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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 org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistySquare2 extends TwistySquare
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{
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private int[][] mEdges;
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private int[] mQuatIndex;
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private float[][] mCenters;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistySquare2(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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{
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super(iconMode, quat, move, scale, meta, asset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getFactor()
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{
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return 0.8f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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mEdges = new int[][]
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{
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{ 0,2,1,2,2,2,3,2,4,2,5,2,6,2,7,2,8,2,9,2,10,2,
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33,1,34,1,33,1,34,1,33,1,34,1,33,1,34,1,33,1,34,1,33,1,34,1,
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35,3,36,3,37,3,38,3,39,3,40,3,41,3,42,3,43,3,44,3,45,3 }, // 0
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{ 0,2,1,2,2,2,3,2,4,2,5,2,6,2,7,2,8,2,9,2,10,2,
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35,3,36,3,37,3,38,3,39,3,40,3,41,3,42,3,43,3,44,3,45,3 }, // 1 SL
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{ 33,1,34,1,
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35,4,36,4,37,4,38,4,39,4,40,4,41,4,42,4,43,4,44,4,45,4 }, // 2 LO
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{ 0,4,1,4,2,4,3,4,4,4,5,4,6,4,7,4,8,4,9,4,10,4,
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33,1,34,1 }, // 3 UP
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{ 33,1,34,1 } // 4 UL
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};
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mCenters ==null )
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{
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float Y = 0.75f + X/2;
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mCenters = new float[][]
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{
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{ 1.5f, 0.0f, 0.0f }, // 0
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{-1.5f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 1.5f }, // 2
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{ 1.5f, 1.0f, 0.0f },
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{ 0.0f, 1.0f,-1.5f },
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{-1.5f, 1.0f, 0.0f },
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{ 0.0f,-1.0f, 1.5f },
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{ 1.5f,-1.0f, 0.0f },
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{ 0.0f,-1.0f,-1.5f },
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{-1.5f,-1.0f, 0.0f },
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{ Y, 1.0f, 1.5f }, // 10
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{ 1.5f, 1.0f, -Y },
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{ -Y, 1.0f,-1.5f },
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{-1.5f, 1.0f, Y },
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{ Y,-1.0f, 1.5f },
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{ 1.5f,-1.0f, -Y },
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{ -Y,-1.0f,-1.5f },
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{-1.5f,-1.0f, Y },
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{ 1.5f, 1.0f, Y }, // 18
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{ Y, 1.0f,-1.5f },
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{-1.5f, 1.0f, -Y },
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{ -Y, 1.0f, 1.5f },
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{ 1.5f,-1.0f, Y },
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{ Y,-1.0f,-1.5f },
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{-1.5f,-1.0f, -Y },
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{ -Y,-1.0f, 1.5f },
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};
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}
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return mCenters;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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if( mQuatIndex==null )
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{
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mQuatIndex = new int[]
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{
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0, 6,
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0, 9, 6, 3,17,14,23,20,
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0, 9, 6, 3, 0, 9, 6, 3,14, 23, 20, 17, 14, 23, 20, 17
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};
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}
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return mObjectQuats[mQuatIndex[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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if( variant==0 )
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{
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return new float[][]
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{
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{ -1.5f-X, 0.5f, 1.5f },
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{ 0.0f, 0.5f, 1.5f },
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{ 0.0f, 0.5f,-1.5f },
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{ -1.5f+X, 0.5f,-1.5f },
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{ -1.5f-X,-0.5f, 1.5f },
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{ 0.0f,-0.5f, 1.5f },
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{ 0.0f,-0.5f,-1.5f },
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{ -1.5f+X,-0.5f,-1.5f }
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};
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}
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else if( variant==1 )
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{
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return new float[][]
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{
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{ -X, 0.5f, 0.0f },
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{ +X, 0.5f, 0.0f },
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{0.0f, 0.5f,-1.5f },
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{ -X,-0.5f, 0.0f },
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{ +X,-0.5f, 0.0f },
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{0.0f,-0.5f,-1.5f },
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};
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}
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else
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{
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return new float[][]
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{
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{-0.75f+X/2, 0.5f, 0.0f },
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{ 0.75f-X/2, 0.5f, 0.0f },
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{-0.75f-X/2, 0.5f, -1.5f },
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{-0.75f+X/2,-0.5f, 0.0f },
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{ 0.75f-X/2,-0.5f, 0.0f },
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{-0.75f-X/2,-0.5f, -1.5f }
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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if( variant==0 )
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{
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int[][] indices =
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{
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{4,5,1,0},
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{5,6,2,1},
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{6,7,3,2},
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{7,4,0,3},
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{0,1,2,3},
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{7,6,5,4}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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else if( variant==1 )
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{
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int[][] indices =
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{
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{0,1,2},
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{3,4,1,0},
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{5,4,3},
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{4,5,2,1},
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{5,3,0,2}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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else
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{
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int[][] indices =
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{
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{0,1,2},
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{3,4,1,0},
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{5,4,3},
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{4,5,2,1},
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{5,3,0,2}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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int angle1 = 25;
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int angle2 = 35;
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float R = 0.2f;
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float S = 0.8f;
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if( variant==0 )
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{
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float h1 = isInIconMode() ? 0.001f : 0.04f;
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float h2 = isInIconMode() ? 0.001f : 0.02f;
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float[][] bands = { {h1,angle1,R,S,5,2,1}, {h2,angle1,R,S,5,2,1}, {0.001f,angle1,R,S,5,2,1} };
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int[] indices = { 0,0,1,2,2,2 };
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return new ObjectFaceShape(bands,indices,null);
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}
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else if( variant==1 )
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{
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float h1 = isInIconMode() ? 0.001f : 0.038f;
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float[][] bands = { {h1,angle2,R,S, 5,2,1}, {0.001f,angle2,R,S, 5,2,1} };
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int[] indices = { 0,0,0,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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else
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{
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float h1 = isInIconMode() ? 0.001f : 0.03f;
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float[][] bands = { {h1,angle2,R,S, 5,2,1}, {0.001f,angle2,R,S, 5,2,1} };
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int[] indices = { 0,0,0,1,1 };
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return new ObjectFaceShape(bands,indices,null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectVertexEffects getVertexEffects(int variant)
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{
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if( variant==0 )
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{
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float[][] corners = { {0.03f,0.05f} };
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int[] indices = { 0,0,0,0,0,0,0,0 };
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float[][] centers = { { -0.75f, 0.0f, 0.0f} };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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else if( variant==1 )
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{
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float[][] corners = { {0.04f,0.15f} };
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int[] indices = { 0,0,-1,0,0,-1 };
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float[][] centers = { { 0.0f, 0.0f,-0.5f} };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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else
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{
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float[][] corners = { {0.05f,0.13f} };
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int[] indices = { 0,0,-1,0,0,-1 };
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float[][] centers = { { 0.0f, 0.0f,-0.5f} };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumCubitVariants(int[] numLayers)
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit<2 ? 0 : (cubit<10 ? 1:2);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.12f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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return isInIconMode() ? 0.20f : 0.10f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public String getShortName()
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{
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return ListObjects.SQU2_3.name();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String[][] getTutorials()
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{
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return new String[][] {
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{"gb","PPXojiFthEs","Square-2 Tutorial","SuperAntoniovivaldi"},
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{"es","IiMwc51xKBQ","Cómo resolver Square-2","skieur cubb"},
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{"ru","XZ6m8uF5oUk","Как собрать Square-2.","Илья Топор-Гилка"},
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{"fr","R-m9IgYAFPA","Tutoriel: résolution du Square-2","skieur cubb"},
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{"pl","SukHyoMzcgM","Square-2 TUTORIAL PL","MrUk"},
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{"br","T3ts5gHLJV8","Tutorial do Square-2 1/2","Rafael Cinoto"},
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{"br","4wwWE5Ni0Fw","Tutorial do Square-2 2/2","Rafael Cinoto"},
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{"kr","psG9Ar4pBrc","초보자를 위한 스퀘어2 해법","SlowCuberToumai"},
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{"vn","_37Pc8Y_-Hs","Square-2 Tutorial","VĂN CÔNG TÙNG"},
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{"tw","hye02xzNAZk","Square-2(SQ-2) 教學","不正常魔術方塊研究中心"},
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};
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}
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}
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