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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyCuboid.java @ cde08c52

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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.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(int[] numL, int meshState, int iconMode, Static4D quat, Static3D move, float scale, InputStream stream)
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    {
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    super(numL, meshState, iconMode, (numL[0]+numL[1]+numL[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 =
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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(vertices, indices);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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236
  public ObjectFaceShape getObjectFaceShape(int variant)
237
    {
238
    int[] bandIndices;
239
    int extraI, extraV, num, numL = getNumLayers()[0];
240
    float height = isInIconMode() ? 0.001f : 0.045f;
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242
    switch(numL)
243
        {
244
        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} };
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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 };
253
    float[][] bands  =
254
         {
255
             {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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         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);
266
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getEdgeNum(int cubit, int[] numLayers)
271
    {
272
    int x = numLayers[0];
273
    int y = numLayers[1];
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    int z = numLayers[2];
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276
    if(x==1 || y==1 || z==1 ) return 0;
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278
    int numCorners = getNumCorners(numLayers);
279
    int numEdges   = getNumEdges(numLayers);
280
    int num = cubit - numCorners;
281

    
282
    if( num>=0 && num<numEdges )
283
      {
284
      int numLR = (x-2);
285
      if( num<  numLR ) return 0;
286
      if( num<2*numLR ) return 1;
287
      if( num<3*numLR ) return 2;
288
      if( num<4*numLR ) return 3;
289
      num -= 4*numLR;
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291
      int numTD = (y-2);
292
      if( num<  numTD ) return 4;
293
      if( num<2*numTD ) return 5;
294
      if( num<3*numTD ) return 6;
295
      if( num<4*numTD ) return 7;
296
      num -= 4*numTD;
297

    
298
      int numFB = (z-2);
299
      if( num<  numFB ) return 8;
300
      if( num<2*numFB ) return 9;
301
      if( num<3*numFB ) return 10;
302
      if( num<4*numFB ) return 11;
303
      }
304

    
305
    return -1;
306
    }
307

    
308
///////////////////////////////////////////////////////////////////////////////////////////////////
309

    
310
  private int getCenterNum(int cubit, int[] numLayers)
311
    {
312
    int numCorners = getNumCorners(numLayers);
313
    int numEdges   = getNumEdges(numLayers);
314
    int num = cubit - numCorners - numEdges;
315

    
316
    if( num>=0 )
317
      {
318
      int numLR = (numLayers[1]-2)*(numLayers[2]-2);
319
      if( num<  numLR ) return 0;
320
      if( num<2*numLR ) return 1;
321
      num -= 2*numLR;
322

    
323
      int numTD = (numLayers[0]-2)*(numLayers[2]-2);
324
      if( num<  numTD ) return 2;
325
      if( num<2*numTD ) return 3;
326
      num -= 2*numTD;
327

    
328
      int numFB = (numLayers[0]-2)*(numLayers[1]-2);
329
      if( num<  numFB ) return 4;
330
      if( num<2*numFB ) return 5;
331
      }
332

    
333
    return -1;
334
    }
335

    
336
///////////////////////////////////////////////////////////////////////////////////////////////////
337

    
338
  private int getNumCorners(int[] numLayers)
339
    {
340
    int x = numLayers[0];
341
    int y = numLayers[1];
342
    int z = numLayers[2];
343

    
344
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 8;
345
    }
346

    
347
///////////////////////////////////////////////////////////////////////////////////////////////////
348

    
349
  private int getNumEdges(int[] numLayers)
350
    {
351
    int x = numLayers[0];
352
    int y = numLayers[1];
353
    int z = numLayers[2];
354

    
355
    return ( x==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) );
356
    }
357

    
358
///////////////////////////////////////////////////////////////////////////////////////////////////
359

    
360
  public float[][] getCubitPositions(int[] numLayers)
361
    {
362
    final int X = numLayers[0];
363
    final int Y = numLayers[1];
364
    final int Z = numLayers[2];
365

    
366
    final float lenX = 0.5f*(X-1);
367
    final float lenY = 0.5f*(Y-1);
368
    final float lenZ = 0.5f*(Z-1);
369

    
370
    int curPos = 0;
371

    
372
    if( X==1 )
373
      {
374
      float[][] pos = new float[X*Y*Z][];
375

    
376
      for(int y=0; y<Y; y++)
377
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
378

    
379
      return pos;
380
      }
381

    
382
    if( Y==1 )
383
      {
384
      float[][] pos = new float[X*Y*Z][];
385

    
386
      for(int x=0; x<X; x++)
387
        for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
388

    
389
      return pos;
390
      }
391

    
392
    if( Z==1 )
393
      {
394
      float[][] pos = new float[X*Y*Z][];
395

    
396
      for(int x=0; x<X; x++)
397
        for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
398

    
399
      return pos;
400
      }
401

    
402
    int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
403
    float[][] pos = new float[numCubits][];
404

    
405
    pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
406
    pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
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

    
414
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  -lenZ };
415
    for(int i=1; i<X-1; i++) pos[curPos++] = new float[] { i-lenX,  -lenY,  +lenZ };
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<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-lenY,  -lenZ };
419
    for(int i=1; i<Y-1; i++) pos[curPos++] = new float[] {  -lenX, i-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<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  -lenY, i-lenZ };
423
    for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] {  -lenX,  +lenY, i-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

    
427
    for(int y=1; y<Y-1; y++)
428
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-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 x=1; x<X-1; x++)
434
      for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+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 y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+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
    return pos;
446
    }
447

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

    
450
  public Static4D getCubitQuats(int cubit, int[] numLayers)
451
    {
452
    int variant = getCubitVariant(cubit,numLayers);
453

    
454
    switch(variant)
455
      {
456
      case 0: switch(cubit)
457
                {
458
                case 0: return mObjectQuats[ 0];
459
                case 1: return mObjectQuats[18];
460
                case 2: return mObjectQuats[17];
461
                case 3: return mObjectQuats[ 2];
462
                case 4: return mObjectQuats[14];
463
                case 5: return mObjectQuats[ 5];
464
                case 6: return mObjectQuats[ 8];
465
                case 7: return mObjectQuats[11];
466
                }
467
      case 1: int edgeEdge   = getEdgeNum(cubit,numLayers);
468
              switch(edgeEdge)
469
                {
470
                case  0: return mObjectQuats[ 0];
471
                case  1: return mObjectQuats[ 1];
472
                case  2: return mObjectQuats[ 3];
473
                case  3: return mObjectQuats[ 2];
474
                case  4: return mObjectQuats[21];
475
                case  5: return mObjectQuats[18];
476
                case  6: return mObjectQuats[20];
477
                case  7: return mObjectQuats[19];
478
                case  8: return mObjectQuats[13];
479
                case  9: return mObjectQuats[17];
480
                case 10: return mObjectQuats[15];
481
                case 11: return mObjectQuats[16];
482
                }
483
              break;
484
      case 2: int centerFace = getCenterNum(cubit,numLayers);
485
              switch(centerFace)
486
                {
487
                case 0 : return mObjectQuats[ 6];
488
                case 1 : return mObjectQuats[ 4];
489
                case 2 : return mObjectQuats[ 1];
490
                case 3 : return mObjectQuats[ 3];
491
                case 4 : return mObjectQuats[ 0];
492
                case 5 : return mObjectQuats[ 2];
493
                }
494
      }
495

    
496
    return mObjectQuats[0];
497
    }
498

    
499
///////////////////////////////////////////////////////////////////////////////////////////////////
500

    
501
  public int getNumCubitVariants(int[] numLayers)
502
    {
503
    final int X = numLayers[0];
504
    final int Y = numLayers[1];
505
    final int Z = numLayers[2];
506

    
507
    if( X==1 || Y==1 || Z==1 ) return 1;
508
    if( X<=2 && Y<=2 && Z<=2 ) return 1;
509

    
510
    return 3;
511
    }
512

    
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514

    
515
  public int getCubitVariant(int cubit, int[] numLayers)
516
    {
517
    int numCorners = getNumCorners(numLayers);
518
    if( cubit < numCorners          ) return 0;
519
    int numEdges = getNumEdges(numLayers);
520
    if( cubit < numCorners+numEdges ) return 1;
521

    
522
    return 2;
523
    }
524

    
525
///////////////////////////////////////////////////////////////////////////////////////////////////
526

    
527
  public float[][] getCuts(int[] numLayers)
528
    {
529
    if( mCuts==null )
530
      {
531
      mCuts = new float[3][];
532

    
533
      for(int axis=0; axis<3; axis++)
534
        {
535
        int len = numLayers[axis];
536
        float start = (2-len)*0.5f;
537

    
538
        if( len>=2 )
539
          {
540
          mCuts[axis] = new float[len-1];
541
          for(int i=0; i<len-1; i++) mCuts[axis][i] = start+i;
542
          }
543
        }
544
      }
545

    
546
    return mCuts;
547
    }
548

    
549
///////////////////////////////////////////////////////////////////////////////////////////////////
550

    
551
  public boolean[][] getLayerRotatable(int[] numLayers)
552
    {
553
    int numAxis = ROT_AXIS.length;
554
    boolean[][] layerRotatable = new boolean[numAxis][];
555

    
556
    for(int i=0; i<numAxis; i++)
557
      {
558
      layerRotatable[i] = new boolean[numLayers[i]];
559
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
560
      }
561

    
562
    return layerRotatable;
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566

    
567
  public int getTouchControlType()
568
    {
569
    return TC_CUBOID;
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573

    
574
  public int getTouchControlSplit()
575
    {
576
    return TYPE_NOT_SPLIT;
577
    }
578

    
579
///////////////////////////////////////////////////////////////////////////////////////////////////
580

    
581
  public int[][][] getEnabled()
582
    {
583
    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587

    
588
  public float[] getDist3D(int[] numLayers)
589
    {
590
    float x = numLayers[0];
591
    float y = numLayers[1];
592
    float z = numLayers[2];
593
    float a = (x+y+z)/1.5f;
594

    
595
    return new float[] {x/a,x/a,y/a,y/a,z/a,z/a};
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599

    
600
  public Static3D[] getFaceAxis()
601
    {
602
    return TouchControlCuboids.FACE_AXIS;
603
    }
604

    
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606

    
607
  public float getStickerRadius()
608
    {
609
    return 0.10f;
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613

    
614
  public float getStickerStroke()
615
    {
616
    float stroke = 0.08f;
617

    
618
    if( isInIconMode() )
619
      {
620
      int[] numLayers = getNumLayers();
621

    
622
      switch(numLayers[0])
623
        {
624
        case 2: stroke*=1.8f; break;
625
        case 3: stroke*=2.0f; break;
626
        case 4: stroke*=2.1f; break;
627
        default:stroke*=2.2f; break;
628
        }
629
      }
630

    
631
    return stroke;
632
    }
633

    
634
///////////////////////////////////////////////////////////////////////////////////////////////////
635

    
636
  public float[][] getStickerAngles()
637
    {
638
    return null;
639
    }
640

    
641
///////////////////////////////////////////////////////////////////////////////////////////////////
642
// PUBLIC API
643

    
644
  public Static3D[] getRotationAxis()
645
    {
646
    return ROT_AXIS;
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650

    
651
  public String getShortName()
652
    {
653
    int[] numLayers = getNumLayers();
654

    
655
    int x = numLayers[0];
656
    int y = numLayers[1];
657

    
658
    switch(x)
659
      {
660
      case 2: switch(y)
661
                {
662
                case 2: return ObjectType.CUBE_2.name();
663
                case 3: return ObjectType.CU_232.name();
664
                }
665
      case 3: switch(y)
666
                {
667
                case 2: return ObjectType.CU_323.name();
668
                case 3: return ObjectType.CUBE_3.name();
669
                case 4: return ObjectType.CU_343.name();
670
                }
671
      case 4: return ObjectType.CUBE_4.name();
672
      case 5: return ObjectType.CUBE_5.name();
673
      case 6: return ObjectType.CUBE_6.name();
674
      case 7: return ObjectType.CUBE_7.name();
675
      }
676

    
677
    return ObjectType.CUBE_3.name();
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681

    
682
  public long getSignature()
683
    {
684
    int[] numLayers = getNumLayers();
685

    
686
    int x = numLayers[0];
687
    int y = numLayers[1];
688

    
689
    switch(x)
690
      {
691
      case 2: switch(y)
692
                {
693
                case 2: return ObjectType.CUBE_2.ordinal();
694
                case 3: return ObjectType.CU_232.ordinal();
695
                }
696
      case 3: switch(y)
697
                {
698
                case 2: return ObjectType.CU_323.ordinal();
699
                case 3: return ObjectType.CUBE_3.ordinal();
700
                case 4: return ObjectType.CU_343.ordinal();
701
                }
702
      case 4: return ObjectType.CUBE_4.ordinal();
703
      case 5: return ObjectType.CUBE_5.ordinal();
704
      case 6: return ObjectType.CUBE_6.ordinal();
705
      case 7: return ObjectType.CUBE_7.ordinal();
706
      }
707

    
708
    return ObjectType.CUBE_3.ordinal();
709
    }
710

    
711
///////////////////////////////////////////////////////////////////////////////////////////////////
712

    
713
  public int[][] getBasicAngles()
714
    {
715
    if( mBasicAngle==null )
716
      {
717
      int[] num = getNumLayers();
718
      int numX = num[0];
719
      int numY = num[1];
720
      int numZ = num[2];
721

    
722
      int x = numY==numZ ? 4 : 2;
723
      int y = numX==numZ ? 4 : 2;
724
      int z = numX==numY ? 4 : 2;
725

    
726
      int[] tmpX = new int[numX];
727
      for(int i=0; i<numX; i++) tmpX[i] = x;
728
      int[] tmpY = new int[numY];
729
      for(int i=0; i<numY; i++) tmpY[i] = y;
730
      int[] tmpZ = new int[numZ];
731
      for(int i=0; i<numZ; i++) tmpZ[i] = z;
732

    
733
      mBasicAngle = new int[][] { tmpX,tmpY,tmpZ };
734
      }
735
    return mBasicAngle;
736
    }
737

    
738
///////////////////////////////////////////////////////////////////////////////////////////////////
739

    
740
  public String getObjectName()
741
    {
742
    int[] numLayers = getNumLayers();
743

    
744
    int x = numLayers[0];
745
    int y = numLayers[1];
746

    
747
    switch(x)
748
      {
749
      case 2: switch(y)
750
                {
751
                case 2: return "Pocket Cube";
752
                case 3: return "Slim Tower";
753
                }
754
      case 3: switch(y)
755
                {
756
                case 2: return "2x2x3 Cuboid";
757
                case 3: return "Rubik Cube";
758
                case 4: return "3x3x4 Cuboid";
759
                }
760
      case 4: return "Rubik's Revenge";
761
      case 5: return "Professor's Cube";
762
      case 6: return "6x6 Cube";
763
      case 7: return "7x7 Cube";
764
      }
765

    
766
    return "Rubik Cube";
767
    }
768

    
769
///////////////////////////////////////////////////////////////////////////////////////////////////
770

    
771
  public String getInventor()
772
    {
773
    int[] numLayers = getNumLayers();
774

    
775
    int x = numLayers[0];
776
    int y = numLayers[1];
777

    
778
    switch(x)
779
      {
780
      case 2: switch(y)
781
                {
782
                case 2: return "Larry Nichols";
783
                case 3: return "Katsuhiko Okamoto";
784
                }
785
      case 3: switch(y)
786
                {
787
                case 2: return "Unknown";
788
                case 3: return "Ernő Rubik";
789
                case 4: return "Cube4You";
790
                }
791
      case 4: return "Péter Sebestény";
792
      case 5: return "Udo Krell";
793
      case 6:
794
      case 7: return "Panagiotis Verdes";
795
      }
796

    
797
    return "Ernő Rubik";
798
    }
799

    
800
///////////////////////////////////////////////////////////////////////////////////////////////////
801

    
802
  public int getYearOfInvention()
803
    {
804
    int[] numLayers = getNumLayers();
805

    
806
    int x = numLayers[0];
807
    int y = numLayers[1];
808

    
809
    switch(x)
810
      {
811
      case 2: switch(y)
812
                {
813
                case 2: return 1970;
814
                case 3: return 2001;
815
                }
816
      case 3: switch(y)
817
                {
818
                case 2: return 0;
819
                case 3: return 1974;
820
                case 4: return 2009;
821
                }
822
      case 4: return 1981;
823
      case 5: return 2002;
824
      case 6:
825
      case 7: return 2008;
826
      }
827

    
828
    return 1974;
829
    }
830

    
831
///////////////////////////////////////////////////////////////////////////////////////////////////
832

    
833
  public int getComplexity()
834
    {
835
    int[] numLayers = getNumLayers();
836

    
837
    int x = numLayers[0];
838
    int y = numLayers[1];
839

    
840
    switch(x)
841
      {
842
      case 2: switch(y)
843
                {
844
                case 2:
845
                case 3: return 1;
846
                }
847
      case 3: switch(y)
848
                {
849
                case 2:
850
                case 3: return 2;
851
                case 4: return 3;
852
                }
853
      case 4: return 3;
854
      case 5:
855
      case 6:
856
      case 7: return 4;
857
      }
858

    
859
    return 2;
860
    }
861

    
862
///////////////////////////////////////////////////////////////////////////////////////////////////
863

    
864
  public String[][] getTutorials()
865
    {
866
    int[] numLayers = getNumLayers();
867

    
868
    int x = numLayers[0];
869
    int y = numLayers[1];
870

    
871
    switch(x)
872
      {
873
      case 2: switch(y)
874
                {
875
                case 2: return new String[][] {
876
                          {"gb","rJlh5p2wAKA","How to Solve a 2x2 Rubik's Cube","Z3"},
877
                          {"es","f85wqJTIDlw","Resolver cubo de Rubik 2X2","Cuby"},
878
                          {"ru","azC6P3VYFkc","Как собрать кубик 2Х2","Е Бондаренко"},
879
                          {"fr","V1XS993AUuw","Résoudre le cube 2x2","Rachma Nikov"},
880
                          {"de","d8tKa8SRkXw","2x2 Zauberwürfel lösen","Pezcraft"},
881
                          {"pl","haNWdAYWGsY","Jak ułożyć kostkę Rubika 2x2","DżoDżo"},
882
                          {"br","42W6SM17EuM","Como resolver cubo 2x2","Pedro Filho"},
883
                          {"kr","wTMsdWKq6No","2x2 큐브 공식을 이해하는 해법","듀나메스 큐브 해법연구소"},
884
                          {"vn","hZ4Do8BbOPk","Tutorial N.84 - Cube 2x2x2","Duy Thích Rubik"},
885
                     //   {"tw","CfOCXxhCb8U","2x2魔術方塊復原","1hrBLD"},
886
                         };
887
                case 3: return new String[][] {
888
                          {"gb","6dYOrUgFCsc","How to Solve the 2x2x3","Z3"},
889
                          {"es","1G2jpnSY6J4","Resolver 2x2x3","Cuby"},
890
                          {"ru","cT4CEQwgFKA","Как собрать Cuboid 2x2x3","YG Cuber"},
891
                          {"fr","xJdC1PW8v3M","Résolution du 2x2x3","asthalis"},
892
                          {"de","NDjofQ42C9E","2x2x3 - Tutorial","GerCubing"},
893
                          {"pl","RWF-7v5KE74","2x2x3 cube Tutorial PL","MrUK"},
894
                          {"br","W6cp_1Q9SeY","Como resolver o cubóide 2x2x3","Pedro Filho"},
895
                          {"kr","DIaUaxQbJhw","2x2x3 해법","듀나메스 큐브 해법연구소"},
896
                          {"vn","MObar8ebkzg","Tutorial N.135 - 2x2x3 Cuboid","Duy Thích Rubik"},
897
                         };
898
                }
899
      case 3: switch(y)
900
                {
901
                case 2: return new String[][] {
902
                          {"gb","pbv652cE1AU","How To Solve the 3x3x2 ","JRCuber"},
903
                          {"es","5gPFr7HlZ6Y","Resolver 3x3x2 Cubo Domino","Cuby"},
904
                          {"ru","n5-fa1fd2cQ","Как собрать кубоид 3х3х2","RubicsGuide"},
905
                          {"fr","z6xToKiu38M","Résolution du 3x3x2","asthalis"},
906
                          {"de","3qI55VS5MrY","2x3x3 - Tutorial","GerCubing"},
907
                          {"pl","KSs928xIwKg","3x3x2 cube Tutorial PL","MrUK"},
908
                          {"br","RnjJBXOp9DA","Como resolver o cubóide 3x3x2","Pedro Filho"},
909
                          {"kr","E3Oj8bKcTO4","2x3x3 큐보이드해법","듀나메스 큐브 해법연구소"},
910
                          {"vn","XnJJkniJhFM","Hướng Dẫn Giải Rubik 3x3x2","Rubik Cube"},
911
                         };
912
                case 3: return new String[][] {
913
                          {"gb","-8ohoCKN0Zw","How to Solve a Rubik's Cube","Z3"},
914
                          {"es","GyY0OxDk5lI","Resolver cubo de Rubik 3x3","Cuby"},
915
                          {"ru","5S2eq81FRzI","Как собрать кубик рубика","Е Бондаренко"},
916
                          {"fr","T-ASx2wbHVY","Comment résoudre un Rubik's Cube","Le Cube"},
917
                          {"de","epdcq0L3bDE","3x3 Zauberwürfel lösen","Pezcraft"},
918
                          {"pl","cBU9Y729nQM","Jak ułożyć kostkę Rubika 3x3","DżoDżo"},
919
                          {"br","Vdxl7TvX69c","Como resolver cubo 3x3","Pedro Filho"},
920
                          {"kr","PMLG4__npcY","3x3 큐브 기초해법 (파트1)","듀나메스 큐브 해법연구소"},
921
                          {"kr","vbvyjs4Vmoc","3x3 큐브 기초해법 (파트2)","듀나메스 큐브 해법연구소"},
922
                          {"kr","V5eeKu9abCc","3x3 큐브 기초해법 (파트3)","듀나메스 큐브 해법연구소"},
923
                          {"vn","q_ZAmUVX8vM","Hướng Dẫn Giải Rubik 3x3","Rubik Cube"},
924
                     //   {"tw","76NmRQx5CLA","魔術方塊教學","1hrBLD"},
925
                         };
926
                case 4: return new String[][] {
927
                          {"gb","nh8DqpMM3Ro","How to solve the 3x3x4","BeardedCubing"},
928
                          {"es","zQOjGrP07GU","Como resolver 3x3x4 Tutorial","Tutoriales Rubik"},
929
                          {"ru","NCdQRMKWf-8","Как собрать Cuboid 3x3x4","YG Cuber"},
930
                          {"fr","_zVedCuN-ds","Résolution du 3x3x4","asthalis"},
931
                          {"de","jQlBZhWD_V8","3x3x4 - Tutorial","GerCubing"},
932
                          {"pl","YaPi8UGLKQQ","3x3x4 cube Tutorial PL","MrUK"},
933
                          {"br","nfeJ1q_OoHU","Cuboid 3x3x4 Tutorial","Cubo da Loucura"},
934
                          {"kr","-kp5r7iXV0M","3x3x4 큐보이드해법","듀나메스 큐브 해법연구소"},
935
                          {"vn","FbI4Xbs88YU","Tutorial N.72 - 3x3x4 Cuboid","Duy Thích Rubik"},
936
                         };
937
                }
938
      case 4: return new String[][] {
939
                          {"gb","RR77Md71Ymc","How to Solve the 4x4 Rubik's Cube","Z3"},
940
                          {"es","d_4xk1r9hxU","Resolver cubo de Rubik 4x4","Cuby"},
941
                          {"ru","v5ytiOyTFSA","Как собрать кубик 4х4","Алексей Ярыгин"},
942
                          {"fr","C83gYXn-zpI","Comment résoudre un Rubik's Cube 4x4","Le Cube"},
943
                          {"de","Z7EmIp-TLN0","4x4 Zauberwürfel lösen","JamesKnopf"},
944
                          {"pl","LiUxNsowXiI","Jak ułożyć kostkę 4x4","DżoDżo"},
945
                          {"br","DQydZR0EHdo","Como resolver cubo 4x4","Pedro Filho"},
946
                          {"kr","5g4QORteCsk","원리로 이해하는 444 큐브 기초 해법","듀나메스 큐브 해법연구소"},
947
                          {"vn","D7F10BGdJ_E","Tutorial N.37 - Cube 4x4x4","Duy Thích Rubik"},
948
                      //    {"tw","HuyaNIUaSqo","4x4魔術方塊復原#1","1hrBLD"},
949
                      //    {"tw","gHho4gJQMXw","4x4魔術方塊復原#2","1hrBLD"},
950
                      //    {"tw","7pbNgXMQxCE","4x4魔術方塊復原#3","1hrBLD"},
951
                      //    {"tw","PZvc5XJ2bLY","4x4魔術方塊復原#4","1hrBLD"},
952
                      //    {"tw","97vDE29lu2o","4x4魔術方塊復原#5","1hrBLD"},
953
                         };
954
      case 5: return new String[][] {
955
                          {"gb","zMkNkXHzQts","How to Solve the 5x5 Rubik's Cube","Z3"},
956
                          {"es","6uaq-xfFs98","Resolver cubo de Rubik 5x5","Cuby"},
957
                          {"ru","UtKsyLk45uA","Как собрать кубик 5x5","Алексей Ярыгин"},
958
                          {"fr","sq14CsrSkbo","Comment résoudre un Rubik's Cube 5x5","Le Cube"},
959
                          {"de","luLwvHDPnrA","5x5 Zauberwürfel lösen","Pezcraft"},
960
                          {"pl","ERsPyWOF7mg","Jak ułożyć kostkę 5x5x5","DżoDżo"},
961
                          {"br","WQospjKXfvQ","Como resolver cubo 5x5","Pedro Filho"},
962
                          {"kr","D46qDaBFWNM","[555큐브]믿고보는영상!","Playon U온돌차"},
963
                          {"vn","vwmC_vRb_4s","Hướng Dẫn Giải Rubik 5x5","Rubik Cube"},
964
                         };
965
      case 6: return new String[][] {
966
                          {"gb","SkZ9UadAOvQ","How to Solve the 6x6 Rubik's Cube","JPerm"},
967
                          {"es","9X-mW6wbnQQ","Resolver cubo de Rubik 6x6","Cuby"},
968
                          {"ru","yqEIek_l-44","Как собрать кубик Рубика 6х6","Алексей Ярыгин"},
969
                          {"fr","xMreDIM3uoU","Comment faire le 6x6x6","Xavier Hornet"},
970
                          {"de","TZFtwL0PZ-s","6x6 Zauberwürfel lösen","Pezcraft"},
971
                          {"pl","ZB4ROiJUb1o","Jak ułożyć kostkę 6x6x6","DżoDżo"},
972
                          {"br","vh9O47fjjxc","Como Resolver o Cubo 6x6","Pedro Filho"},
973
                          {"kr","ZUyDa2_dVFU","6x6 큐브 맞추는 방법","iamzoone"},
974
                          {"vn","tD7VGEGa584","Hướng Dẫn Giải Rubik 6x6","Rubik Cube"},
975
                         };
976
      case 7: return new String[][] {
977
                          {"gb","xpI7jKs4bWQ","7x7 Centers (1/2)","CubeSkills"},
978
                          {"gb","xpI7jKs4bWQ","7x7 Edges & 3x3 Stage (2/2)","CubeSkills"},
979
                          {"es","q43XpYapOR8","Resolver cubo de Rubik 7x7","Cuby"},
980
                          {"ru","w41zK-1qruY","Как собрать кубик Рубика 7х7","Алексей Ярыгин"},
981
                          {"fr","_a31lM3i7r0","Comment résoudre le Rubik's Cube 7x7","Justin Fontugne"},
982
                          {"de","XAbEJS5H5Lw","7x7 Zauberwürfel lösen","Pezcraft"},
983
                          {"pl","uN5fH3USUfc","Jak ułożyć kostkę 7x7","Bartłomiej Krokos"},
984
                          {"kr","3wynYMk4eZk","7x7 큐브 맞추는 방법","iamzoone"},
985
                          {"vn","mKlOus6mP7w","Hướng Dẫn Giải Rubik 7x7","Rubik Cube"},
986
                         };
987
      }
988

    
989
    return null;
990
    }
991
}
(10-10/36)