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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyMirror.java @ f9a81f52

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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.MOVEMENT_HEXAHEDRON;
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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.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 TwistyMirror 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[] FACE_COLORS = new int[] { COLOR_WHITE };
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  private static final float DX = 0.10f;
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  private static final float DY = 0.25f;
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  private static final float DZ = 0.40f;
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  private static final float[][] SEQ2 = new float[][]
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      {
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          {1-DX,1-DY},{1+DX,1-DY},{1-DX,1+DY},{1+DX,1+DY},
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          {1-DX,1-DZ},{1+DX,1-DZ},{1-DX,1+DZ},{1+DX,1+DZ},
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          {1-DZ,1-DY},{1+DZ,1-DY},{1-DZ,1+DY},{1+DZ,1+DY},
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      };
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  private static final float[][] SEQ3 = new float[][]
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      {
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          {1   ,1   },{1-DX,1-DY},{1   ,1-DY},{1+DX,1-DY},{1-DX,1   },
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          {1+DX,1   },{1-DX,1+DY},{1   ,1+DY},{1+DX,1+DY},{1-DX,1-DZ},
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          {1   ,1-DZ},{1+DX,1-DZ},{1-DX,1   },{1+DX,1   },{1-DX,1+DZ},
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          {1   ,1+DZ},{1+DX,1+DZ},{1-DZ,1-DY},{1   ,1-DY},{1+DZ,1-DY},
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          {1-DZ,1   },{1+DZ,1   },{1-DZ,1+DY},{1   ,1+DY},{1+DZ,1+DY},
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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 int[] mBasicAngle;
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  private ObjectSticker[] mStickers;
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  private float[][] mPositions;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyMirror(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], quat, move, texture, mesh, effects, res, surfaceW, surfaceH);
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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[][] m = new int[16][];
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      for(int i=1; i<16; i++) m[i] = createEdges(numLayers[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
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        new ScrambleState( new int[][] {  null, m[ 4], m[ 5] } ),  // x
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        new ScrambleState( new int[][] { m[ 6],  null, m[ 7] } ),  // y
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        new ScrambleState( new int[][] { m[ 8], m[ 8],  null } ),  // z
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        new ScrambleState( new int[][] { m[10],  null, m[ 7] } ),  // xy
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        new ScrambleState( new int[][] { m[11], m[ 9],  null } ),  // xz
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        new ScrambleState( new int[][] {  null, m[12], m[ 5] } ),  // yx
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        new ScrambleState( new int[][] { m[ 8], m[13],  null } ),  // yz
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        new ScrambleState( new int[][] {  null, m[ 4], m[14] } ),  // zx
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        new ScrambleState( new int[][] { m[ 6],  null, m[15] } ),  // zy
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        new ScrambleState( new int[][] {  null,  null, m[ 5] } ),  // xyx
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        new ScrambleState( new int[][] {  null, m[ 4],  null } ),  // xzx
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        new ScrambleState( new int[][] {  null,  null, m[ 7] } ),  // yxy
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        new ScrambleState( new int[][] { m[ 6],  null,  null } ),  // yzy
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        new ScrambleState( new int[][] {  null, m[ 9],  null } ),  // zxz
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        new ScrambleState( new int[][] { m[ 8],  null,  null } ),  // 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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    switch(numLayers[0])
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      {
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      case 2: return R.raw.mirr2;
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      case 3: return R.raw.mirr3;
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      }
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    return 0;
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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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  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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// we cannot do this the standard, automatic way because there's only 1 color in the FACE_COLORS
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// table and retCubitSolvedStatus() always returns -1,-1 or 0.
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  protected int[] getSolvedQuats(int cubit, int[] numLayers)
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    {
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    if( numLayers[0]==3 )
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      {
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      switch(cubit)
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        {
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        case  4:
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        case 21: return new int[] {1,8,9};
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        case 10:
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        case 15: return new int[] {2,12,13};
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        case 12:
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        case 13: return new int[] {3,14,15};
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        }
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int getFaceColor(int cubit, int cubitface, int[] numLayers)
217
    {
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    int numL = numLayers[0];
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    if( numL==2 )
221
      {
222
      switch(cubitface)
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        {
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        case 0: if( cubit==4 ) return 11;
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                if( cubit==5 ) return 10;
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                if( cubit==6 ) return  9;
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                if( cubit==7 ) return  8;
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                return NUM_TEXTURES;
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        case 1: if( cubit==0 ) return 11;
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                if( cubit==1 ) return 10;
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                if( cubit==2 ) return  9;
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                if( cubit==3 ) return  8;
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                return NUM_TEXTURES;
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        case 2: if( cubit==3 ) return  4;
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                if( cubit==7 ) return  5;
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                if( cubit==2 ) return  6;
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                if( cubit==6 ) return  7;
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                return NUM_TEXTURES;
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        case 3: if( cubit==1 ) return  4;
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                if( cubit==5 ) return  5;
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                if( cubit==0 ) return  6;
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                if( cubit==4 ) return  7;
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                return NUM_TEXTURES;
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        case 4: if( cubit==3 ) return  0;
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                if( cubit==7 ) return  1;
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                if( cubit==1 ) return  2;
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                if( cubit==5 ) return  3;
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                return NUM_TEXTURES;
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        case 5: if( cubit==2 ) return  0;
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                if( cubit==6 ) return  1;
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                if( cubit==0 ) return  2;
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                if( cubit==4 ) return  3;
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                return NUM_TEXTURES;
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        }
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      }
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    if( numL==3 )
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      {
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      switch(cubitface)
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        {
260
        case 0: if( cubit==17 ) return 24;
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                if( cubit==18 ) return 23;
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                if( cubit==19 ) return 22;
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                if( cubit==20 ) return 21;
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                if( cubit==21 ) return  0;
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                if( cubit==22 ) return 20;
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                if( cubit==23 ) return 19;
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                if( cubit==24 ) return 18;
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                if( cubit==25 ) return 17;
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                return NUM_TEXTURES;
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        case 1: if( cubit== 0 ) return 24;
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                if( cubit== 1 ) return 23;
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                if( cubit== 2 ) return 22;
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                if( cubit== 3 ) return 21;
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                if( cubit== 4 ) return  0;
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                if( cubit== 5 ) return 20;
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                if( cubit== 6 ) return 19;
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                if( cubit== 7 ) return 18;
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                if( cubit== 8 ) return 17;
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                return NUM_TEXTURES;
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        case 2: if( cubit== 6 ) return 14;
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                if( cubit==14 ) return  2; // theoretically should have been 15, but this must have gotten collapsed in the Factory
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                if( cubit==23 ) return 16;
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                if( cubit== 7 ) return 12;
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                if( cubit==15 ) return  0;
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                if( cubit==24 ) return 13;
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                if( cubit== 8 ) return  9;
287
                if( cubit==16 ) return 20; // ditto, theoretically 10
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                if( cubit==25 ) return 11;
289
                return NUM_TEXTURES;
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        case 3: if( cubit== 0 ) return 14;
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                if( cubit== 9 ) return  2; // ditto, theoretically 15
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                if( cubit==17 ) return 16;
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                if( cubit== 1 ) return 12;
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                if( cubit==10 ) return  0;
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                if( cubit==18 ) return 13;
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                if( cubit== 2 ) return  9;
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                if( cubit==11 ) return 20; // ditto, theoretically 10
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                if( cubit==19 ) return 11;
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                return NUM_TEXTURES;
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        case 4: if( cubit== 8 ) return  1;
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                if( cubit==16 ) return  2;
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                if( cubit==25 ) return  3;
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                if( cubit== 5 ) return  4;
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                if( cubit==13 ) return  0;
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                if( cubit==22 ) return  5;
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                if( cubit== 2 ) return  6;
307
                if( cubit==11 ) return  7;
308
                if( cubit==19 ) return  8;
309
                return NUM_TEXTURES;
310
        case 5: if( cubit== 6 ) return  1;
311
                if( cubit==14 ) return  2;
312
                if( cubit==23 ) return  3;
313
                if( cubit== 3 ) return  4;
314
                if( cubit==12 ) return  0;
315
                if( cubit==20 ) return  5;
316
                if( cubit== 0 ) return  6;
317
                if( cubit== 9 ) return  7;
318
                if( cubit==17 ) return  8;
319
                return NUM_TEXTURES;
320
        }
321
      }
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323
    return 0;
324
    }
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326
///////////////////////////////////////////////////////////////////////////////////////////////////
327

    
328
  private float returnStroke(float x, float y)
329
    {
330
    return 0.08f/(Math.max(x,y));
331
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
334

    
335
  private float[] generateStrokes(int numLayers)
336
    {
337
    if( numLayers==2 )
338
      {
339
      int LEN = SEQ2.length;
340
      float[] tmp = new float[LEN];
341
      for(int i=0; i<LEN; i++) tmp[i] = returnStroke(SEQ2[i][0],SEQ2[i][1]);
342
      return tmp;
343
      }
344
    else
345
      {
346
      int LEN = SEQ3.length;
347
      float[] tmp = new float[LEN];
348
      for(int i=0; i<LEN; i++) tmp[i] = returnStroke(SEQ3[i][0],SEQ3[i][1]);
349
      return tmp;
350
      }
351
    }
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353
///////////////////////////////////////////////////////////////////////////////////////////////////
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355
  private float[] returnSticker(float x, float y)
356
    {
357
      float H = 0.5f;
358

    
359
      if( x<y ) { float D=H*x/y; return new float[] {-D,-H,+D,-H,+D,+H,-D,+H}; }
360
      else      { float D=H*y/x; return new float[] {-H,-D,+H,-D,+H,+D,-H,+D}; }
361
    }
362

    
363
///////////////////////////////////////////////////////////////////////////////////////////////////
364

    
365
  private float[][] generateStickers(int numLayers)
366
    {
367
    if( numLayers==2 )
368
      {
369
      int LEN = SEQ2.length;
370
      float[][] tmp = new float[LEN][];
371
      for(int i=0; i<LEN; i++) tmp[i] = returnSticker(SEQ2[i][0],SEQ2[i][1]);
372
      return tmp;
373
      }
374
    else
375
      {
376
      int LEN = SEQ3.length;
377
      float[][] tmp = new float[LEN][];
378
      for(int i=0; i<LEN; i++) tmp[i] = returnSticker(SEQ3[i][0],SEQ3[i][1]);
379
      return tmp;
380
      }
381
    }
382

    
383
///////////////////////////////////////////////////////////////////////////////////////////////////
384

    
385
  protected ObjectSticker retSticker(int face)
386
    {
387
    if( mStickers==null )
388
      {
389
      int[] numLayers = getNumLayers();
390
      int numL = numLayers[0];
391
      final float[][] STICKERS = generateStickers(numL);
392
      final int NUM_STICKERS = STICKERS.length;
393
      final float radius = 0.10f;
394
      final float[] radii = {radius,radius,radius,radius};
395
      float[] STROKES = generateStrokes(numL);
396

    
397
      if( ObjectControl.isInIconMode() )
398
        {
399
        int len = STROKES.length;
400
        float mult = numL==2 ? 1.8f: 2.0f;
401
        for(int i=0; i<len; i++) STROKES[i]*=mult;
402
        }
403

    
404
      mStickers = new ObjectSticker[NUM_STICKERS];
405

    
406
      for(int i=0; i<NUM_STICKERS; i++)
407
        {
408
        mStickers[i] = new ObjectSticker(STICKERS[i],null,radii,STROKES[i]);
409
        }
410
      }
411

    
412
    return mStickers[face/NUM_FACE_COLORS];
413
    }
414

    
415
///////////////////////////////////////////////////////////////////////////////////////////////////
416

    
417
  protected int getNumStickerTypes(int[] numLayers)
418
    {
419
    return numLayers[0]==2 ? SEQ2.length : SEQ3.length;
420
    }
421

    
422
///////////////////////////////////////////////////////////////////////////////////////////////////
423

    
424
  private int getRow(int cubit, int numLayers, int dim)
425
    {
426
    return (int)(mPositions[cubit][dim] + 0.5f*(numLayers-1));
427
    }
428

    
429
///////////////////////////////////////////////////////////////////////////////////////////////////
430

    
431
  protected ObjectShape getObjectShape(int cubit, int[] numLayers)
432
    {
433
    int extraI, extraV, num;
434
    float height;
435
    int numL = numLayers[0];
436

    
437
    switch(numL)
438
      {
439
      case 2 : num = 6; extraI = 2; extraV = 2; height = 0.045f; break;
440
      case 3 : num = 5; extraI = 2; extraV = 2; height = 0.045f; break;
441
      case 4 : num = 5; extraI = 1; extraV = 1; height = 0.045f; break;
442
      default: num = 5; extraI = 0; extraV = 0; height = 0.045f; break;
443
      }
444

    
445
    int xrow = getRow(cubit,numL,0);
446
    int yrow = getRow(cubit,numL,1);
447
    int zrow = getRow(cubit,numL,2);
448

    
449
    float XL = -0.5f + (xrow==     0 ? DX : 0);
450
    float XR = +0.5f + (xrow==numL-1 ? DX : 0);
451
    float YL = -0.5f - (yrow==     0 ? DY : 0);
452
    float YR = +0.5f - (yrow==numL-1 ? DY : 0);
453
    float ZL = -0.5f - (zrow==     0 ? DZ : 0);
454
    float ZR = +0.5f - (zrow==numL-1 ? DZ : 0);
455

    
456
    double[][] vertices = new double[][]
457
          {
458
              { XR, YR, ZR },
459
              { XR, YR, ZL },
460
              { XR, YL, ZR },
461
              { XR, YL, ZL },
462
              { XL, YR, ZR },
463
              { XL, YR, ZL },
464
              { XL, YL, ZR },
465
              { XL, YL, ZL },
466
          };
467

    
468
    int[][] vert_indices = new int[][]
469
          {
470
              {2,3,1,0},
471
              {7,6,4,5},
472
              {4,0,1,5},
473
              {7,3,2,6},
474
              {6,2,0,4},
475
              {3,7,5,1}
476
          };
477

    
478
    float[][] bands     = new float[][] { {height,35,0.5f,0.7f,num,extraI,extraV} };
479
    int[] bandIndices   = new int[] { 0,0,0,0,0,0};
480
    float[][] corners   = new float[][] { {0.036f,0.12f} };
481
    int[] cornerIndices = new int[] { 0,0,0,0,0,0,0,0 };
482
    float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
483
    int[] centerIndices = new int[] { 0,0,0,0,0,0,0,0 };
484

    
485
    return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
486
    }
487

    
488
///////////////////////////////////////////////////////////////////////////////////////////////////
489

    
490
  protected Static4D getQuat(int cubit, int[] numLayers)
491
    {
492
    if( mQuats ==null ) initializeQuats();
493
    return mQuats[0];
494
    }
495

    
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497

    
498
  protected int getNumCubitVariants(int[] numLayers)
499
    {
500
    int numL = numLayers[0];
501
    return 6*numL*numL - 12*numL + 8;
502
    }
503

    
504
///////////////////////////////////////////////////////////////////////////////////////////////////
505

    
506
  protected int getCubitVariant(int cubit, int[] numLayers)
507
    {
508
    return cubit;
509
    }
510

    
511
///////////////////////////////////////////////////////////////////////////////////////////////////
512

    
513
  protected int getColor(int face)
514
    {
515
    return FACE_COLORS[face];
516
    }
517

    
518
///////////////////////////////////////////////////////////////////////////////////////////////////
519

    
520
  protected float[][] getCubitPositions(int[] numLayers)
521
    {
522
    if( mPositions==null )
523
      {
524
      int numL = numLayers[0];
525
      int numCubits = numL>1 ? 6*numL*numL - 12*numL + 8 : 1;
526
      mPositions = new float[numCubits][];
527

    
528
      float diff = 0.5f*(numL-1);
529
      int currentPosition = 0;
530

    
531
      for(int x = 0; x<numL; x++)
532
        for(int y = 0; y<numL; y++)
533
          for(int z = 0; z<numL; z++)
534
            if( x==0 || x==numL-1 || y==0 || y==numL-1 || z==0 || z==numL-1 )
535
              {
536
              mPositions[currentPosition++] = new float[] {x-diff,y-diff,z-diff};
537
              }
538
      }
539

    
540
    return mPositions;
541
    }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544

    
545
  protected Static4D[] getQuats()
546
    {
547
    if( mQuats ==null ) initializeQuats();
548
    return mQuats;
549
    }
550

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

    
553
  protected int getNumFaceColors()
554
    {
555
    return 1;
556
    }
557

    
558
///////////////////////////////////////////////////////////////////////////////////////////////////
559

    
560
  protected float[][] getCuts(int[] numLayers)
561
    {
562
    if( mCuts==null )
563
      {
564
      int numL = numLayers[0];
565
      mCuts = new float[3][numL-1];
566

    
567
      for(int i=0; i<numL-1; i++)
568
        {
569
        float cut = (2-numL)*0.5f + i;
570
        mCuts[0][i] = cut;
571
        mCuts[1][i] = cut;
572
        mCuts[2][i] = cut;
573
        }
574
      }
575

    
576
    return mCuts;
577
    }
578

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

    
581
  public boolean[][] getLayerRotatable(int[] numLayers)
582
    {
583
    int numAxis = ROT_AXIS.length;
584
    boolean[][] layerRotatable = new boolean[numAxis][];
585

    
586
    for(int i=0; i<numAxis; i++)
587
      {
588
      layerRotatable[i] = new boolean[numLayers[i]];
589
      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
590
      }
591

    
592
    return layerRotatable;
593
    }
594

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

    
597
  public int getMovementType()
598
    {
599
    return MOVEMENT_HEXAHEDRON;
600
    }
601

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

    
604
  public int getMovementSplit()
605
    {
606
    return TYPE_NOT_SPLIT;
607
    }
608

    
609
///////////////////////////////////////////////////////////////////////////////////////////////////
610

    
611
  public int[][][] getEnabled()
612
    {
613
    return new int[][][]
614
      {
615
          {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}},
616
      };
617
    }
618

    
619
///////////////////////////////////////////////////////////////////////////////////////////////////
620

    
621
  public float[] getDist3D(int[] numLayers)
622
    {
623
    return null;
624
    }
625

    
626
///////////////////////////////////////////////////////////////////////////////////////////////////
627

    
628
  public int getSolvedFunctionIndex()
629
    {
630
    return 0;
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634

    
635
  protected int getNumCubitFaces()
636
    {
637
    return 6;
638
    }
639

    
640
///////////////////////////////////////////////////////////////////////////////////////////////////
641
// PUBLIC API
642

    
643
  public Static3D[] getRotationAxis()
644
    {
645
    return ROT_AXIS;
646
    }
647

    
648
///////////////////////////////////////////////////////////////////////////////////////////////////
649

    
650
  public int[] getBasicAngle()
651
    {
652
    if( mBasicAngle==null ) mBasicAngle = new int[] { 4,4,4 };
653
    return mBasicAngle;
654
    }
655

    
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657

    
658
  public ObjectType intGetObjectType(int[] numLayers)
659
    {
660
    switch(numLayers[0])
661
      {
662
      case 2: return ObjectType.MIRR_2;
663
      case 3: return ObjectType.MIRR_3;
664
      }
665

    
666
    return ObjectType.MIRR_2;
667
    }
668

    
669
///////////////////////////////////////////////////////////////////////////////////////////////////
670

    
671
  public int getObjectName(int[] numLayers)
672
    {
673
    switch(numLayers[0])
674
      {
675
      case 2: return R.string.mirr2;
676
      case 3: return R.string.mirr3;
677
      }
678
    return R.string.mirr3;
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682

    
683
  public int getInventor(int[] numLayers)
684
    {
685
    switch(numLayers[0])
686
      {
687
      case 2: return R.string.mirr2_inventor;
688
      case 3: return R.string.mirr3_inventor;
689
      }
690
    return R.string.mirr3_inventor;
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694

    
695
  public int getYearOfInvention(int[] numLayers)
696
    {
697
    switch(numLayers[0])
698
      {
699
      case 2: return 2007;
700
      case 3: return 2006;
701
      }
702
    return 2006;
703
    }
704

    
705
///////////////////////////////////////////////////////////////////////////////////////////////////
706

    
707
  public int getComplexity(int[] numLayers)
708
    {
709
    switch(numLayers[0])
710
      {
711
      case 2: return 5;
712
      case 3: return 7;
713
      }
714
    return 7;
715
    }
716
}
(17-17/25)