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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ a8295031

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CUBOID;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import java.io.InputStream;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectSignature;
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import org.distorted.objectlib.main.InitData;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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import org.distorted.objectlib.main.ObjectType;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.scrambling.ScrambleState;
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import org.distorted.objectlib.main.ShapeHexahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyCuboid extends ShapeHexahedron
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{
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(1,0,0),
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           new Static3D(0,1,0),
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           new Static3D(0,0,1)
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         };
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  private ScrambleState[] mStates;
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  private float[][] mCuts;
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  private int[][] mBasicAngle;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCuboid(InitData data, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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    {
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    super(data, meshState, iconMode, (data.getNumLayers()[0]+data.getNumLayers()[1]+data.getNumLayers()[2])/3.0f, quat, move, scale, stream);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// we need to explicitly provide the quaternion group because the Cuboids do not have the whole
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// group and it would crash in getCubitQuats()
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  @Override
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  public Static4D[] getQuats()
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    {
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    return new Static4D[]
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      {
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        new Static4D(  0.0f,  0.0f,  0.0f, 1.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f, SQ2/2),
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        new Static4D(  1.0f,  0.0f,  0.0f, 0.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f,-SQ2/2),
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        new Static4D(  0.0f, SQ2/2,  0.0f, SQ2/2),
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        new Static4D(  0.0f,  1.0f,  0.0f,  0.0f),
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        new Static4D(  0.0f, SQ2/2,  0.0f,-SQ2/2),
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        new Static4D(  0.0f,  0.0f, SQ2/2, SQ2/2),
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        new Static4D(  0.0f,  0.0f,  1.0f,  0.0f),
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        new Static4D(  0.0f,  0.0f, SQ2/2,-SQ2/2),
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        new Static4D(  0.5f,  0.5f, -0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2,-SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D(  0.5f,  0.5f,  0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2, SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f,  0.5f, -0.5f),
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        new Static4D( SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D(-SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D( SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(-SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(  0.5f, -0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f, -0.5f, -0.5f,  0.5f),
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        new Static4D(  0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f,  0.5f, -0.5f,  0.5f),
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int[] createEdges(int size, boolean full, int vertex)
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    {
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    if( size==1 ) return null;
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    if( full )
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      {
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      int[] ret = new int[9*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[9*l  ] = l;
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        ret[9*l+1] =-1;
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        ret[9*l+2] = vertex;
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        ret[9*l+3] = l;
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        ret[9*l+4] = 1;
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        ret[9*l+5] = vertex;
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        ret[9*l+6] = l;
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        ret[9*l+7] = 2;
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        ret[9*l+8] = vertex;
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        }
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      return ret;
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      }
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    else
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      {
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      int[] ret = new int[6*size];
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      for(int l=0; l<size; l++)
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        {
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        ret[6*l  ] = l;
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        ret[6*l+1] = 1;
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        ret[6*l+2] = vertex;
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        ret[6*l+3] = l;
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        ret[6*l+4] =-1;
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        ret[6*l+5] = vertex;
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        }
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      return ret;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int[] numLayers = getNumLayers();
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      int X = numLayers[0];
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      int Y = numLayers[1];
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      int Z = numLayers[2];
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      int[][] mX = new int[16][];
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      int[][] mY = new int[16][];
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      int[][] mZ = new int[16][];
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      for(int i=0; i<16; i++)
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        {
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        mX[i] = createEdges(X,Y==Z,i);
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        mY[i] = createEdges(Y,X==Z,i);
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        mZ[i] = createEdges(Z,X==Y,i);
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        }
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      if( X>1 && Y>1 && Z>1 )
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        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 1], mY[ 2], mZ[ 3] } ),  //  0 0
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[ 5] } ),  //  1 x
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[ 7] } ),  //  2 y
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          new ScrambleState( new int[][] { mX[ 8], mY[ 9],   null } ),  //  3 z
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          new ScrambleState( new int[][] { mX[10],   null, mZ[ 7] } ),  //  4 xy
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          new ScrambleState( new int[][] { mX[11], mY[ 9],   null } ),  //  5 xz
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          new ScrambleState( new int[][] {   null, mY[12], mZ[ 5] } ),  //  6 yx
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          new ScrambleState( new int[][] { mX[ 8], mY[13],   null } ),  //  7 yz
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          new ScrambleState( new int[][] {   null, mY[ 4], mZ[14] } ),  //  8 zx
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          new ScrambleState( new int[][] { mX[ 6],   null, mZ[15] } ),  //  9 zy
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          new ScrambleState( new int[][] {   null,   null, mZ[ 5] } ),  // 10 xyx
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          new ScrambleState( new int[][] {   null, mY[ 4],   null } ),  // 11 xzx
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          new ScrambleState( new int[][] {   null,   null, mZ[ 7] } ),  // 12 yxy
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          new ScrambleState( new int[][] { mX[ 6],   null,   null } ),  // 13 yzy
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          new ScrambleState( new int[][] {   null, mY[ 9],   null } ),  // 14 zxz
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          new ScrambleState( new int[][] { mX[ 8],   null,   null } ),  // 15 zyz
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          };
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        }
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      else if( X==1 && Y==1 && Z==1 )
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        {
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        int[] state = new int[] {0,-1,0,0,1,0,0,2,0};
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { state, state, state } )
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          };
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        }
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      else
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        {
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        mStates = new ScrambleState[]
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          {
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          new ScrambleState( new int[][] { mX[ 0], mY[ 0], mZ[ 0] } )
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          };
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        }
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      }
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    return mStates;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
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    float[][] vertices =
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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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    int[][] indices =
224
          {
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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(vertices, indices);
234
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
239
    {
240
    int[] bandIndices;
241
    int extraI, extraV, num, numL = getNumLayers()[0];
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    float height = isInIconMode() ? 0.001f : 0.045f;
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244
    switch(numL)
245
        {
246
        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[][] corners= { {0.036f,0.12f} };
253
    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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    float[][] bands  =
256
         {
257
             {height,35,0.5f,0.7f,num,extraI,extraV},
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             {0.001f,35,0.5f,0.7f,  2, num-2,extraV},
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             {0.001f,35,0.5f,0.7f,  2,     0,     0},
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             {0.001f,35,0.5f,0.7f,num,extraI,extraV},
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         };
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263
         if( variant==0 ) bandIndices = new int[] {3,0,3,0,3,0};
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    else if( variant==1 ) bandIndices = new int[] {1,1,1,0,1,0};
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    else                  bandIndices = new int[] {2,2,2,2,0,2};
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    return new ObjectFaceShape(bands,bandIndices,corners,indices,centers,indices, null);
268
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
271

    
272
  private int getEdgeNum(int cubit, int[] numLayers)
273
    {
274
    int x = numLayers[0];
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    int y = numLayers[1];
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    int z = numLayers[2];
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278
    if(x==1 || y==1 || z==1 ) return 0;
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280
    int numCorners = getNumCorners(numLayers);
281
    int numEdges   = getNumEdges(numLayers);
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    int num = cubit - numCorners;
283

    
284
    if( num>=0 && num<numEdges )
285
      {
286
      int numLR = (x-2);
287
      if( num<  numLR ) return 0;
288
      if( num<2*numLR ) return 1;
289
      if( num<3*numLR ) return 2;
290
      if( num<4*numLR ) return 3;
291
      num -= 4*numLR;
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293
      int numTD = (y-2);
294
      if( num<  numTD ) return 4;
295
      if( num<2*numTD ) return 5;
296
      if( num<3*numTD ) return 6;
297
      if( num<4*numTD ) return 7;
298
      num -= 4*numTD;
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300
      int numFB = (z-2);
301
      if( num<  numFB ) return 8;
302
      if( num<2*numFB ) return 9;
303
      if( num<3*numFB ) return 10;
304
      if( num<4*numFB ) return 11;
305
      }
306

    
307
    return -1;
308
    }
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310
///////////////////////////////////////////////////////////////////////////////////////////////////
311

    
312
  private int getCenterNum(int cubit, int[] numLayers)
313
    {
314
    int numCorners = getNumCorners(numLayers);
315
    int numEdges   = getNumEdges(numLayers);
316
    int num = cubit - numCorners - numEdges;
317

    
318
    if( num>=0 )
319
      {
320
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
321
      if( num<  numLR ) return 0;
322
      if( num<2*numLR ) return 1;
323
      num -= 2*numLR;
324

    
325
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
326
      if( num<  numTD ) return 2;
327
      if( num<2*numTD ) return 3;
328
      num -= 2*numTD;
329

    
330
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
331
      if( num<  numFB ) return 4;
332
      if( num<2*numFB ) return 5;
333
      }
334

    
335
    return -1;
336
    }
337

    
338
///////////////////////////////////////////////////////////////////////////////////////////////////
339

    
340
  private int getNumCorners(int[] numLayers)
341
    {
342
    int x = numLayers[0];
343
    int y = numLayers[1];
344
    int z = numLayers[2];
345

    
346
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
347
    }
348

    
349
///////////////////////////////////////////////////////////////////////////////////////////////////
350

    
351
  private int getNumEdges(int[] numLayers)
352
    {
353
    int x = numLayers[0];
354
    int y = numLayers[1];
355
    int z = numLayers[2];
356

    
357
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
358
    }
359

    
360
///////////////////////////////////////////////////////////////////////////////////////////////////
361

    
362
  public float[][] getCubitPositions(int[] numLayers)
363
    {
364
    final int X = numLayers[0];
365
    final int Y = numLayers[1];
366
    final int Z = numLayers[2];
367

    
368
    final float lenX = 0.5f*(X-1);
369
    final float lenY = 0.5f*(Y-1);
370
    final float lenZ = 0.5f*(Z-1);
371

    
372
    int curPos = 0;
373

    
374
    if( X==1 )
375
      {
376
      float[][] pos = new float[X*Y*Z][];
377

    
378
      for(int y=0; y<Y; y++)
379
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
380

    
381
      return pos;
382
      }
383

    
384
    if( Y==1 )
385
      {
386
      float[][] pos = new float[X*Y*Z][];
387

    
388
      for(int x=0; x<X; x++)
389
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
390

    
391
      return pos;
392
      }
393

    
394
    if( Z==1 )
395
      {
396
      float[][] pos = new float[X*Y*Z][];
397

    
398
      for(int x=0; x<X; x++)
399
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
400

    
401
      return pos;
402
      }
403

    
404
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
405
    float[][] pos = new float[numCubits][];
406

    
407
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
408
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
409
    pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
410
    pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
411
    pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
412
    pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
413
    pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
414
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
415

    
416
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
417
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
418
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
419
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
420
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
421
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
422
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
423
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
424
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
425
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
426
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
427
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
428

    
429
    for(int y=1; y<Y-1; y++)
430
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
431

    
432
    for(int y=1; y<Y-1; y++)
433
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
434

    
435
    for(int x=1; x<X-1; x++)
436
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
437

    
438
    for(int x=1; x<X-1; x++)
439
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
440

    
441
    for(int x=1; x<X-1; x++)
442
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
443

    
444
    for(int x=1; x<X-1; x++)
445
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
446

    
447
    return pos;
448
    }
449

    
450
///////////////////////////////////////////////////////////////////////////////////////////////////
451

    
452
  public Static4D getCubitQuats(int cubit, int[] numLayers)
453
    {
454
    int variant = getCubitVariant(cubit,numLayers);
455

    
456
    switch(variant)
457
      {
458
      case 0: switch(cubit)
459
                {
460
                case 0: return mObjectQuats[ 0];
461
                case 1: return mObjectQuats[18];
462
                case 2: return mObjectQuats[17];
463
                case 3: return mObjectQuats[ 2];
464
                case 4: return mObjectQuats[14];
465
                case 5: return mObjectQuats[ 5];
466
                case 6: return mObjectQuats[ 8];
467
                case 7: return mObjectQuats[11];
468
                }
469
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
470
              switch(edgeEdge)
471
                {
472
                case  0: return mObjectQuats[ 0];
473
                case  1: return mObjectQuats[ 1];
474
                case  2: return mObjectQuats[ 3];
475
                case  3: return mObjectQuats[ 2];
476
                case  4: return mObjectQuats[21];
477
                case  5: return mObjectQuats[18];
478
                case  6: return mObjectQuats[20];
479
                case  7: return mObjectQuats[19];
480
                case  8: return mObjectQuats[13];
481
                case  9: return mObjectQuats[17];
482
                case 10: return mObjectQuats[15];
483
                case 11: return mObjectQuats[16];
484
                }
485
              break;
486
      case 2: int centerFace = getCenterNum(cubit,numLayers);
487
              switch(centerFace)
488
                {
489
                case 0 : return mObjectQuats[ 6];
490
                case 1 : return mObjectQuats[ 4];
491
                case 2 : return mObjectQuats[ 1];
492
                case 3 : return mObjectQuats[ 3];
493
                case 4 : return mObjectQuats[ 0];
494
                case 5 : return mObjectQuats[ 2];
495
                }
496
      }
497

    
498
    return mObjectQuats[0];
499
    }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502

    
503
  public int getNumCubitVariants(int[] numLayers)
504
    {
505
    final int X = numLayers[0];
506
    final int Y = numLayers[1];
507
    final int Z = numLayers[2];
508

    
509
    if( X==1 || Y==1 || Z==1 ) return 1;
510
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
511

    
512
    return 3;
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516

    
517
  public int getCubitVariant(int cubit, int[] numLayers)
518
    {
519
    int numCorners = getNumCorners(numLayers);
520
    if( cubit < numCorners          ) return 0;
521
    int numEdges = getNumEdges(numLayers);
522
    if( cubit < numCorners+numEdges ) return 1;
523

    
524
    return 2;
525
    }
526

    
527
///////////////////////////////////////////////////////////////////////////////////////////////////
528

    
529
  public float[][] getCuts(int[] numLayers)
530
    {
531
    if( mCuts==null )
532
      {
533
      mCuts = new float[3][];
534

    
535
      for(int axis=0; axis<3; axis++)
536
        {
537
        int len = numLayers[axis];
538
        float start = (2-len)*0.5f;
539

    
540
        if( len>=2 )
541
          {
542
          mCuts[axis] = new float[len-1];
543
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
544
          }
545
        }
546
      }
547

    
548
    return mCuts;
549
    }
550

    
551
///////////////////////////////////////////////////////////////////////////////////////////////////
552

    
553
  public boolean[][] getLayerRotatable(int[] numLayers)
554
    {
555
    int numAxis = ROT_AXIS.length;
556
    boolean[][] layerRotatable = new boolean[numAxis][];
557

    
558
    for(int i=0; i<numAxis; i++)
559
      {
560
      layerRotatable[i] = new boolean[numLayers[i]];
561
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
562
      }
563

    
564
    return layerRotatable;
565
    }
566

    
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568

    
569
  public int getTouchControlType()
570
    {
571
    return TC_CUBOID;
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 ObjectType.CUBE_2.name();
665
                case 3: return ObjectType.CU_232.name();
666
                }
667
      case 3: switch(y)
668
                {
669
                case 2: return ObjectType.CU_323.name();
670
                case 3: return ObjectType.CUBE_3.name();
671
                case 4: return ObjectType.CU_343.name();
672
                }
673
      case 4: return ObjectType.CUBE_4.name();
674
      case 5: return ObjectType.CUBE_5.name();
675
      case 6: return ObjectType.CUBE_6.name();
676
      case 7: return ObjectType.CUBE_7.name();
677
      }
678

    
679
    return ObjectType.CUBE_3.name();
680
    }
681

    
682
///////////////////////////////////////////////////////////////////////////////////////////////////
683

    
684
  public ObjectSignature getSignature()
685
    {
686
    int[] numLayers = getNumLayers();
687

    
688
    int x = numLayers[0];
689
    int y = numLayers[1];
690

    
691
    switch(x)
692
      {
693
      case 2: switch(y)
694
                {
695
                case 2: return new ObjectSignature(ObjectType.CUBE_2);
696
                case 3: return new ObjectSignature(ObjectType.CU_232);
697
                }
698
      case 3: switch(y)
699
                {
700
                case 2: return new ObjectSignature(ObjectType.CU_323);
701
                case 3: return new ObjectSignature(ObjectType.CUBE_3);
702
                case 4: return new ObjectSignature(ObjectType.CU_343);
703
                }
704
      case 4: return new ObjectSignature(ObjectType.CUBE_4);
705
      case 5: return new ObjectSignature(ObjectType.CUBE_5);
706
      case 6: return new ObjectSignature(ObjectType.CUBE_6);
707
      case 7: return new ObjectSignature(ObjectType.CUBE_7);
708
      }
709

    
710
    return null;
711
    }
712

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

    
715
  public int[][] getBasicAngles()
716
    {
717
    if( mBasicAngle==null )
718
      {
719
      int[] num = getNumLayers();
720
      int numX = num[0];
721
      int numY = num[1];
722
      int numZ = num[2];
723

    
724
      int x = numY==numZ ? 4 : 2;
725
      int y = numX==numZ ? 4 : 2;
726
      int z = numX==numY ? 4 : 2;
727

    
728
      int[] tmpX = new int[numX];
729
      for(int i=0; i<numX; i++) tmpX[i] = x;
730
      int[] tmpY = new int[numY];
731
      for(int i=0; i<numY; i++) tmpY[i] = y;
732
      int[] tmpZ = new int[numZ];
733
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
734

    
735
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
736
      }
737
    return mBasicAngle;
738
    }
739

    
740
///////////////////////////////////////////////////////////////////////////////////////////////////
741

    
742
  public String getObjectName()
743
    {
744
    int[] numLayers = getNumLayers();
745

    
746
    int x = numLayers[0];
747
    int y = numLayers[1];
748

    
749
    switch(x)
750
      {
751
      case 2: switch(y)
752
                {
753
                case 2: return "Pocket Cube";
754
                case 3: return "Slim Tower";
755
                }
756
      case 3: switch(y)
757
                {
758
                case 2: return "2x2x3 Cuboid";
759
                case 3: return "Rubik Cube";
760
                case 4: return "3x3x4 Cuboid";
761
                }
762
      case 4: return "Rubik's Revenge";
763
      case 5: return "Professor's Cube";
764
      case 6: return "6x6 Cube";
765
      case 7: return "7x7 Cube";
766
      }
767

    
768
    return "Rubik Cube";
769
    }
770

    
771
///////////////////////////////////////////////////////////////////////////////////////////////////
772

    
773
  public String getInventor()
774
    {
775
    int[] numLayers = getNumLayers();
776

    
777
    int x = numLayers[0];
778
    int y = numLayers[1];
779

    
780
    switch(x)
781
      {
782
      case 2: switch(y)
783
                {
784
                case 2: return "Larry Nichols";
785
                case 3: return "Katsuhiko Okamoto";
786
                }
787
      case 3: switch(y)
788
                {
789
                case 2: return "Unknown";
790
                case 3: return "Ernő Rubik";
791
                case 4: return "Cube4You";
792
                }
793
      case 4: return "Péter Sebestény";
794
      case 5: return "Udo Krell";
795
      case 6:
796
      case 7: return "Panagiotis Verdes";
797
      }
798

    
799
    return "Ernő Rubik";
800
    }
801

    
802
///////////////////////////////////////////////////////////////////////////////////////////////////
803

    
804
  public int getYearOfInvention()
805
    {
806
    int[] numLayers = getNumLayers();
807

    
808
    int x = numLayers[0];
809
    int y = numLayers[1];
810

    
811
    switch(x)
812
      {
813
      case 2: switch(y)
814
                {
815
                case 2: return 1970;
816
                case 3: return 2001;
817
                }
818
      case 3: switch(y)
819
                {
820
                case 2: return 0;
821
                case 3: return 1974;
822
                case 4: return 2009;
823
                }
824
      case 4: return 1981;
825
      case 5: return 2002;
826
      case 6:
827
      case 7: return 2008;
828
      }
829

    
830
    return 1974;
831
    }
832

    
833
///////////////////////////////////////////////////////////////////////////////////////////////////
834

    
835
  public int getComplexity()
836
    {
837
    int[] numLayers = getNumLayers();
838

    
839
    int x = numLayers[0];
840
    int y = numLayers[1];
841

    
842
    switch(x)
843
      {
844
      case 2: switch(y)
845
                {
846
                case 2:
847
                case 3: return 1;
848
                }
849
      case 3: switch(y)
850
                {
851
                case 2:
852
                case 3: return 2;
853
                case 4: return 3;
854
                }
855
      case 4: return 3;
856
      case 5:
857
      case 6:
858
      case 7: return 4;
859
      }
860

    
861
    return 2;
862
    }
863

    
864
///////////////////////////////////////////////////////////////////////////////////////////////////
865

    
866
  public String[][] getTutorials()
867
    {
868
    int[] numLayers = getNumLayers();
869

    
870
    int x = numLayers[0];
871
    int y = numLayers[1];
872

    
873
    switch(x)
874
      {
875
      case 2: switch(y)
876
                {
877
                case 2: return new String[][] {
878
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
879
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
880
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
881
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
882
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
883
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
884
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
885
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
886
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
887
                     //   {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
888
                         };
889
                case 3: return new String[][] {
890
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
891
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
892
                          {"ru","cT4CEQwgFKA","Как собрать Cuboid 2x2x3","YG Cuber"},
893
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
894
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
895
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
896
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
897
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
898
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
899
                         };
900
                }
901
      case 3: switch(y)
902
                {
903
                case 2: return new String[][] {
904
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
905
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
906
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
907
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
908
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
909
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
910
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
911
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
912
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
913
                         };
914
                case 3: return new String[][] {
915
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
916
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
917
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
918
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
919
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
920
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
921
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
922
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
923
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
924
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
925
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
926
                     //   {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
927
                         };
928
                case 4: return new String[][] {
929
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
930
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
931
                          {"ru","NCdQRMKWf-8","Как собрать Cuboid 3x3x4","YG Cuber"},
932
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
933
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
934
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
935
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
936
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
937
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
938
                         };
939
                }
940
      case 4: return new String[][] {
941
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
942
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
943
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
944
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
945
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
946
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
947
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
948
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
949
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
950
                      //    {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
951
                      //    {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
952
                      //    {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
953
                      //    {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
954
                      //    {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
955
                         };
956
      case 5: return new String[][] {
957
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
958
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
959
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
960
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
961
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
962
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
963
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
964
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
965
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
966
                         };
967
      case 6: return new String[][] {
968
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
969
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
970
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
971
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
972
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
973
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
974
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
975
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
976
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
977
                         };
978
      case 7: return new String[][] {
979
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
980
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
981
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
982
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
983
                          {"fr","_a31lM3i7r0","Comment résoudre le Rubik's Cube 7x7","Justin Fontugne"},
984
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
985
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
986
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
987
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
988
                         };
989
      }
990

    
991
    return null;
992
    }
993
}
(11-11/40)