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magiccube / src / main / java / org / distorted / objects / TwistyMegaminx.java @ 4f8cda80

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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.objects;
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import android.content.res.Resources;
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import org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.QuatHelper;
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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.Static4D;
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import org.distorted.main.R;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyMegaminx extends TwistyMinx
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{
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  static final float MEGA_D = 0.04f;
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  private static final int[] QUAT_CENTER_INDICES =
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      {
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        16, 18, 22,  1, 20, 13, 14, 15,  0, 12,  2,  3
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      };
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  private static final float[][] STICKERS = new float[][]
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      {
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        { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
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        { -0.5f, -0.0914315f, 0.5f, -0.4163512f, 0.5f, 0.4163512f, -0.5f, 0.0914315f },
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        { -0.49233657f, -0.18006028f, 0.49233657f, -0.5f, 0.49233657f, 0.5f, -0.49233657f, 0.18006028f },
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        { -0.3002273f, -0.30490047f, 0.3002273f, -0.5f, 0.3002273f, 0.5f, -0.3002273f, 0.30490047f },
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        { -0.29389262f, 0.4045085f, -0.47552824f, -0.1545085f, 0.0f, -0.5f, 0.47552824f, -0.1545085f, 0.29389262f, 0.4045085f }
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      };
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  private static final ObjectSticker[] mStickers;
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  static
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    {
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    mStickers = new ObjectSticker[STICKERS.length];
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    final float R0 = 0.08f;
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    final float R1 = 0.12f;
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    final float R2 = 0.12f;
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    final float R3 = 0.08f;
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    final float R4 = 0.10f;
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    final float[][] radii = { {R0,R0,R0,R0},{R1,R1,R1,R1},{R2,R2,R2,R2},{R3,R3,R3,R3},{R4,R4,R4,R4,R4} };
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    final float[] strokes = { 0.10f,0.12f,0.12f,0.08f,0.07f };
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    for(int s=0; s<STICKERS.length; s++)
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      {
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      mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  TwistyMegaminx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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                 DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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    {
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    super(size, size, quat, texture, mesh, effects, moves, ObjectList.MEGA, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerCorner(int numLayers)
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    {
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    return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerEdge(int numLayers)
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    {
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    return numLayers-2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 1.07f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNumStickerTypes(int numLayers)
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    {
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    return (numLayers+3)/2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCuts(int numLayers)
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    {
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    float[][] cuts = new float[6][numLayers-1];
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    float D = numLayers*MovementMinx.DIST3D;
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    float E = 2*SIN54;
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    float X = 2*D*E/(1+2*E);  // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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                              // its height is then D*2*DIST3D, it has one 'lower' part of height X, one
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                              // 'middle' part of height Y and one upper part of height X again.
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                              // It's edge length = numLayers/3.0f.
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    int num = (numLayers-1)/2;
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    float G = X*(0.5f-MEGA_D)/num; // height of one Layer
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    for(int i=0; i<num; i++)
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      {
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      float cut = -D + (i+0.5f)*G;
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      int j = 2*num-1-i;
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      cuts[0][i] = +cut;
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      cuts[0][j] = -cut;
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      cuts[1][i] = +cut;
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      cuts[1][j] = -cut;
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      cuts[2][i] = +cut;
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      cuts[2][j] = -cut;
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      cuts[3][i] = +cut;
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      cuts[3][j] = -cut;
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      cuts[4][i] = +cut;
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      cuts[4][j] = -cut;
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      cuts[5][i] = +cut;
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      cuts[5][j] = -cut;
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      }
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    return cuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int center, int numLayers)
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    {
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    float[] coords = mCenterCoords[center];
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    float A = numLayers/3.0f;
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    return new float[] { A*coords[0], A*coords[1], A*coords[2] };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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  private void computeBasicCornerVectors(int corner)
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    {
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    Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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    mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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    {
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    float D = numLayers/3.0f;
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    float[] corn = CORNERS[corner];
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    if( part==0 )
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      {
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      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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      }
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    else
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      {
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      float E = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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      int N = (numCubitsPerCorner-1)/3;
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      int block = (part-1) % N;
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      int index = (part-1) / N;
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      Static4D pri = mCurrCornerV[index];
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      Static4D sec = mCurrCornerV[(index+2)%3];
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      int layers= (numLayers-3)/2;
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      int multP = (block % layers) + 1;
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      int multS = (block / layers);
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      return new float[] {
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                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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                         };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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    return (part+1)/2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
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    {
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    float D = numLayers/3.0f;
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    float[] c1 = CORNERS[ mEdgeMap[edge][0] ];
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    float[] c2 = CORNERS[ mEdgeMap[edge][1] ];
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    float x = D * (c1[0]+c2[0]) / 2;
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    float y = D * (c1[1]+c2[1]) / 2;
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    float z = D * (c1[2]+c2[2]) / 2;
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    if( part==0 )
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      {
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      return new float[] { x, y, z };
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      }
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    else
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      {
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      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
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      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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      float vX = D*center[0] - x;
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      float vY = D*center[1] - y;
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      float vZ = D*center[2] - z;
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      float A = mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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      A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x+A*vX, y+A*vY, z+A*vZ };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
242
    {
243
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
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    int index=0;
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    final float[][] CENTERS = new float[numCubits][];
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250
    for(int corner=0; corner<NUM_CORNERS; corner++)
251
      {
252
      computeBasicCornerVectors(corner);
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254
      for(int part=0; part<numCubitsPerCorner; part++, index++)
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        {
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        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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        }
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      }
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260
    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
262
      for(int part=0; part<numCubitsPerEdge; part++, index++)
263
        {
264
        CENTERS[index] = computeEdge(numLayers, edge, part );
265
        }
266
      }
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268
    for(int center=0; center<NUM_CENTERS; center++, index++)
269
      {
270
      CENTERS[index] = computeCenter(center, numLayers);
271
      }
272

    
273
    return CENTERS;
274
    }
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276
///////////////////////////////////////////////////////////////////////////////////////////////////
277

    
278
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
279
    {
280
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
281
      {
282
      int corner = cubit/numCubitsPerCorner;
283
      return QUAT_CORNER_INDICES[corner];
284
      }
285

    
286
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
287
      {
288
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
289
      return QUAT_EDGE_INDICES[edge];
290
      }
291

    
292
    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
293
    return QUAT_CENTER_INDICES[center];
294
    }
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296
///////////////////////////////////////////////////////////////////////////////////////////////////
297

    
298
  ObjectShape getObjectShape(int cubit, int numLayers)
299
    {
300
    int variant = getCubitVariant(cubit,numLayers);
301
    int numVariants = getNumCubitVariants(numLayers);
302

    
303
    if( variant==0 )
304
      {
305
      float width = (numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
306
      float A = (2*SQ3/3)*SIN54;
307
      float B = 0.4f;
308
      double X = width*COS18*SIN_HALFD;
309
      double Y = width*SIN18;
310
      double Z = width*COS18*COS_HALFD;
311
      int N = numLayers==3 ? 1:0;
312

    
313
      double[][] vertices = new double[][]
314
        {
315
            { 0.0, 0.0      , 0.0 },
316
            {   X,   Y      ,  -Z },
317
            { 0.0, 2*Y      ,-2*Z },
318
            {  -X,   Y      ,  -Z },
319
            { 0.0, 0.0-width, 0.0 },
320
            {   X,   Y-width,  -Z },
321
            { 0.0, 2*Y-width,-2*Z },
322
            {  -X,   Y-width,  -Z },
323
        };
324

    
325
      int[][] vertIndexes = new int[][]
326
        {
327
            {4,5,1,0},
328
            {7,4,0,3},
329
            {0,1,2,3},
330
            {4,5,6,7},
331
            {6,5,1,2},
332
            {7,6,2,3}
333
        };
334

    
335
      float[][] bands    = new float[][]
336
        {
337
         {0.04f,34,0.3f,0.2f, 3, N, 0},
338
         {0.00f, 0,0.0f,0.0f, 2, N, 0}
339
        };
340

    
341
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
342
      float[][] corners   = new float[][] { {0.04f,0.10f} };
343
      int[] cornerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
344
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
345
      int[] centerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
346

    
347
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
348
      }
349
    if( variant<numVariants-1 )
350
      {
351
      int numCubitsPerCorner = numCubitsPerCorner(numLayers);
352
      int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
353
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
354
      float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
355
      float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
356

    
357
      double W = width/2;
358
      double X = height*SIN_HALFD;
359
      double Y = height*SIN18/COS18;
360
      double Z = height*COS_HALFD;
361

    
362
      double[][] vertices = new double[][]
363
        {
364
            { 0.0,   W   , 0.0 },
365
            {   X, W+Y   ,  -Z },
366
            { 0.0, W+2*Y ,-2*Z },
367
            {  -X, W+Y   ,  -Z },
368
            { 0.0,  -W   , 0.0 },
369
            {   X,-W-Y   ,  -Z },
370
            { 0.0,-W-2*Y ,-2*Z },
371
            {  -X,-W-Y   ,  -Z },
372
        };
373

    
374
      int[][] vertIndexes = new int[][]
375
        {
376
            {4,5,1,0},
377
            {7,4,0,3},
378
            {7,6,2,3},
379
            {6,5,1,2},
380
            {0,1,2,3},
381
            {4,5,6,7}
382
        };
383

    
384
      int N = numLayers<=5 ? 5 : 3;
385

    
386
      float[][] bands     = new float[][]
387
        {
388
         {0.04f,34,0.2f,0.2f,N,0,0},
389
         {0.00f, 0,0.3f,0.2f,2,0,0}
390
        };
391
      int[] bandIndices   = new int[] { 0,0,1,1,1,1};
392
      float[][] corners   = new float[][] { {0.04f,0.10f} };
393
      int[] cornerIndices = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
394
      float[][] centers   = new float[][] { {0.0f, 0.0f, (float)(-2*Z)} };
395
      int[] centerIndices = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
396

    
397
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
398
      }
399
    else
400
      {
401
      float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
402
      final double V = 0.83;   // ??
403
      final double ANGLE = V*Math.PI;
404
      final double cosA  = Math.cos(ANGLE);
405
      final double sinA  = Math.sin(ANGLE);
406

    
407
      float R  = 0.5f*width/COS54;
408
      float X1 = R*COS54;
409
      float Y1 = R*SIN54;
410
      float X2 = R*COS18;
411
      float Y2 = R*SIN18;
412

    
413
      double[][] vertices = new double[][]
414
        {
415
          {-X1,+Y1*sinA, Y1*cosA},
416
          {-X2,-Y2*sinA,-Y2*cosA},
417
          {0.0f,-R*sinA, -R*cosA},
418
          {+X2,-Y2*sinA,-Y2*cosA},
419
          {+X1,+Y1*sinA, Y1*cosA}
420
        };
421

    
422
      int[][] vertIndexes = new int[][]
423
        {
424
          {0,1,2,3,4},
425
          {0,1,2,3,4}
426
        };
427

    
428
      int N = numLayers==3 ? 4 : 3;
429

    
430
      float[][] bands = new float[][]
431
        {
432
         {0.04f,45, R/3,0.2f,N,0,0},
433
         {0.00f, 0, R/3,0.2f,2,0,0}
434
        };
435

    
436
      int[] bandIndices   = new int[] { 0,1 };
437
      float[][] corners   = new float[][] { {0.04f,0.10f} };
438
      int[] cornerIndices = new int[] { -1,-1,-1,-1, -1 };
439
      float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
440
      int[] centerIndices = new int[] { -1,-1,-1,-1, -1 };
441

    
442
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
443
      }
444
    }
445

    
446

    
447
///////////////////////////////////////////////////////////////////////////////////////////////////
448

    
449
  Static4D getQuat(int cubit, int numLayers)
450
    {
451
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
452
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
453

    
454
    return QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
455
    }
456

    
457
///////////////////////////////////////////////////////////////////////////////////////////////////
458

    
459
  int getNumCubitVariants(int numLayers)
460
    {
461
    int[] sizes = ObjectList.MEGA.getSizes();
462
    int variants = sizes.length;
463

    
464
    return 2+(sizes[variants-1]-1)/2;
465
    }
466

    
467
///////////////////////////////////////////////////////////////////////////////////////////////////
468

    
469
  int getCubitVariant(int cubit, int numLayers)
470
    {
471
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
472

    
473
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
474

    
475
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
476

    
477
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
478
      {
479
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
480
      return type+1;
481
      }
482

    
483
    int[] sizes = ObjectList.MEGA.getSizes();
484
    int variants = sizes.length;
485
    int numShapes = 2+(sizes[variants-1]-1)/2;
486

    
487
    return numShapes-1;
488
    }
489

    
490
///////////////////////////////////////////////////////////////////////////////////////////////////
491

    
492
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
493
    {
494
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
495

    
496
    int part  = cubit % numCubitsPerCorner;
497
    int corner= cubit / numCubitsPerCorner;
498

    
499
    if( part==0 )
500
      {
501
      return mCornerFaceMap[corner][cubitface];
502
      }
503
    else
504
      {
505
      int N = (numCubitsPerCorner-1)/3;
506
      int block = (part-1) % N;
507
      int index = (part-1) / N;
508

    
509
      if( block< (numLayers-3)/2 )
510
        {
511
        switch(index)
512
          {
513
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
514
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
515
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
516
          }
517
        }
518
      else
519
        {
520
        switch(index)
521
          {
522
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
523
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
524
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
525
          }
526
        }
527
      }
528

    
529
    return NUM_TEXTURES;
530
    }
531

    
532
///////////////////////////////////////////////////////////////////////////////////////////////////
533

    
534
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
535
    {
536
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
537

    
538
    int part    = edge % numCubitsPerEdge;
539
    int variant = edge / numCubitsPerEdge;
540

    
541
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
542
    }
543

    
544
///////////////////////////////////////////////////////////////////////////////////////////////////
545

    
546
  int getCenterColor(int center, int cubitface, int numLayers)
547
    {
548
    return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
549
    }
550

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

    
553
  int getFaceColor(int cubit, int cubitface, int numLayers)
554
    {
555
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
556
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
557

    
558
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
559
      {
560
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
561
      }
562
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
563
      {
564
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
565
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
566
      }
567
    else
568
      {
569
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
570
      return getCenterColor( center, cubitface, numLayers);
571
      }
572
    }
573

    
574
///////////////////////////////////////////////////////////////////////////////////////////////////
575

    
576
  int getColor(int face)
577
    {
578
    return FACE_COLORS[face];
579
    }
580

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

    
583
  ObjectSticker retSticker(int face)
584
    {
585
    return mStickers[getStickerIndex(face)];
586
    }
587

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

    
590
  private int getStickerIndex(int face)
591
    {
592
    int variant = face/NUM_FACES;
593

    
594
    if( variant==0 ) return 0;
595

    
596
    int numLayers = getNumLayers();
597

    
598
    if( variant < (numLayers+1)/2 )
599
      {
600
      if( numLayers==3 ) return 1;
601
      else
602
        {
603
        if( variant==1 ) return 2;
604
        else             return 3;
605
        }
606
      }
607

    
608
    return 4;
609
    }
610

    
611
///////////////////////////////////////////////////////////////////////////////////////////////////
612

    
613
  public int getObjectName(int numLayers)
614
    {
615
    if( numLayers==3 ) return R.string.minx3;
616
    if( numLayers==5 ) return R.string.minx5;
617

    
618
    return 0;
619
    }
620

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

    
623
  public int getInventor(int numLayers)
624
    {
625
    if( numLayers==3 ) return R.string.minx3_inventor;
626
    if( numLayers==5 ) return R.string.minx5_inventor;
627

    
628
    return 0;
629
    }
630

    
631
///////////////////////////////////////////////////////////////////////////////////////////////////
632

    
633
  public int getComplexity(int numLayers)
634
    {
635
    if( numLayers==3 ) return 4;
636

    
637
    return 5;
638
    }
639
}
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