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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.main.Movement.TYPE_NOT_SPLIT;
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import android.content.res.Resources;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshSquare;
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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.R;
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import org.distorted.objectlib.main.Movement;
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import org.distorted.objectlib.main.Movement6;
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import org.distorted.objectlib.main.ObjectControl;
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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.helpers.ObjectSticker;
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import org.distorted.objectlib.helpers.ScrambleState;
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import org.distorted.objectlib.main.Twisty6;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyCube extends Twisty6
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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 static final int[][][] ENABLED = new int[][][]
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{
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{{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}},
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};
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private ScrambleState[] mStates;
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private Static4D[] mQuats;
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private float[][] mCuts;
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private boolean[][] mLayerRotatable;
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private int[] mBasicAngle;
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private ObjectSticker[] mStickers;
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private Movement mMovement;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TwistyCube(int[] numL, Static4D quat, Static3D move, DistortedTexture texture,
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MeshSquare mesh, DistortedEffects effects, Resources res, int surfaceW, int surfaceH)
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{
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super(numL, (numL[0]+numL[1]+numL[2])/3.0f, quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int[] createEdges(int size, int vertex)
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected ScrambleState[] getScrambleStates()
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{
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if( mStates==null )
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{
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int[] numL = getNumLayers();
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int[][] m = new int[16][];
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for(int i=1; i<16; i++) m[i] = createEdges(numL[0],i);
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mStates = new ScrambleState[]
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{
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new ScrambleState( new int[][] { m[ 1], m[ 2], m[ 3] } ), // 0 0
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new ScrambleState( new int[][] { null, m[ 4], m[ 5] } ), // 1 x
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new ScrambleState( new int[][] { m[ 6], null, m[ 7] } ), // 2 y
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new ScrambleState( new int[][] { m[ 8], m[ 9], null } ), // 3 z
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new ScrambleState( new int[][] { m[10], null, m[ 7] } ), // 4 xy
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new ScrambleState( new int[][] { m[11], m[ 9], null } ), // 5 xz
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new ScrambleState( new int[][] { null, m[12], m[ 5] } ), // 6 yx
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new ScrambleState( new int[][] { m[ 8], m[13], null } ), // 7 yz
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new ScrambleState( new int[][] { null, m[ 4], m[14] } ), // 8 zx
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new ScrambleState( new int[][] { m[ 6], null, m[15] } ), // 9 zy
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new ScrambleState( new int[][] { null, null, m[ 5] } ), // 10 xyx
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new ScrambleState( new int[][] { null, m[ 4], null } ), // 11 xzx
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new ScrambleState( new int[][] { null, null, m[ 7] } ), // 12 yxy
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new ScrambleState( new int[][] { m[ 6], null, null } ), // 13 yzy
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new ScrambleState( new int[][] { null, m[ 9], null } ), // 14 zxz
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new ScrambleState( new int[][] { m[ 8], null, null } ), // 15 zyz
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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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protected int getResource(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==y && x==z )
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{
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switch(x)
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{
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case 2: return R.raw.cube2;
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case 3: return R.raw.cube3;
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case 4: return R.raw.cube4;
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case 5: return R.raw.cube5;
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}
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeQuats()
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{
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mQuats = 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( 1.0f, 0.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 0.0f, 1.0f, 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( 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, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 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, 0.0f, SQ2/2, SQ2/2),
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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( 0.5f, 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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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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protected int[] getSolvedQuats(int cubit, int[] numLayers)
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{
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if( mQuats ==null ) initializeQuats();
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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(Movement6.FACE_AXIS[status], mQuats);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected ObjectShape getObjectShape(int cubit, int[] numLayers)
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{
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int extraI, extraV, num;
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float height;
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int variant = getCubitVariant(cubit,numLayers);
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int numL = numLayers[0];
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switch(numL)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; height = 0.045f; break;
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case 3 : num = 5; extraI = 2; extraV = 2; height = 0.045f; break;
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case 4 : num = 5; extraI = 1; extraV = 1; height = 0.045f; break;
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default: num = 5; extraI = 0; extraV = 0; height = 0.045f; break;
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}
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double[][] vertices = new double[][]
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{
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{ 0.5, 0.5, 0.5 },
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{ 0.5, 0.5,-0.5 },
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{ 0.5,-0.5, 0.5 },
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{ 0.5,-0.5,-0.5 },
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{-0.5, 0.5, 0.5 },
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{-0.5, 0.5,-0.5 },
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{-0.5,-0.5, 0.5 },
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{-0.5,-0.5,-0.5 },
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};
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int[][] vert_indices = new int[][]
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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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float[][] corners = new float[][] { {0.036f,0.12f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndices = new int[] { 0,0,0,0,0,0,0,0 };
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if( variant==0 )
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{
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float[][] bands = new float[][] { {height,35,0.5f,0.7f,num,extraI,extraV} };
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int[] bandIndices = new int[] { 0,0,0,0,0,0};
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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else
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{
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int extraI2, extraV2, num2;
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switch(numL)
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{
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case 2 : num2 = 6; extraI2 = 2; extraV2 = 2; break;
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case 3 : num2 = 5; extraI2 = 1; extraV2 = 0; break;
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case 4 : num2 = 4; extraI2 = 0; extraV2 = 0; break;
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default: num2 = 3; extraI2 = 0; extraV2 = 0; break;
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}
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float[][] bands = new float[][]
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{
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{height,35,0.5f,0.7f,num ,extraI ,extraV },
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{height,35,0.5f,0.7f,num2,extraI2,extraV2},
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{height,35,0.5f,0.7f, 2, 0, 0},
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};
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int[] bandIndices = new int[] { 1,1,1,1,0,2};
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getCenterNum(int cubit, int[] numLayers)
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{
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int num = cubit - getNumCornersAndEdges(numLayers);
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if( num>=0 )
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{
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int numLR = (numLayers[1]-2)*(numLayers[2]-2);
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if( num< numLR ) return 0;
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if( num<2*numLR ) return 1;
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num -= 2*numLR;
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int numTD = (numLayers[0]-2)*(numLayers[2]-2);
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if( num< numTD ) return 2;
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if( num<2*numTD ) return 3;
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num -= 2*numTD;
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int numFB = (numLayers[0]-2)*(numLayers[1]-2);
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if( num< numFB ) return 4;
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if( num<2*numFB ) return 5;
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getNumCornersAndEdges(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==1 || y==1 || z==1 ) ? x*y*z : 4*( (x-2)+(y-2)+(z-2) ) + 8;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected float[][] getCubitPositions(int[] numLayers)
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{
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final int X = numLayers[0];
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final int Y = numLayers[1];
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final int Z = numLayers[2];
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final float lenX = 0.5f*(X-1);
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final float lenY = 0.5f*(Y-1);
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final float lenZ = 0.5f*(Z-1);
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int curPos = 0;
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if( X==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int y=0; y<Y; y++)
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for(int z=0; z<Z; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
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return pos;
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}
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if( Y==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int x=0; x<X; x++)
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for(int z=0; z<Z; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
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return pos;
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}
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if( Z==1 )
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{
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float[][] pos = new float[X*Y*Z][];
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for(int x=0; x<X; x++)
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for(int y=0; y<Y; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
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return pos;
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}
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int numCubits = X*Y*Z - (X-2)*(Y-2)*(Z-2);
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float[][] pos = new float[numCubits][];
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pos[curPos++] = new float[] {-lenX,-lenY,-lenZ};
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pos[curPos++] = new float[] {-lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {-lenX,+lenY,-lenZ};
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pos[curPos++] = new float[] {-lenX,+lenY,+lenZ};
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pos[curPos++] = new float[] {+lenX,-lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,-lenY,+lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,-lenZ};
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pos[curPos++] = new float[] {+lenX,+lenY,+lenZ};
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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 };
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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 };
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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 };
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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 };
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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 };
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for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, -lenY, i-lenZ };
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373
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for(int i=1; i<Z-1; i++) pos[curPos++] = new float[] { +lenX, +lenY, i-lenZ };
|
374
|
|
375
|
for(int y=1; y<Y-1; y++)
|
376
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {+lenX,y-lenY,z-lenZ};
|
377
|
|
378
|
for(int y=1; y<Y-1; y++)
|
379
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {-lenX,y-lenY,z-lenZ};
|
380
|
|
381
|
for(int x=1; x<X-1; x++)
|
382
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,+lenY,z-lenZ};
|
383
|
|
384
|
for(int x=1; x<X-1; x++)
|
385
|
for(int z=1; z<Z-1; z++) pos[curPos++] = new float[] {x-lenX,-lenY,z-lenZ};
|
386
|
|
387
|
for(int x=1; x<X-1; x++)
|
388
|
for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,+lenZ};
|
389
|
|
390
|
for(int x=1; x<X-1; x++)
|
391
|
for(int y=1; y<Y-1; y++) pos[curPos++] = new float[] {x-lenX,y-lenY,-lenZ};
|
392
|
|
393
|
return pos;
|
394
|
}
|
395
|
|
396
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
397
|
|
398
|
protected Static4D getQuat(int cubit, int[] numLayers)
|
399
|
{
|
400
|
if( mQuats ==null ) initializeQuats();
|
401
|
|
402
|
int centerNum = getCenterNum(cubit,numLayers);
|
403
|
|
404
|
switch(centerNum)
|
405
|
{
|
406
|
case 0 : return mQuats[13];
|
407
|
case 1 : return mQuats[12];
|
408
|
case 2 : return mQuats[ 8];
|
409
|
case 3 : return mQuats[ 9];
|
410
|
case 4 : return mQuats[ 0];
|
411
|
case 5 : return mQuats[ 1];
|
412
|
default: return mQuats[ 0];
|
413
|
}
|
414
|
}
|
415
|
|
416
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
417
|
|
418
|
protected int getNumCubitVariants(int[] numLayers)
|
419
|
{
|
420
|
return numLayers[0]>2 ? 2:1;
|
421
|
}
|
422
|
|
423
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424
|
|
425
|
protected int getCubitVariant(int cubit, int[] numLayers)
|
426
|
{
|
427
|
return cubit < getNumCornersAndEdges(numLayers) ? 0 : 1;
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
|
432
|
protected int getFaceColor(int cubit, int cubitface, int[] numLayers)
|
433
|
{
|
434
|
int centerNum = getCenterNum(cubit,numLayers);
|
435
|
|
436
|
if( centerNum<0 )
|
437
|
{
|
438
|
int axis = cubitface/2;
|
439
|
return CUBITS[cubit].getRotRow(axis) == (cubitface%2==0 ? (1<<(numLayers[axis]-1)):1) ? cubitface : NUM_TEXTURES;
|
440
|
}
|
441
|
else
|
442
|
{
|
443
|
return cubitface == 4 ? centerNum : NUM_TEXTURES;
|
444
|
}
|
445
|
}
|
446
|
|
447
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
448
|
|
449
|
protected ObjectSticker retSticker(int face)
|
450
|
{
|
451
|
if( mStickers==null )
|
452
|
{
|
453
|
final float[][] STICKERS = new float[][] { { -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f } };
|
454
|
final float radius = 0.10f;
|
455
|
final float[] radii = {radius,radius,radius,radius};
|
456
|
mStickers = new ObjectSticker[STICKERS.length];
|
457
|
float stroke = 0.08f;
|
458
|
|
459
|
if( ObjectControl.isInIconMode() )
|
460
|
{
|
461
|
int[] numLayers = getNumLayers();
|
462
|
|
463
|
switch(numLayers[0])
|
464
|
{
|
465
|
case 2: stroke*=1.8f; break;
|
466
|
case 3: stroke*=2.0f; break;
|
467
|
case 4: stroke*=2.1f; break;
|
468
|
default:stroke*=2.2f; break;
|
469
|
}
|
470
|
}
|
471
|
|
472
|
mStickers[0] = new ObjectSticker(STICKERS[0],null,radii,stroke );
|
473
|
}
|
474
|
|
475
|
return mStickers[face/NUM_FACE_COLORS];
|
476
|
}
|
477
|
|
478
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
479
|
|
480
|
protected Static4D[] getQuats()
|
481
|
{
|
482
|
if( mQuats ==null ) initializeQuats();
|
483
|
return mQuats;
|
484
|
}
|
485
|
|
486
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
487
|
|
488
|
protected float[][] getCuts(int[] numLayers)
|
489
|
{
|
490
|
if( mCuts==null )
|
491
|
{
|
492
|
mCuts = new float[3][];
|
493
|
|
494
|
int lenX = numLayers[0];
|
495
|
|
496
|
if( lenX>=2 )
|
497
|
{
|
498
|
mCuts[0] = new float[lenX-1];
|
499
|
for(int i=0; i<lenX-1; i++) mCuts[0][i] = (2-lenX)*0.5f + i;
|
500
|
}
|
501
|
else
|
502
|
{
|
503
|
mCuts[0] = null;
|
504
|
}
|
505
|
|
506
|
int lenY = numLayers[1];
|
507
|
|
508
|
if( lenY>=2 )
|
509
|
{
|
510
|
mCuts[1] = new float[lenY-1];
|
511
|
for(int i=0; i<lenY-1; i++) mCuts[1][i] = (2-lenY)*0.5f + i;
|
512
|
}
|
513
|
else
|
514
|
{
|
515
|
mCuts[1] = null;
|
516
|
}
|
517
|
|
518
|
int lenZ = numLayers[2];
|
519
|
|
520
|
if( lenZ>=2 )
|
521
|
{
|
522
|
mCuts[2] = new float[lenZ-1];
|
523
|
for(int i=0; i<lenZ-1; i++) mCuts[2][i] = (2-lenZ)*0.5f + i;
|
524
|
}
|
525
|
else
|
526
|
{
|
527
|
mCuts[2] = null;
|
528
|
}
|
529
|
}
|
530
|
|
531
|
return mCuts;
|
532
|
}
|
533
|
|
534
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
535
|
|
536
|
private void getLayerRotatable(int[] numLayers)
|
537
|
{
|
538
|
if( mLayerRotatable==null )
|
539
|
{
|
540
|
int numAxis = ROT_AXIS.length;
|
541
|
mLayerRotatable = new boolean[numAxis][];
|
542
|
|
543
|
for(int i=0; i<numAxis; i++)
|
544
|
{
|
545
|
mLayerRotatable[i] = new boolean[numLayers[i]];
|
546
|
for(int j=0; j<numLayers[i]; j++) mLayerRotatable[i][j] = true;
|
547
|
}
|
548
|
}
|
549
|
}
|
550
|
|
551
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
552
|
|
553
|
protected int getSolvedFunctionIndex()
|
554
|
{
|
555
|
return 0;
|
556
|
}
|
557
|
|
558
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
559
|
|
560
|
protected int getNumStickerTypes(int[] numLayers)
|
561
|
{
|
562
|
return 1;
|
563
|
}
|
564
|
|
565
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
566
|
|
567
|
protected int getNumCubitFaces()
|
568
|
{
|
569
|
return 6;
|
570
|
}
|
571
|
|
572
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
573
|
// PUBLIC API
|
574
|
|
575
|
public Static3D[] getRotationAxis()
|
576
|
{
|
577
|
return ROT_AXIS;
|
578
|
}
|
579
|
|
580
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
581
|
// TODO
|
582
|
|
583
|
public Movement getMovement()
|
584
|
{
|
585
|
if( mMovement==null )
|
586
|
{
|
587
|
int[] numLayers = getNumLayers();
|
588
|
if( mCuts==null ) getCuts(numLayers);
|
589
|
getLayerRotatable(numLayers);
|
590
|
mMovement = new Movement6(ROT_AXIS,mCuts,mLayerRotatable,numLayers[0],TYPE_NOT_SPLIT,ENABLED);
|
591
|
}
|
592
|
return mMovement;
|
593
|
}
|
594
|
|
595
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
596
|
|
597
|
public int[] getBasicAngle()
|
598
|
{
|
599
|
if( mBasicAngle==null )
|
600
|
{
|
601
|
int[] num = getNumLayers();
|
602
|
int x = num[1]==num[2] ? 4 : 2;
|
603
|
int y = num[0]==num[2] ? 4 : 2;
|
604
|
int z = num[0]==num[1] ? 4 : 2;
|
605
|
|
606
|
mBasicAngle = new int[] { x,y,z };
|
607
|
}
|
608
|
return mBasicAngle;
|
609
|
}
|
610
|
|
611
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
612
|
// TODO
|
613
|
|
614
|
public ObjectType intGetObjectType(int[] numLayers)
|
615
|
{
|
616
|
switch(numLayers[0])
|
617
|
{
|
618
|
case 2: return numLayers[1]==2 ? ObjectType.CUBE_2 : ObjectType.CU_223;
|
619
|
case 3: return numLayers[1]==3 ? ObjectType.CUBE_3 : ObjectType.CU_334;
|
620
|
case 4: return ObjectType.CUBE_4;
|
621
|
case 5: return ObjectType.CUBE_5;
|
622
|
}
|
623
|
|
624
|
return ObjectType.CUBE_3;
|
625
|
}
|
626
|
|
627
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
628
|
|
629
|
public int getObjectName(int[] numLayers)
|
630
|
{
|
631
|
switch(numLayers[0])
|
632
|
{
|
633
|
case 2: return R.string.cube2;
|
634
|
case 3: return R.string.cube3;
|
635
|
case 4: return R.string.cube4;
|
636
|
case 5: return R.string.cube5;
|
637
|
}
|
638
|
return R.string.cube3;
|
639
|
}
|
640
|
|
641
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
642
|
|
643
|
public int getInventor(int[] numLayers)
|
644
|
{
|
645
|
switch(numLayers[0])
|
646
|
{
|
647
|
case 2: return R.string.cube2_inventor;
|
648
|
case 3: return R.string.cube3_inventor;
|
649
|
case 4: return R.string.cube4_inventor;
|
650
|
case 5: return R.string.cube5_inventor;
|
651
|
}
|
652
|
return R.string.cube3_inventor;
|
653
|
}
|
654
|
|
655
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
656
|
|
657
|
public int getComplexity(int[] numLayers)
|
658
|
{
|
659
|
switch(numLayers[0])
|
660
|
{
|
661
|
case 2: return 4;
|
662
|
case 3: return 6;
|
663
|
case 4: return 8;
|
664
|
case 5: return 10;
|
665
|
}
|
666
|
return 6;
|
667
|
}
|
668
|
}
|