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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ baa031e2

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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 proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_CHANGING_MIRROR;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.scrambling.ObjectScrambler;
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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.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.touchcontrol.TouchControlCuboids;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.shape.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 int[][] mEdges;
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  private float[][] mCuts;
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  private int[][] mBasicAngle;
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  private Static4D[] mLocQuats;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyCuboid(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, (meta.getNumLayers()[0]+meta.getNumLayers()[1]+meta.getNumLayers()[2])/3.0f, quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private boolean isAShapeshifter(int[] numLayers)
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    {
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    int x = numLayers[0];
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    int y = numLayers[1];
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    int z = numLayers[2];
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    return ( (((x-y)%2)==0 && x!=y) || (((x-z)%2)==0 && x!=z) || (((y-z)%2)==0 && y!=z) );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int getScrambleType()
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    {
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    int[] numL = getNumLayers();
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    return isAShapeshifter(numL) ? ObjectScrambler.SCRAMBLING_SHAPESHIFTER : ObjectScrambler.SCRAMBLING_ALGORITHMS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int getInternalColor()
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    {
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    int[] numL = getNumLayers();
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    return isAShapeshifter(numL) ? 0xff333333 : 0xff000000;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int[][] getMinimalCubiesInRow()
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    {
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    int[] numL = getNumLayers();
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    int x = numL[0];
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    int y = numL[1];
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    int z = numL[2];
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    int num = 0;
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    if( ((x-y)%2)==0 && x!=y )
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      {
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      int m = Math.min(x,y);
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      num = m*z;
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      }
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    if( ((x-z)%2)==0 && x!=z )
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      {
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      int m = Math.min(x,z);
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      int n = m*y;
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      if( num==0 || num>n ) num=n;
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      }
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    if( ((y-z)%2)==0 && y!=z )
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      {
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      int m = Math.min(y,z);
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      int n = m*x;
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      if( num==0 || num>n ) num=n;
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      }
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    if( num>0 )
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      {
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      int max = x>y ? Math.max(x,z) : Math.max(y,z);
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      int min = x<y ? Math.min(x,z) : Math.min(y,z);
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      int val = min==1 ? 1 : num;
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      int[] m = new int[max];
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      for(int i=0; i<max; i++) m[i] = val;
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      return new int[][]{m, m, m};
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static4D[] getLocQuats()
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    {
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    return new Static4D[]
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      {
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        new Static4D(  0.0f,  0.0f,  0.0f, 1.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f, SQ2/2),
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        new Static4D(  1.0f,  0.0f,  0.0f, 0.0f ),
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        new Static4D( SQ2/2,  0.0f,  0.0f,-SQ2/2),
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        new Static4D(  0.0f, SQ2/2,  0.0f, SQ2/2),
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        new Static4D(  0.0f,  1.0f,  0.0f,  0.0f),
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        new Static4D(  0.0f, SQ2/2,  0.0f,-SQ2/2),
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        new Static4D(  0.0f,  0.0f, SQ2/2, SQ2/2),
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        new Static4D(  0.0f,  0.0f,  1.0f,  0.0f),
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        new Static4D(  0.0f,  0.0f, SQ2/2,-SQ2/2),
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        new Static4D(  0.5f,  0.5f, -0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2,-SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D(  0.5f,  0.5f,  0.5f,  0.5f),
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        new Static4D(  0.0f, SQ2/2, SQ2/2,  0.0f),
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        new Static4D( -0.5f,  0.5f,  0.5f, -0.5f),
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        new Static4D( SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D(-SQ2/2,  0.0f,-SQ2/2,  0.0f),
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        new Static4D( SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(-SQ2/2, SQ2/2,  0.0f,  0.0f),
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        new Static4D(  0.5f, -0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f, -0.5f, -0.5f,  0.5f),
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        new Static4D(  0.5f,  0.5f, -0.5f, -0.5f),
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        new Static4D( -0.5f,  0.5f, -0.5f,  0.5f),
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][] getScrambleEdges()
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    {
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    if( mEdges==null )
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      {
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      int[] numLayers = getNumLayers();
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      int X = numLayers[0];
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      int Y = numLayers[1];
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      int Z = numLayers[2];
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      if( X>1 && Y>1 && Z>1 )
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        {
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        mEdges = ScrambleEdgeGenerator.getScrambleEdgesCuboid(X,Y,Z);
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        }
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      else
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        {
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        int size = 3*(X+Y+Z);
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        int[] edge = new int[2*size];
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        for(int i=0; i<size; i++)
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          {
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          edge[2*i  ] = i;
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          edge[2*i+1] = 0;
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          }
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        mEdges = new int[][] { edge };
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        }
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      }
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    return mEdges;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] getVertices(int variant)
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    {
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    return new float[][]
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          {
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              { 0.5f, 0.5f, 0.5f },
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              { 0.5f, 0.5f,-0.5f },
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              { 0.5f,-0.5f, 0.5f },
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              { 0.5f,-0.5f,-0.5f },
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              {-0.5f, 0.5f, 0.5f },
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              {-0.5f, 0.5f,-0.5f },
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              {-0.5f,-0.5f, 0.5f },
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              {-0.5f,-0.5f,-0.5f },
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          };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
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    int[][] indices =
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          {
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              {2,3,1,0},
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              {7,6,4,5},
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              {4,0,1,5},
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              {7,3,2,6},
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              {6,2,0,4},
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              {3,7,5,1}
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          };
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    return new ObjectShape(getVertices(variant), indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
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    {
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    int[] indices;
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    int extraI, extraV, num, numL = getNumLayers()[0];
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    switch(numL)
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        {
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        case 2 : num = 6; extraI = 2; extraV = 2; break;
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        case 3 : num = 5; extraI = 2; extraV = 2; break;
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        case 4 : num = 5; extraI = 1; extraV = 1; break;
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        default: num = 5; extraI = 0; extraV = 0; break;
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        }
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    float height = isInIconMode() ? 0.001f : 0.045f;
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    int angle = 35;
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    float R = 0.5f;
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    float S = 0.7f;
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    float[][] bands  =
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         {
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             {height,angle,R,S,num,extraI,extraV},
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             {0.001f,angle,R,S,  2, num-2,extraV},
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             {0.001f,angle,R,S,  2,     0,     0},
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             {0.001f,angle,R,S,num,extraI,extraV},
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         };
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         if( variant==0 ) indices = new int[] {3,0,3,0,3,0};
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    else if( variant==1 ) indices = new int[] {1,1,1,0,1,0};
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    else                  indices = new int[] {2,2,2,2,0,2};
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    return new ObjectFaceShape(bands,indices, null);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectVertexEffects getVertexEffects(int variant)
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    {
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    float[][] corners= { {0.036f,0.12f} };
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    float[][] centers= { {0.0f, 0.0f, 0.0f} };
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    int[] indices    = { 0,0,0,0,0,0,0,0 };
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    return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getEdgeNum(int cubit, int[] numLayers)
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    {
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    int x = numLayers[0];
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    int y = numLayers[1];
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    int z = numLayers[2];
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    if(x==1 || y==1 || z==1 ) return 0;
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    int numCorners = getNumCorners(numLayers);
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    int numEdges   = getNumEdges(numLayers);
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    int num = cubit - numCorners;
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    if( num>=0 && num<numEdges )
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      {
287
      int numLR = (x-2);
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      if( num<  numLR ) return 0;
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      if( num<2*numLR ) return 1;
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      if( num<3*numLR ) return 2;
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      if( num<4*numLR ) return 3;
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      num -= 4*numLR;
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      int numTD = (y-2);
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      if( num<  numTD ) return 4;
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      if( num<2*numTD ) return 5;
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      if( num<3*numTD ) return 6;
298
      if( num<4*numTD ) return 7;
299
      num -= 4*numTD;
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      int numFB = (z-2);
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      if( num<  numFB ) return 8;
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      if( num<2*numFB ) return 9;
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      if( num<3*numFB ) return 10;
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      if( num<4*numFB ) return 11;
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      }
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    return -1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getCenterNum(int cubit, int[] numLayers)
314
    {
315
    int numCorners = getNumCorners(numLayers);
316
    int numEdges   = getNumEdges(numLayers);
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    int num = cubit - numCorners - numEdges;
318

    
319
    if( num>=0 )
320
      {
321
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
322
      if( num<  numLR ) return 0;
323
      if( num<2*numLR ) return 1;
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      num -= 2*numLR;
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326
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
327
      if( num<  numTD ) return 2;
328
      if( num<2*numTD ) return 3;
329
      num -= 2*numTD;
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331
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
332
      if( num<  numFB ) return 4;
333
      if( num<2*numFB ) return 5;
334
      }
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336
    return -1;
337
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumCorners(int[] numLayers)
342
    {
343
    int x = numLayers[0];
344
    int y = numLayers[1];
345
    int z = numLayers[2];
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347
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
348
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
351

    
352
  private int getNumEdges(int[] numLayers)
353
    {
354
    int x = numLayers[0];
355
    int y = numLayers[1];
356
    int z = numLayers[2];
357

    
358
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
359
    }
360

    
361
///////////////////////////////////////////////////////////////////////////////////////////////////
362

    
363
  public float[][] getCubitPositions(int[] numLayers)
364
    {
365
    final int X = numLayers[0];
366
    final int Y = numLayers[1];
367
    final int Z = numLayers[2];
368

    
369
    final float lenX = 0.5f*(X-1);
370
    final float lenY = 0.5f*(Y-1);
371
    final float lenZ = 0.5f*(Z-1);
372

    
373
    int curPos = 0;
374

    
375
    if( X==1 )
376
      {
377
      float[][] pos = new float[X*Y*Z][];
378

    
379
      for(int y=0; y<Y; y++)
380
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
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382
      return pos;
383
      }
384

    
385
    if( Y==1 )
386
      {
387
      float[][] pos = new float[X*Y*Z][];
388

    
389
      for(int x=0; x<X; x++)
390
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
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392
      return pos;
393
      }
394

    
395
    if( Z==1 )
396
      {
397
      float[][] pos = new float[X*Y*Z][];
398

    
399
      for(int x=0; x<X; x++)
400
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
401

    
402
      return pos;
403
      }
404

    
405
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
406
    float[][] pos = new float[numCubits][];
407

    
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
    pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
416

    
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 };
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    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  -lenZ };
420
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  +lenY,  +lenZ };
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    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
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    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  +lenZ };
423
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  -lenZ };
424
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  +lenX, i-lenY,  +lenZ };
425
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
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    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-lenZ };
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    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  -lenY, i-lenZ };
428
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  +lenX,  +lenY, i-lenZ };
429

    
430
    for(int y=1; y<Y-1; y++)
431
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
432

    
433
    for(int y=1; y<Y-1; y++)
434
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
435

    
436
    for(int x=1; x<X-1; x++)
437
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
438

    
439
    for(int x=1; x<X-1; x++)
440
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
441

    
442
    for(int x=1; x<X-1; x++)
443
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
444

    
445
    for(int x=1; x<X-1; x++)
446
      for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
447

    
448
    return pos;
449
    }
450

    
451
///////////////////////////////////////////////////////////////////////////////////////////////////
452

    
453
  public Static4D getCubitQuats(int cubit, int[] numLayers)
454
    {
455
    if( mLocQuats==null ) mLocQuats = getLocQuats();
456
    int variant = getCubitVariant(cubit,numLayers);
457

    
458
    switch(variant)
459
      {
460
      case 0: switch(cubit)
461
                {
462
                case 0: return mLocQuats[ 0];
463
                case 1: return mLocQuats[18];
464
                case 2: return mLocQuats[17];
465
                case 3: return mLocQuats[ 2];
466
                case 4: return mLocQuats[14];
467
                case 5: return mLocQuats[ 5];
468
                case 6: return mLocQuats[ 8];
469
                case 7: return mLocQuats[11];
470
                }
471
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
472
              switch(edgeEdge)
473
                {
474
                case  0: return mLocQuats[ 0];
475
                case  1: return mLocQuats[ 1];
476
                case  2: return mLocQuats[ 3];
477
                case  3: return mLocQuats[ 2];
478
                case  4: return mLocQuats[21];
479
                case  5: return mLocQuats[18];
480
                case  6: return mLocQuats[20];
481
                case  7: return mLocQuats[19];
482
                case  8: return mLocQuats[13];
483
                case  9: return mLocQuats[17];
484
                case 10: return mLocQuats[15];
485
                case 11: return mLocQuats[16];
486
                }
487
              break;
488
      case 2: int centerFace = getCenterNum(cubit,numLayers);
489
              switch(centerFace)
490
                {
491
                case 0 : return mLocQuats[ 6];
492
                case 1 : return mLocQuats[ 4];
493
                case 2 : return mLocQuats[ 1];
494
                case 3 : return mLocQuats[ 3];
495
                case 4 : return mLocQuats[ 0];
496
                case 5 : return mLocQuats[ 2];
497
                }
498
      }
499

    
500
    return mLocQuats[0];
501
    }
502

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

    
505
  public int getNumCubitVariants(int[] numLayers)
506
    {
507
    final int X = numLayers[0];
508
    final int Y = numLayers[1];
509
    final int Z = numLayers[2];
510

    
511
    if( X==1 || Y==1 || Z==1 ) return 1;
512
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
513

    
514
    return 3;
515
    }
516

    
517
///////////////////////////////////////////////////////////////////////////////////////////////////
518

    
519
  public int getCubitVariant(int cubit, int[] numLayers)
520
    {
521
    int numCorners = getNumCorners(numLayers);
522
    if( cubit < numCorners          ) return 0;
523
    int numEdges = getNumEdges(numLayers);
524
    if( cubit < numCorners+numEdges ) return 1;
525

    
526
    return 2;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530

    
531
  public float[][] getCuts(int[] numLayers)
532
    {
533
    if( mCuts==null )
534
      {
535
      mCuts = new float[3][];
536

    
537
      for(int axis=0; axis<3; axis++)
538
        {
539
        int len = numLayers[axis];
540
        float start = (2-len)*0.5f;
541

    
542
        if( len>=2 )
543
          {
544
          mCuts[axis] = new float[len-1];
545
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
546
          }
547
        }
548
      }
549

    
550
    return mCuts;
551
    }
552

    
553
///////////////////////////////////////////////////////////////////////////////////////////////////
554

    
555
  public boolean[][] getLayerRotatable(int[] numLayers)
556
    {
557
    int numAxis = ROT_AXIS.length;
558
    boolean[][] layerRotatable = new boolean[numAxis][];
559

    
560
    for(int i=0; i<numAxis; i++)
561
      {
562
      layerRotatable[i] = new boolean[numLayers[i]];
563
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
564
      }
565

    
566
    if( isAShapeshifter(numLayers) && (numLayers[0]==1 || numLayers[1]==1 || numLayers[2]==1) )
567
      {
568
      for(int i=0; i<numAxis; i++)
569
        {
570
        if( (numLayers[i]%2)==1 )
571
          {
572
          int mid = (numLayers[i]-1)/2;
573
          layerRotatable[i][mid] = false;
574
          }
575
        }
576
      }
577

    
578
    return layerRotatable;
579
    }
580

    
581
///////////////////////////////////////////////////////////////////////////////////////////////////
582

    
583
  public int getTouchControlType()
584
    {
585
    return TC_CHANGING_MIRROR;
586
    }
587

    
588
///////////////////////////////////////////////////////////////////////////////////////////////////
589

    
590
  public int getTouchControlSplit()
591
    {
592
    return TYPE_NOT_SPLIT;
593
    }
594

    
595
///////////////////////////////////////////////////////////////////////////////////////////////////
596

    
597
  public int[][][] getEnabled()
598
    {
599
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603

    
604
  public float[] getDist3D(int[] numLayers)
605
    {
606
    float x = numLayers[0];
607
    float y = numLayers[1];
608
    float z = numLayers[2];
609
    float a = (x+y+z)/1.5f;
610

    
611
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
612
    }
613

    
614
///////////////////////////////////////////////////////////////////////////////////////////////////
615

    
616
  public Static3D[] getFaceAxis()
617
    {
618
    return TouchControlCuboids.FACE_AXIS;
619
    }
620

    
621
///////////////////////////////////////////////////////////////////////////////////////////////////
622

    
623
  public float getStickerRadius()
624
    {
625
    return 0.10f;
626
    }
627

    
628
///////////////////////////////////////////////////////////////////////////////////////////////////
629

    
630
  public float getStickerStroke()
631
    {
632
    float stroke = 0.08f;
633

    
634
    if( isInIconMode() )
635
      {
636
      int[] numLayers = getNumLayers();
637

    
638
      switch(numLayers[0])
639
        {
640
        case 2: stroke*=1.8f; break;
641
        case 3: stroke*=2.0f; break;
642
        case 4: stroke*=2.1f; break;
643
        default:stroke*=2.2f; break;
644
        }
645
      }
646

    
647
    return stroke;
648
    }
649

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

    
652
  public float[][][] getStickerAngles()
653
    {
654
    return null;
655
    }
656

    
657
///////////////////////////////////////////////////////////////////////////////////////////////////
658
// PUBLIC API
659

    
660
  public Static3D[] getRotationAxis()
661
    {
662
    return ROT_AXIS;
663
    }
664

    
665
///////////////////////////////////////////////////////////////////////////////////////////////////
666

    
667
  public String getShortName()
668
    {
669
    int[] numLayers = getNumLayers();
670

    
671
    int x = numLayers[0];
672
    int y = numLayers[1];
673

    
674
    switch(x)
675
      {
676
      case 2: switch(y)
677
                {
678
                case 2: return ListObjects.CUBE_2.name();
679
                case 3: return ListObjects.CU_232.name();
680
                case 4: return ListObjects.CU_242.name();
681
                }
682
      case 3: switch(y)
683
                {
684
                case 2: return ListObjects.CU_323.name();
685
                case 3: return ListObjects.CUBE_3.name();
686
                case 4: return ListObjects.CU_343.name();
687
                }
688
      case 4: switch(y)
689
                {
690
                case 2: return ListObjects.CU_424.name();
691
                case 3: return ListObjects.CU_432.name();
692
                case 4: return ListObjects.CUBE_4.name();
693
                }
694
      case 5: return ListObjects.CUBE_5.name();
695
      case 6: return ListObjects.CUBE_6.name();
696
      case 7: return ListObjects.CUBE_7.name();
697
      }
698

    
699
    return ListObjects.CUBE_3.name();
700
    }
701

    
702
///////////////////////////////////////////////////////////////////////////////////////////////////
703

    
704
  private int basicAngle(int d1, int d2)
705
    {
706
    return ((d1-d2)%2)==0 ? 4 : 2;
707
    }
708

    
709
///////////////////////////////////////////////////////////////////////////////////////////////////
710

    
711
  public int[][] getBasicAngles()
712
    {
713
    if( mBasicAngle==null )
714
      {
715
      int[] num = getNumLayers();
716
      int numX = num[0];
717
      int numY = num[1];
718
      int numZ = num[2];
719

    
720
      int x = basicAngle(numY,numZ);
721
      int y = basicAngle(numX,numZ);
722
      int z = basicAngle(numX,numY);
723

    
724
      int[] tmpX = new int[numX];
725
      for(int i=0; i<numX; i++) tmpX[i] = x;
726
      int[] tmpY = new int[numY];
727
      for(int i=0; i<numY; i++) tmpY[i] = y;
728
      int[] tmpZ = new int[numZ];
729
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
730

    
731
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
732
      }
733
    return mBasicAngle;
734
    }
735

    
736
///////////////////////////////////////////////////////////////////////////////////////////////////
737

    
738
  public String[][] getTutorials()
739
    {
740
    int[] numLayers = getNumLayers();
741

    
742
    int x = numLayers[0];
743
    int y = numLayers[1];
744

    
745
    switch(x)
746
      {
747
      case 2: switch(y)
748
                {
749
                case 2: return new String[][] {
750
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
751
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
752
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
753
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
754
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
755
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
756
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
757
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
758
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
759
                          {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
760
                         };
761
                case 3: return new String[][] {
762
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
763
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
764
                          {"ru","0L0odBYaKfo","Как собрать Cuboid 2x2x3","Алексей Ярыгин"},
765
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
766
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
767
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
768
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
769
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
770
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
771
                          {"tw","MOtpD79VeqY","2x2x3 教學","不正常魔術方塊研究中心"},
772
                         };
773
                case 4: return new String[][] {
774
                          {"gb","TKt1Qp0ls_k","How to Solve the 2x2x4","Z3"},
775
                          {"es","4KKDw0GvBWA","Tutorial Rubik Tower","QBAndo"},
776
                          {"ru","h2h2VAUBXNc","Как собрать Cuboid 2x2x4","Алексей Ярыгин"},
777
                          {"fr","f4fMDglDBXE","Résolution du 2x2x4","asthalis"},
778
                          {"de","3lzM4X9SJx8","2x2x4 Tower Tutorial","Pezcraft"},
779
                          {"pl","UNLuxCBiVRw","2x2x4 Cube Tutorial","MrUK"},
780
                          {"br","GmxKV2HNzLA","Como montar o Rubik's Tower 1/3","Rafael Cinoto"},
781
                          {"br","D_hU9occHPA","Como montar o Rubik's Tower 2/3","Rafael Cinoto"},
782
                          {"br","hXNokPVfN44","Como montar o Rubik's Tower 3/3","Rafael Cinoto"},
783
                          {"tw","oQes5V9nP8g","2x2x4 教學","不正常魔術方塊研究中心"},
784
                         };
785
                }
786
      case 3: switch(y)
787
                {
788
                case 2: return new String[][] {
789
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
790
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
791
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
792
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
793
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
794
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
795
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
796
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
797
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
798
                          {"tw","tf8Lfb4kvB8","3X3X2 教學","不正常魔術方塊研究中心"},
799
                         };
800
                case 3: return new String[][] {
801
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
802
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
803
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
804
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
805
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
806
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
807
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
808
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
809
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
810
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
811
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
812
                          {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
813
                         };
814
                case 4: return new String[][] {
815
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
816
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
817
                          {"ru","F3bwe1ikDyo","Как собрать Cuboid 3x3x4","Никита Брулевич"},
818
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
819
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
820
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
821
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
822
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
823
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
824
                          {"tw","S01Cq7U0bGg","3x3x4 教學","不正常魔術方塊研究中心"},
825
                         };
826
                }
827
      case 4: switch(y)
828
                {
829
                case 2: return new String[][] {
830
                          {"gb","y8oHpXWuBf8","4x4x2 Tutorial/Demonstration","SuperAntonioVivaldi"},
831
                          {"es","x-h1iv3BF-o","Resolver paridad del 4x4x2","El rincón del Cubitero"},
832
                          {"fr","cKt-eKVWwWI","Résolution du 4x4x2","asthalis"},
833
                          {"pl","Jnp2SmICdTU","4x4x2 cube Tutorial","MrUK"},
834
                          {"br","P8Vn6EKOFtQ","4x4x2 Cuboid walkthrough solve","Cubo vício"},
835
                         };
836
                case 3: return new String[][] {
837
                          {"gb","OmtKISiVbTc","Back to Basics Part 2: 2x3x4","SuperAntonioVivaldi"},
838
                          {"es","82p0mKydwOU","Tutorial 2x3x4 Español","Dany Cuber"},
839
                          {"ru","lvUpVA3AXhI","Как собрать Cuboid 2x3x4","Алексей Ярыгин"},
840
                          {"fr","ntu-WXxYyis","Résolution du 2x3x4","asthalis"},
841
                          {"pl","BYfqzlWYt6I","2x3x4 Cube Tutorial","MrUK"},
842
                          {"br","F1Nn0moXDYM","Cubóide 2x3x4 tutorial","marqüalrélio"},
843
                          {"vn","lj_oe5lojn0","2x3x4 Tutorial","VĂN CÔNG TÙNG"},
844
                         };
845
                case 4: return new String[][] {
846
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
847
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
848
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
849
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
850
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
851
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
852
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
853
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
854
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
855
                          {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
856
                          {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
857
                          {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
858
                          {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
859
                          {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
860
                         };
861
                }
862
      case 5: return new String[][] {
863
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
864
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
865
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
866
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
867
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
868
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
869
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
870
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
871
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
872
                          {"tw","mtgGDb9SmnA","五階降階法速解教學","1hrBLD"},
873
                         };
874
      case 6: return new String[][] {
875
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
876
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
877
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
878
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
879
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
880
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
881
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
882
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
883
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
884
                         };
885
      case 7: return new String[][] {
886
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
887
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
888
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
889
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
890
                          {"fr","iXNsJ7b-yZc","Comment résoudre le 7x7x7","Xavier Hornet"},
891
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
892
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
893
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
894
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
895
                         };
896
      }
897

    
898
    return null;
899
    }
900
}
(15-15/57)