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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ 5e06e92f

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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 android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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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.MeshBase;
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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.main.R;
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import org.distorted.main.RubikSurfaceView;
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import static org.distorted.helpers.FactoryCubit.COS18;
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import static org.distorted.helpers.FactoryCubit.COS54;
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import static org.distorted.helpers.FactoryCubit.COS_HALFD;
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import static org.distorted.helpers.FactoryCubit.SIN18;
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import static org.distorted.helpers.FactoryCubit.SIN54;
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import static org.distorted.helpers.FactoryCubit.SIN_HALFD;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyKilominx extends TwistyMinx
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{
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  private static MeshBase[] mCenterMeshes, mCornerMeshes;
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  private static MeshBase[][] mEdgeMeshes;
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  private static final int[] mCenterFaceMap = new int[]
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      {
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        0,0,0,0,1,
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        1,0,1,1,0,
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        2,0,1,1,0,
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        2,2,1,0,2,
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        2,1,0,0,1,
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        1,2,0,1,0,
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        0,1,0,1,1,
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        0,1,0,2,0,
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        2,1,2,2,2,
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        1,0,2,1,2,
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        2,1,0,1,2,
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        2,2,2,2,2
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      };
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  private static final int mNumCornerEdgeVariants;
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  static
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    {
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    int[] sizes = ObjectList.KILO.getSizes();
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    int variants = sizes.length;
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    mNumCornerEdgeVariants = sizes[0]==3 ? variants-1 : variants;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  TwistyKilominx(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.KILO, 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-3)/2)*((numLayers-5)/2) + (numLayers<5 ? 0:1);
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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<5 ? 0 : 2*(numLayers-4);
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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<5 ? 1 : numLayers/2 + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 1.00f;
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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[numLayers-1];
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    float D = numLayers*MovementMinx.DIST3D;
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    float E = 2*C1;           // 2*cos(36 deg)
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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/num;     // height of one Layer
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    for(int i=0; i<num; i++)
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      {
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      cuts[        i] = -D + (i+0.5f)*G;
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      cuts[2*num-1-i] = -cuts[i];
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      }
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    return cuts;
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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] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = RubikSurfaceView.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = RubikSurfaceView.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 = D/(0.5f*(numLayers-1));   // ?? maybe 0.5*
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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-5)/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 float[] computeCenter(int numLayers, int center, int part)
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    {
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    int corner = mCenterMap[center][part];
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    float[] cent = mCenterCoords[center];
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    float[] corn = CORNERS[corner];
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    float D = numLayers/3.0f;
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    float F = 1.0f - (2.0f*numLayers-6.0f)/(numLayers-1)*COS54*COS54;
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    return new float[]
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      {
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        D * ( cent[0] + (corn[0]-cent[0])*F),
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        D * ( cent[1] + (corn[1]-cent[1])*F),
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        D * ( cent[2] + (corn[2]-cent[2])*F)
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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 - 2*(part/4);
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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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    int leftRight = 2*(part%2) -1;
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    part /= 2;
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    if( part==0 )
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      {
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      float T = 0.5f + leftRight/(numLayers-1.0f);
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      float x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      float y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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      float z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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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 x = 0.5f * D * (c1[0]+c2[0]);
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      float y = 0.5f * D * (c1[1]+c2[1]);
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      float z = 0.5f * D * (c1[2]+c2[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 T = 0.5f + leftRight*(mult*SIN18 + 1.0f)/(numLayers-1);
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      x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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      z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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      float H = mult*D*COS18/(numLayers-1);
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      H /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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      return new float[] { x + H*vX, y + H*vY, z + H*vZ };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
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    {
257
    if( numLayers<5 ) return CORNERS;
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    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubitsPerCenter = 5;
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
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    int index=0;
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    final float[][] CENTERS = new float[numCubits][];
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    for(int corner=0; corner<NUM_CORNERS; corner++)
268
      {
269
      computeBasicCornerVectors(corner);
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271
      for(int part=0; part<numCubitsPerCorner; part++, index++)
272
        {
273
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
274
        }
275
      }
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277
    for(int edge=0; edge<NUM_EDGES; edge++)
278
      {
279
      for(int part=0; part<numCubitsPerEdge; part++, index++)
280
        {
281
        CENTERS[index] = computeEdge(numLayers, edge, part );
282
        }
283
      }
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285
    for(int center=0; center<NUM_CENTERS; center++)
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      {
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      for(int part=0; part<numCubitsPerCenter; part++, index++)
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        {
289
        CENTERS[index] = computeCenter(numLayers,center, part);
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        }
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      }
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293
    return CENTERS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
299
    {
300
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
301
      {
302
      int corner = cubit/numCubitsPerCorner;
303
      return QUAT_CORNER_INDICES[corner];
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      }
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306
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
307
      {
308
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
309
      return QUAT_EDGE_INDICES[edge];
310
      }
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312
    if( numCubitsPerCorner==0 )
313
      {
314
      return QUAT_CORNER_INDICES[cubit];
315
      }
316
    else
317
      {
318
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
319
      int numCubitsPerCenter = 5;
320
      int face = cubit/numCubitsPerCenter;
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      int index= cubit%numCubitsPerCenter;
322
      int corner=mCenterMap[face][index];
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324
      return QUAT_CORNER_INDICES[corner];
325
      }
326
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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330
  private MeshBase createCenterMesh(float width)
331
    {
332
    double X = width*COS18*SIN_HALFD;
333
    double Y = width*SIN18;
334
    double Z = width*COS18*COS_HALFD;
335
    double H = width*(SIN54/COS54);
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    double H3= H/COS_HALFD;
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    double X3= H*SIN_HALFD;
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    double Z3= H*COS_HALFD;;
339
    double C = 1/(COS54*Math.sqrt(2-2*SIN18));
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341
    double[][] vertices = new double[][]
342
        {
343
            { 0.0, 0.0  ,   0.0 },
344
            {   X,   Y  ,    -Z },
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            { 0.0,C*2*Y ,-2*C*Z },
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            {  -X,   Y  ,    -Z },
347
            { 0.0,-width,   0.0 },
348
            {  X3,-width,   -Z3 },
349
            { 0.0,-width,   -H3 },
350
            { -X3,-width,   -Z3 }
351
        };
352

    
353
    int[][] vertIndexes = new int[][]
354
        {
355
            {4,5,1,0},
356
            {7,4,0,3},
357
            {0,1,2,3},
358
            {7,6,2,3},
359
            {6,5,1,2},
360
            {4,5,6,7}
361
        };
362

    
363
    float[][] bands     = new float[][]
364
      {
365
         {0.04f,17,0.3f,0.2f,5,1,1},
366
         {0.00f, 0,0.0f,0.5f,2,0,0}
367
      };
368

    
369
    float A = (2*SQ3/3)*SIN54;
370
    float B = 0.4f;
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372
    int[] bandIndexes   = new int[] { 0,0,0,1,1,1};
373
    float[][] corners   = new float[][] { {0.03f,0.10f} };
374
    int[] cornerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
375
    float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
376
    int[] centerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
377

    
378
    FactoryCubit factory = FactoryCubit.getInstance();
379
    factory.createNewFaceTransform(vertices,vertIndexes);
380

    
381
    return factory.createRoundedSolid(vertices, vertIndexes,
382
                                      bands, bandIndexes,
383
                                      corners, cornerIndexes,
384
                                      centers, centerIndexes,
385
                                      getNumCubitFaces() );
386
    }
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388
///////////////////////////////////////////////////////////////////////////////////////////////////
389

    
390
  private MeshBase createEdgeMesh(int numLayers, float width, float height, boolean left)
391
    {
392
    double X = height*SIN_HALFD;
393
    double Y = height*SIN18/COS18;
394
    double Z = height*COS_HALFD;
395

    
396
    double[][] vertices = new double[][]
397
        {
398
            { 0.0, 0.0   , 0.0 },
399
            {   X,   Y   ,  -Z },
400
            { 0.0, 2*Y   ,-2*Z },
401
            {  -X,   Y   ,  -Z },
402
            { 0.0, -width, 0.0 },
403
            {   X, -width,  -Z },
404
            { 0.0, -width,-2*Z },
405
            {  -X, -width,  -Z },
406
        };
407

    
408
    int[][] vertIndexes = new int[][]
409
        {
410
            {4,5,1,0},
411
            {7,4,0,3},
412
            {7,6,2,3},
413
            {6,5,1,2},
414
            {0,1,2,3},
415
            {4,5,6,7}
416
        };
417

    
418
    if( !left )
419
      {
420
      int tmp, len = vertices.length;
421
      for(int i=0; i<len; i++) vertices[i][1] = -vertices[i][1];
422

    
423
      len = vertIndexes.length;
424
      for(int i=0; i<len; i++)
425
        {
426
        tmp = vertIndexes[i][0];
427
        vertIndexes[i][0] = vertIndexes[i][3];
428
        vertIndexes[i][3] = tmp;
429

    
430
        tmp = vertIndexes[i][1];
431
        vertIndexes[i][1] = vertIndexes[i][2];
432
        vertIndexes[i][2] = tmp;
433
        }
434
      }
435

    
436
    int numBands0 = numLayers<=5 ? 5 : 3;
437
    int numBands1 = numLayers<=5 ? 3 : 2;
438

    
439
    float[][] bands     = new float[][]
440
      {
441
         {0.04f,34,0.2f,0.2f,numBands0,1,1},
442
         {0.00f, 0,0.0f,0.0f,numBands1,0,0}
443
      };
444
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
445
    float[][] corners   = new float[][] { {0.04f,0.10f} };
446
    int[] cornerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
447
    float[][] centers   = new float[][] { {0.0f, -width/2, (float)(-2*Z)} };
448
    int[] centerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
449

    
450
    FactoryCubit factory = FactoryCubit.getInstance();
451
    factory.createNewFaceTransform(vertices,vertIndexes);
452

    
453
    return factory.createRoundedSolid(vertices, vertIndexes,
454
                                      bands, bandIndexes,
455
                                      corners, cornerIndexes,
456
                                      centers, centerIndexes,
457
                                      getNumCubitFaces() );
458
    }
459

    
460
///////////////////////////////////////////////////////////////////////////////////////////////////
461

    
462
  MeshBase createCubitMesh(int cubit, int numLayers)
463
    {
464
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
465
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
466
    int[] sizes = ObjectList.KILO.getSizes();
467
    int variants = sizes.length;
468
    int highestSize = sizes[variants-1];
469
    int lowestSize = sizes[0];
470
    int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
471
    MeshBase mesh;
472

    
473
    if( mNumCornerEdgeVariants>0 )
474
      {
475
      if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
476
      if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
477
      }
478

    
479
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
480

    
481
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
482
      {
483
      if( mCornerMeshes[indexCornerEdge]==null )
484
        {
485
        float width = (numLayers/3.0f)/(numLayers-1);
486
        mCornerMeshes[indexCornerEdge] = createCornerMesh(numLayers,width);
487
        }
488
      mesh = mCornerMeshes[indexCornerEdge].copy(true);
489
      }
490
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
491
      {
492
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);  // left-top, right-top, left-second, right-second, left-third...
493

    
494
      if( mEdgeMeshes[indexCornerEdge][type]==null )
495
        {
496
        float tmp   = (numLayers/3.0f)/(numLayers-1);
497
        float height= tmp*COS18;
498
        float width = tmp + (type/2)*tmp*SIN18;
499

    
500
        mEdgeMeshes[indexCornerEdge][type] = createEdgeMesh(numLayers,width,height, (type%2)==0 );
501
        }
502

    
503
      mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
504
      }
505
    else
506
      {
507
      int indexCenter = (numLayers-3)/2;
508

    
509
      if( mCenterMeshes[indexCenter]==null )
510
        {
511
        float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
512
        mCenterMeshes[indexCenter] = createCenterMesh(width);
513
        }
514

    
515
      mesh = mCenterMeshes[indexCenter].copy(true);
516
      }
517

    
518
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
519
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
520
    mesh.apply(quat,0xffffffff,0);
521

    
522
    return mesh;
523
    }
524

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

    
527
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
528
    {
529
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
530

    
531
    int part  = cubit % numCubitsPerCorner;
532
    int corner= cubit / numCubitsPerCorner;
533

    
534
    if( part==0 )
535
      {
536
      return mCornerFaceMap[corner][cubitface];
537
      }
538
    else
539
      {
540
      int N = (numCubitsPerCorner-1)/3;
541
      int block = (part-1) % N;
542
      int index = (part-1) / N;
543

    
544
      if( block< (numLayers-3)/2 )
545
        {
546
        switch(index)
547
          {
548
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
549
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
550
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
551
          }
552
        }
553
      else
554
        {
555
        switch(index)
556
          {
557
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
558
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
559
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
560
          }
561
        }
562
      }
563

    
564
    return NUM_TEXTURES;
565
    }
566

    
567
///////////////////////////////////////////////////////////////////////////////////////////////////
568

    
569
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
570
    {
571
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
572

    
573
    int part    = edge % numCubitsPerEdge;
574
    int variant = edge / numCubitsPerEdge;
575

    
576
    part /=2;
577

    
578
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
579
    }
580

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

    
583
  int getCenterColor(int center, int cubitface, int numLayers)
584
    {
585
     if( numLayers==3 )
586
      {
587
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
588
      }
589

    
590
    return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACES*(numLayers-1)/2 : NUM_TEXTURES;
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594

    
595
  int getFaceColor(int cubit, int cubitface, int numLayers)
596
    {
597
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
598
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
599

    
600
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
601
      {
602
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
603
      }
604
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
605
      {
606
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
607
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
608
      }
609
    else
610
      {
611
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
612
      return getCenterColor( center, cubitface, numLayers);
613
      }
614
    }
615

    
616
///////////////////////////////////////////////////////////////////////////////////////////////////
617

    
618
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
619
    {
620
    int COLORS = FACE_COLORS.length;
621
    int variant = face/COLORS;
622
    int numLayers = getNumLayers();
623

    
624
    if( variant == (numLayers-1)/2 || numLayers==3 ) // center
625
      {
626
      float R = 0.10f;
627
      float S = 0.09f;
628
      float A = 0.87f;
629
      float[] vertices = { -0.36616942f, -0.36327124f, 0.5f, -0.36327124f, 0.23233888f, 0.4605048f, -0.36616942f, 0.26603764f };
630

    
631
      float cx = vertices[2];
632
      float cy = vertices[3];
633
      vertices[2] *= A;
634
      vertices[3] *= A;
635

    
636
      FactorySticker factory = FactorySticker.getInstance();
637
      factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%NUM_FACES], R);
638
      canvas.drawCircle(left+(0.5f+cx)*TEXTURE_HEIGHT, top+(0.5f-cy)*TEXTURE_HEIGHT, 0.05f*TEXTURE_HEIGHT, paint);
639
      }
640
    else if( variant==0 ) // corner
641
      {
642
      float R = 0.10f;
643
      float S = 0.11f;
644
      float[] vertices = { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f };
645

    
646
      FactorySticker factory = FactorySticker.getInstance();
647
      factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%COLORS], R);
648
      }
649
    else  // edge
650
      {
651
      float R = 0.10f;
652
      float S = 0.10f;
653
      float[] vertices = { -0.3249197f, -0.39442718f, 0.3249197f, -0.39442718f, 0.3249197f, 0.5f, -0.3249197f, 0.2888544f };
654

    
655
      FactorySticker factory = FactorySticker.getInstance();
656
      factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%COLORS], R);
657
      }
658
    }
659

    
660
///////////////////////////////////////////////////////////////////////////////////////////////////
661
// PUBLIC API
662

    
663
  public boolean isSolved()
664
    {
665
    int index = CUBITS[0].mQuatIndex;
666

    
667
    for(int i=1; i<NUM_CUBITS; i++)
668
      {
669
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
670
      }
671

    
672
    return true;
673
    }
674

    
675
///////////////////////////////////////////////////////////////////////////////////////////////////
676

    
677
  public int getObjectName(int numLayers)
678
    {
679
    if( numLayers==3 ) return R.string.minx2;
680
    if( numLayers==5 ) return R.string.minx4;
681

    
682
    return 0;
683
    }
684

    
685
///////////////////////////////////////////////////////////////////////////////////////////////////
686

    
687
  public int getInventor(int numLayers)
688
    {
689
    if( numLayers==3 ) return R.string.minx2_inventor;
690
    if( numLayers==5 ) return R.string.minx4_inventor;
691

    
692
    return 0;
693
    }
694

    
695
///////////////////////////////////////////////////////////////////////////////////////////////////
696

    
697
  public int getComplexity(int numLayers)
698
    {
699
    return 3;
700
    }
701
}
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