float z3 = pos[2];
377
               float x4=-10,y4=-10,z4=-10;
378
               int i;
379

    
380
               for(i=0; i<8; i++)
381
                 {
382
                 if( pos[3*i]!=x3 && pos[3*i+1]!=y3 && pos[3*i+2]!=z3 )
383
                   {
384
                   x4 = pos[3*i  ];
385
                   y4 = pos[3*i+1];
386
                   z4 = pos[3*i+2];
387
                   break;
388
                   }
389
                 }
390
               if( i==9 ) return CUBIT_OTH;
391

    
392
               float dX = x4-x3;
393
               float dY = y4-y3;
394
               float dZ = z4-z3;
395

    
396
               if( (dX==1.0f || dX==-1.0f) && (dY==1.0f || dY==-1.0f) && (dZ==1.0f || dZ==-1.0f) )
397
                 {
398
                 for(i=0; i<8; i++)
399
                   {
400
                   if( (pos[3*i  ]!=x3 && pos[3*i  ]!=x4) ||
401
                       (pos[3*i+1]!=y3 && pos[3*i+1]!=y4) ||
402
                       (pos[3*i+2]!=z3 && pos[3*i+2]!=z4)  ) return CUBIT_OTH;
403
                   }
404

    
405
                 return CUBIT_222;
406
                 }
407

    
408
      default: return CUBIT_OTH;
409
      }
410
    }
411

    
412
///////////////////////////////////////////////////////////////////////////////////////////////////
413

    
414
  private int getQuatIndex(int cubit)
415
    {
416
    float[][] positions = getPositions();
417
    int len = positions.length;
418

    
419
    if( cubit>=0 && cubit<len )
420
      {
421
      float[] pos = positions[cubit];
422
      int type = getType(pos);
423

    
424
      switch(type)
425
        {
426
        case CUBIT_222:
427
        case CUBIT_111: return 0;
428
        case CUBIT_211:
429
        case CUBIT_311: return (pos[1]==pos[4]) ? (pos[0]==pos[3] ? 2 : 0) : 3;
430
        case CUBIT_221: if( pos[0]==pos[3] && pos[0]==pos[6] ) return 3;
431
                        if( pos[1]==pos[4] && pos[1]==pos[7] ) return 0;
432
                        if( pos[2]==pos[5] && pos[2]==pos[8] ) return 1;
433
        }
434
      }
435

    
436
    return 0;
437
    }
438

    
439
///////////////////////////////////////////////////////////////////////////////////////////////////
440

    
441
  private int[] getDim(int variant)
442
    {
443
    int type,numTypes = mDims.length;
444
    for(type=0; type<numTypes; type++) if( mTypeVariantMap[type]==variant ) break;
445
    return type<numTypes ? mDims[type] : null;
446
    }
447

    
448
///////////////////////////////////////////////////////////////////////////////////////////////////
449

    
450
  private void produceTmpShape(int variant)
451
    {
452
    float[][] positions = getPositions();
453
    int cubit,numCubits = positions.length;
454

    
455
    for(cubit=0; cubit<numCubits; cubit++)
456
      {
457
      if( mCubitVariantMap[cubit]==variant ) break;
458
      }
459

    
460
    if( cubit>=numCubits )
461
      {
462
      android.util.Log.e("D", "unknown variant: "+variant);
463
      }
464
    else
465
      {
466
      FactoryBandagedCuboid factory = FactoryBandagedCuboid.getInstance();
467
      mTmpShapes[variant] = factory.createIrregularShape(variant,positions[cubit]);
468
      }
469
    }
470

    
471
///////////////////////////////////////////////////////////////////////////////////////////////////
472
// PUBLIC API
473

    
474
  public int getTouchControlType()
475
    {
476
    return TC_CUBOID;
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480

    
481
  public ObjectShape getObjectShape(int variant)
482
    {
483
    if( getDim(variant)!=null )
484
      {
485
      int[][] indices =
486
        {
487
          {2,3,1,0},
488
          {7,6,4,5},
489
          {4,0,1,5},
490
          {7,3,2,6},
491
          {6,2,0,4},
492
          {3,7,5,1},
493
        };
494

    
495
      return new ObjectShape( getVertices(variant), indices);
496
      }
497

    
498
    if( mTmpShapes==null ) mTmpShapes = new ObjectShape[mNumVariants];
499
    if( mTmpShapes[variant]==null ) produceTmpShape(variant);
500
    return mTmpShapes[variant];
501
    }
502

    
503
///////////////////////////////////////////////////////////////////////////////////////////////////
504

    
505
  public ObjectFaceShape getObjectFaceShape(int variant)
506
    {
507
    int[] dim = getDim(variant);
508
    FactoryBandagedCuboid factory = FactoryBandagedCuboid.getInstance();
509

    
510
    if( dim!=null )
511
      {
512
      int[] numLayers = getNumLayers();
513
      boolean iconMode = isInIconMode();
514
      float[][] bands = factory.getBands(iconMode,numLayers);
515

    
516
      int X = dim[0];
517
      int Y = dim[1];
518
      int Z = dim[2];
519
      int DX = Math.max(Y,Z);
520
      int DY = Math.max(X,Z);
521
      int DZ = Math.max(X,Y);
522

    
523
      int[] bandIndices= { DX,DX,DY,DY,DZ,DZ };
524

    
525
      return new ObjectFaceShape(bands,bandIndices,null);
526
      }
527

    
528

    
529
    return factory.createIrregularFaceShape(variant, isInIconMode() );
530
    }
531

    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533

    
534
  public ObjectVertexEffects getVertexEffects(int variant)
535
    {
536
    int[] numLayers = getNumLayers();
537
    int size = (numLayers[0]+numLayers[1]+numLayers[2])/3;
538
    boolean round = (DistortedLibrary.fastCompilationTF() && size<=5 && !isInIconMode());
539

    
540
    if( getDim(variant)!=null )
541
      {
542
      float[][] vertices = getVertices(variant);
543
      float strength = -STRENGTH;
544

    
545
      float[][] variables =
546
        {
547
          { 0, strength*vertices[0][0], strength*vertices[0][1], strength*vertices[0][2], 1  },
548
          { 0, strength*vertices[1][0], strength*vertices[1][1], strength*vertices[1][2], 1  },
549
          { 0, strength*vertices[2][0], strength*vertices[2][1], strength*vertices[2][2], 1  },
550
          { 0, strength*vertices[3][0], strength*vertices[3][1], strength*vertices[3][2], 1  },
551
          { 0, strength*vertices[4][0], strength*vertices[4][1], strength*vertices[4][2], 1  },
552
          { 0, strength*vertices[5][0], strength*vertices[5][1], strength*vertices[5][2], 1  },
553
          { 0, strength*vertices[6][0], strength*vertices[6][1], strength*vertices[6][2], 1  },
554
          { 0, strength*vertices[7][0], strength*vertices[7][1], strength*vertices[7][2], 1  },
555
        };
556

    
557
      String name = EffectName.DEFORM.name();
558
      float[] reg = {0,0,0,REGION_SIZE};
559

    
560
      String[] names = {name,name,name,name,name,name,name,name};
561
      float[][] regions = {reg,reg,reg,reg,reg,reg,reg,reg};
562
      boolean[] uses = {round,round,round,round,round,round,round,round};
563

    
564
      return new ObjectVertexEffects(names,variables,vertices,regions,uses);
565
      }
566

    
567
    FactoryBandagedCuboid factory = FactoryBandagedCuboid.getInstance();
568
    return factory.createVertexEffects(variant,round);
569
    }
570

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

    
573
  public Static4D getCubitQuats(int cubit, int[] numLayers)
574
    {
575
    if( mInitQuats ==null )
576
      {
577
      mInitQuats = new Static4D[]
578
        {
579
        new Static4D(  0.0f,   0.0f,   0.0f,   1.0f),  // NULL
580
        new Static4D( SQ2/2,   0.0f,   0.0f, -SQ2/2),  // X
581
        new Static4D(  0.0f,  SQ2/2,   0.0f, -SQ2/2),  // Y
582
        new Static4D(  0.0f,   0.0f,  SQ2/2, -SQ2/2),  // Z
583
        new Static4D( -0.5f,  +0.5f,  -0.5f,  +0.5f),  // ZX
584
        new Static4D( +0.5f,  +0.5f,  +0.5f,  -0.5f),  // YX
585
        };
586
      }
587

    
588
    return mInitQuats[getQuatIndex(cubit)];
589
    }
590

    
591
///////////////////////////////////////////////////////////////////////////////////////////////////
592

    
593
  public int getNumCubitVariants(int[] numLayers)
594
    {
595
    if( mNumVariants==0 )
596
      {
597
      float[][] positions = getPositions();
598
      boolean C111=false;
599
      boolean C211=false;
600
      boolean C311=false;
601
      boolean C221=false;
602
      boolean C222=false;
603

    
604
      int numCubits = positions.length;
605
      mCubitVariantMap = new int[numCubits];
606

    
607
      int numTypes = mDims.length;
608
      mTypeVariantMap = new int[numTypes];
609
      for(int i=0; i<numTypes; i++) mTypeVariantMap[i] = -1;
610

    
611
      for (int cubit=0; cubit<numCubits; cubit++)
612
        {
613
        int type = getType(positions[cubit]);
614

    
615
        switch (type)
616
          {
617
          case CUBIT_111: if (!C111) { C111 = true; mTypeVariantMap[CUBIT_111]=mNumVariants++; }
618
                          mCubitVariantMap[cubit]=mTypeVariantMap[CUBIT_111];
619
                          break;
620
          case CUBIT_211: if (!C211) { C211 = true; mTypeVariantMap[CUBIT_211]=mNumVariants++; }
621
                          mCubitVariantMap[cubit]=mTypeVariantMap[CUBIT_211];
622
                          break;
623
          case CUBIT_311: if (!C311) { C311 = true; mTypeVariantMap[CUBIT_311]=mNumVariants++; }
624
                          mCubitVariantMap[cubit]=mTypeVariantMap[CUBIT_311];
625
                          break;
626
          case CUBIT_221: if (!C221) { C221 = true; mTypeVariantMap[CUBIT_221]=mNumVariants++; }
627
                          mCubitVariantMap[cubit]=mTypeVariantMap[CUBIT_221];
628
                          break;
629
          case CUBIT_222: if (!C222) { C222 = true; mTypeVariantMap[CUBIT_222]=mNumVariants++; }
630
                          mCubitVariantMap[cubit]=mTypeVariantMap[CUBIT_222];
631
                          break;
632
          default       : mCubitVariantMap[cubit] = mNumVariants++;
633
          }
634
        }
635

    
636
      FactoryBandagedCuboid factory = FactoryBandagedCuboid.getInstance();
637
      factory.prepare(mNumVariants,numLayers);
638
      }
639

    
640
    return mNumVariants;
641
    }
642

    
643
///////////////////////////////////////////////////////////////////////////////////////////////////
644

    
645
  public int getCubitVariant(int cubit, int[] numLayers)
646
    {
647
    return mCubitVariantMap[cubit];
648
    }
649

    
650
///////////////////////////////////////////////////////////////////////////////////////////////////
651

    
652
  private float[][] getVertices(int variant)
653
    {
654
    int[] dim = getDim(variant);
655

    
656
    if( dim!=null )
657
      {
658
      int X = dim[0];
659
      int Y = dim[1];
660
      int Z = dim[2];
661

    
662
      return new float[][]
663
        {
664
          { 0.5f*X, 0.5f*Y, 0.5f*Z},
665
          { 0.5f*X, 0.5f*Y,-0.5f*Z},
666
          { 0.5f*X,-0.5f*Y, 0.5f*Z},
667
          { 0.5f*X,-0.5f*Y,-0.5f*Z},
668
          {-0.5f*X, 0.5f*Y, 0.5f*Z},
669
          {-0.5f*X, 0.5f*Y,-0.5f*Z},
670
          {-0.5f*X,-0.5f*Y, 0.5f*Z},
671
          {-0.5f*X,-0.5f*Y,-0.5f*Z}
672
        };
673
      }
674

    
675
    if( mTmpShapes==null ) mTmpShapes = new ObjectShape[mNumVariants];
676
    if( mTmpShapes[variant]==null ) produceTmpShape(variant);
677
    return mTmpShapes[variant].getVertices();
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681
// PUBLIC API
682

    
683
  public float[] getDist3D(int[] numLayers)
684
    {
685
    float x = numLayers[0];
686
    float y = numLayers[1];
687
    float z = numLayers[2];
688
    float a = (x+y+z)/1.5f;
689

    
690
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694

    
695
  public float getStickerRadius()
696
    {
697
    return 0.10f;
698
    }
699

    
700
///////////////////////////////////////////////////////////////////////////////////////////////////
701

    
702
  public float getStickerStroke()
703
    {
704
    if( mPosition==null ) mPosition = getInitData().getPos();
705
    boolean icon = isInIconMode();
706

    
707
    if( mPosition==POS_5 ) return icon ? 0.30f : 0.11f;
708
    if( mPosition==POS_6 ) return icon ? 0.30f : 0.10f;
709

    
710
    return icon ? 0.16f : 0.08f;
711
    }
712

    
713
///////////////////////////////////////////////////////////////////////////////////////////////////
714

    
715
  public String getShortName()
716
    {
717
    if( mPosition==null ) mPosition = getInitData().getPos();
718

    
719
    if( mPosition==POS_1 ) return ObjectType.BAN1_3.name();
720
    if( mPosition==POS_2 ) return ObjectType.BAN2_3.name();
721
    if( mPosition==POS_3 ) return ObjectType.BAN3_3.name();
722
    if( mPosition==POS_4 ) return ObjectType.BAN4_3.name();
723
    if( mPosition==POS_5 ) return ObjectType.BAN5_4.name();
724
    if( mPosition==POS_6 ) return ObjectType.BAN6_4.name();
725

    
726
    if( mSignature==null ) mSignature = getSignature();
727
    int[] numLayers = getNumLayers();
728
    int number = 100*numLayers[0]+10*numLayers[1]+numLayers[2];
729

    
730
    return number+"_"+mSignature.getString();
731
    }
732

    
733
///////////////////////////////////////////////////////////////////////////////////////////////////
734

    
735
  public ObjectSignature getSignature()
736
    {
737
    if( mSignature==null )
738
      {
739
      int[] numLayers = getNumLayers();
740
      mSignature = new ObjectSignatureCuboid(numLayers[0],numLayers[1],numLayers[2],mPosition);
741
      }
742
    return mSignature;
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746

    
747
  public String getObjectName()
748
    {
749
    if( mPosition==null ) mPosition = getInitData().getPos();
750

    
751
    if( mPosition==POS_1 ) return "Fused Cube";
752
    if( mPosition==POS_2 ) return "2Bar Cube";
753
    if( mPosition==POS_3 ) return "Bandaged Cube C";
754
    if( mPosition==POS_4 ) return "BiCube";
755
    if( mPosition==POS_5 ) return "AI Cube";
756
    if( mPosition==POS_6 ) return "Burr Cube";
757

    
758
    return OBJECT_NAME_CUBOID;
759
    }
760

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

    
763
  public String getInventor()
764
    {
765
    if( mPosition==null ) mPosition = getInitData().getPos();
766

    
767
    if( mPosition==POS_1 ) return "Ting Huang";
768
    if( mPosition==POS_2 ) return "Unknown";
769
    if( mPosition==POS_3 ) return "Andreas Nortmann";
770
    if( mPosition==POS_4 ) return "Uwe Meffert";
771
    if( mPosition==POS_5 ) return "David Adams";
772
    if( mPosition==POS_6 ) return "Unknown";
773

    
774
    return "??";
775
    }
776

    
777
///////////////////////////////////////////////////////////////////////////////////////////////////
778

    
779
  public int getYearOfInvention()
780
    {
781
    if( mPosition==null ) mPosition = getInitData().getPos();
782

    
783
    if( mPosition==POS_1 ) return 2011;
784
    if( mPosition==POS_2 ) return 0;
785
    if( mPosition==POS_3 ) return 2005;
786
    if( mPosition==POS_4 ) return 1999;
787
    if( mPosition==POS_5 ) return 2004;
788
    if( mPosition==POS_6 ) return 2002;
789

    
790
    return 0;
791
    }
792

    
793
///////////////////////////////////////////////////////////////////////////////////////////////////
794

    
795
  public int getComplexity()
796
    {
797
    if( mPosition==null ) mPosition = getInitData().getPos();
798

    
799
    if( mPosition==POS_1 ) return 1;
800
    if( mPosition==POS_2 ) return 2;
801
    if( mPosition==POS_3 ) return 2;
802
    if( mPosition==POS_4 ) return 3;
803
    if( mPosition==POS_5 ) return 4;
804
    if( mPosition==POS_6 ) return 3;
805

    
806
    return 4;
807
    }
808

    
809
///////////////////////////////////////////////////////////////////////////////////////////////////
810

    
811
  public String[][] getTutorials()
812
    {
813
    if( mPosition==null ) mPosition = getInitData().getPos();
814

    
815
    if( mPosition==POS_1 )
816
      {
817
      return new String[][]{
818
                            {"gb","F_iJk_IvpVo","Bandaged Cube","CanChrisSolve"},
819
                            {"es","_lTgw5aEFOg","Tutorial 3x3 Fuse Cube","QBAndo"},
820
                            {"ru","raYDwFEXIq4","Как собрать Fused Cube","Алексей Ярыгин"},
821
                            {"fr","9Cfi4rhKzIw","Tutoriel: résolution du Fused Cube","Skieur Cubb"},
822
                            {"pl","0PcUoGxQa6s","Bandaged 3x3 v.A cube","MrUK"},
823
                            {"kr","1RePOLrzJNE","밴디지 타입 A 해법","듀나메스 큐브 해법연구소"},
824
                            {"vn","vg4J0U0n1oA","Tutorial N.1 - Bandaged VA","Duy Thích Rubik"},
825
                            {"tw","N2LuxPS4EhU","三階綑綁方塊(A款) 教學","不正常魔術方塊研究中心"},
826
                           };
827
      }
828
    if( mPosition==POS_2 )
829
      {
830
      return new String[][]{
831
                            {"ru","lS_EK0PMWI8","Как собрать 2-bar Cube","Алексей Ярыгин"},
832
                            {"pl","tX8ubTLh6p8","Bandaged 3x3 (Two bar)","MrUK"},
833
                            {"kr","NE6XuC1r8xw","밴디지 큐브","Denzel Washington"},
834
                           };
835
      }
836
    if( mPosition==POS_3 )
837
      {
838
      return new String[][]{
839
                            {"gb","7UiCVGygUT4","Bandage Cube C Tutorial","PolyakB"},
840
                            {"ru","gXenRA92Wdc","Как собрать Bandaged 3x3 Type C","YG Cuber"},
841
                            {"pl","sKfdFLm79Zs","Bandaged 3x3 v.C cube","MrUK"},
842
                            {"kr","BcCFgeFy6Ec","밴디지 타입 C 해법","듀나메스 큐브 해법연구소"},
843
                            {"vn","9674LLkPSog","Tutorial N.2 - Bandaged VC","Duy Thích Rubik"},
844
                            {"tw","o1DqhDRaZt4","三階綑綁方塊-三方 教學","不正常魔術方塊研究中心"},
845
                           };
846
      }
847
    if( mPosition==POS_4 )
848
      {
849
      return new String[][]{
850
                            {"gb","AnpdIKICBpM","Trying to Solve a Bandaged Cube","RedKB"},
851
                            {"es","cUyo5fycrvI","Tutorial Bandaged Cube en español","Rafa Garcia Benacazon"},
852
                            {"ru","-MTzeEJptsg","Как собрать bandaged Cube B","стратегия знаний"},
853
                            {"fr","3rsfIJ3roT0","Tutoriel: résolution du Bicube","Skieur Cubb"},
854
                            {"de","sqWVRwkXX9w","Bandaged Cube - Tutorial","GerCubing"},
855
                            {"pl","XcHzTvVR6Po","Bandaged 3x3 v.B cube","MrUK"},
856
                            {"kr","1gsoijF_5q0","BiCube Tutorial (해법)","듀나메스 큐브 해법연구소"},
857
                            {"vn","ZCJDaF4jEbc","Tutorial N.3 - BiCube","Duy Thích Rubik"},
858
                            {"tw","J8XnfMHkFC8","三階綑綁 Bicube 教學","不正常魔術方塊研究中心"},
859
                           };
860
      }
861
    if( mPosition==POS_5 )
862
      {
863
      return new String[][]{
864
                            {"gb","b62HPjlUmYQ","4x4x4 AI Bandaged Cube 1/2","Superantoniovivaldi"},
865
                            {"gb","DQeZ0iDqt4s","4x4x4 AI Bandaged Cube 2/2","Superantoniovivaldi"},
866
                            {"es","bZRV8aXyIY4","Tutorial AI Cube 4x4","QBAndo"},
867
                            {"ru","2NIEHu6jE9o","Как собрать AI Cube","Rodion Strizhakov"},
868
                            {"fr","iP9sSg1q0K0","Résolution de l'AI Cube","asthalis"},
869
                            {"pl","y6MNyoHgY8A","All Bandage 4x4 cube TUTORIAL","MrUK"},
870
                            {"br","yGnQ4ObiPRY","Como Resolver o 4x4 Bandaged 1/4","Rafael Cinoto"},
871
                            {"br","XJUtQrwrCmA","Como Resolver o 4x4 Bandaged 2/4","Rafael Cinoto"},
872
                            {"br","Wrdec2WNBSY","Como Resolver o 4x4 Bandaged 3/4","Rafael Cinoto"},
873
                            {"br","mWvYD53fqHI","Como Resolver o 4x4 Bandaged 4/4","Rafael Cinoto"},
874
                            {"kr","MvaFtrU4O_k","AI 밴디지 큐브 해법","듀나메스 큐브 해법연구소"},
875
                            {"vn","aAP1E567ADc","Tutorial N.78 - AI Cube","Duy Thích Rubik"},
876
                           };
877
      }
878
    if( mPosition==POS_6 )
879
      {
880
      return new String[][]{
881
                            {"gb","_FnNzFo0ITM","Burr Cube Tutorial 1/2","Superantoniovivaldi"},
882
                            {"gb","NOf-UcNh4sI","Burr Cube Tutorial 2/2","Superantoniovivaldi"},
883
                            {"es","xR2TLKQmym8","Cómo Resuelvo Wall Cube","Robert Cubes"},
884
                            {"vn","cbDUtkIJjfk","Tutorial N.96 - Burr Cube","Duy Thích Rubik"},
885
                           };
886
      }
887
    return null;
888
    }
889
}
(3-3/51)