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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.SIN18;
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import static org.distorted.helpers.FactoryCubit.SIN54;
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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 MeshBase[] mCenterMeshes, mCornerMeshes;
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private static MeshBase[][] mEdgeMeshes;
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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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// TODO
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double[][] getVertices(int cubitType)
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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int[][] getVertIndexes(int cubitType)
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{
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// 3 --> 3, 5 --> 4, 7 --> 5, 9 --> 6
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int getNumCubitTypes(int numLayers)
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{
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return 2 + numLayers/2;
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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[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-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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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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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] = 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 = 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)
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{
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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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for(int corner=0; corner<NUM_CORNERS; corner++)
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{
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computeBasicCornerVectors(corner);
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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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for(int edge=0; edge<NUM_EDGES; edge++)
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{
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for(int part=0; part<numCubitsPerEdge; part++, index++)
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{
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CENTERS[index] = computeEdge(numLayers, edge, part );
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}
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}
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for(int center=0; center<NUM_CENTERS; center++, index++)
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{
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CENTERS[index] = computeCenter(center, numLayers);
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}
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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{
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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int corner = cubit/numCubitsPerCorner;
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return QUAT_CORNER_INDICES[corner];
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}
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if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
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return QUAT_EDGE_INDICES[edge];
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}
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int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
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return QUAT_CENTER_INDICES[center];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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int index = (numLayers-3)/2;
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int[] sizes = ObjectList.MEGA.getSizes();
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int variants = sizes.length;
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MeshBase mesh;
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if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[variants];
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if( mEdgeMeshes ==null ) mEdgeMeshes = new MeshBase[variants][(sizes[variants-1]-1)/2];
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if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
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{
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if( mCornerMeshes[index]==null )
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{
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float width = (numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
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mCornerMeshes[index] = FactoryCubit.getInstance().createMinxCornerMesh(numLayers, width);
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}
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mesh = mCornerMeshes[index].copy(true);
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}
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else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
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{
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int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
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if( mEdgeMeshes[index][type]==null )
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{
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float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
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float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
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mEdgeMeshes[index][type] = FactoryCubit.getInstance().createMegaminxEdgeMesh(numLayers,width,height);
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}
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mesh = mEdgeMeshes[index][type].copy(true);
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}
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else
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{
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if( mCenterMeshes[index]==null )
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{
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float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
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mCenterMeshes[index] = FactoryCubit.getInstance().createMegaminxCenterMesh(numLayers,width);
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}
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mesh = mCenterMeshes[index].copy(true);
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}
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Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
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{
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if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
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int part = cubit % numCubitsPerCorner;
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int corner= cubit / numCubitsPerCorner;
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if( part==0 )
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{
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return mCornerFaceMap[corner][cubitface];
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}
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else
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{
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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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if( block< (numLayers-3)/2 )
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{
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switch(index)
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{
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case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
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case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
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case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
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}
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}
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else
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{
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switch(index)
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{
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case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
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case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
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case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
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}
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}
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}
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return NUM_TEXTURES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
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{
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if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
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int part = edge % numCubitsPerEdge;
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int variant = edge / numCubitsPerEdge;
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return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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404
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int getCenterColor(int center, int cubitface, int numLayers)
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{
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return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getFaceColor(int cubit, int cubitface, int numLayers)
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{
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int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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int numCubitsPerEdge = numCubitsPerEdge(numLayers);
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417
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if( cubit < NUM_CORNERS*numCubitsPerCorner )
|
418
|
{
|
419
|
return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
|
420
|
}
|
421
|
else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
|
422
|
{
|
423
|
int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
|
424
|
return getEdgeColor(edge,cubitface,numCubitsPerEdge);
|
425
|
}
|
426
|
else
|
427
|
{
|
428
|
int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
|
429
|
return getCenterColor( center, cubitface, numLayers);
|
430
|
}
|
431
|
}
|
432
|
|
433
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
434
|
|
435
|
void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
|
436
|
{
|
437
|
int COLORS = FACE_COLORS.length;
|
438
|
float R,S;
|
439
|
float[] vertices;
|
440
|
|
441
|
int variant = face/COLORS;
|
442
|
|
443
|
if( variant==0 )
|
444
|
{
|
445
|
float Y = COS54/(2*SIN54);
|
446
|
R = 0.070f;
|
447
|
S = 0.08f;
|
448
|
vertices = new float[] { -0.5f, 0.0f, 0.0f, -Y, 0.5f, 0.0f, 0.0f, Y };
|
449
|
}
|
450
|
else
|
451
|
{
|
452
|
int numLayers = getNumLayers();
|
453
|
float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
|
454
|
float W = height*SIN18/COS18;
|
455
|
float width = (numLayers/3.0f)*2*MEGA_D + 2*(variant-1)*W;
|
456
|
|
457
|
if( variant < (numLayers+1)/2 )
|
458
|
{
|
459
|
float X1 = 0.5f*height;
|
460
|
float Y1 = 0.5f*width;
|
461
|
float Y2 = 0.5f*width + W;
|
462
|
|
463
|
R = 0.05f;
|
464
|
S = 0.06f;
|
465
|
vertices = new float[] { -X1, Y1, -X1, -Y1, X1, -Y2, X1, Y2 };
|
466
|
}
|
467
|
else
|
468
|
{
|
469
|
float Z = 0.5f;
|
470
|
float X1 = Z*COS54;
|
471
|
float Y1 = Z*SIN54;
|
472
|
float X2 = Z*COS18;
|
473
|
float Y2 = Z*SIN18;
|
474
|
|
475
|
R = 0.10f;
|
476
|
S = 0.08f;
|
477
|
vertices = new float[] { -X1,+Y1, -X2,-Y2, 0.0f,-Z, +X2,-Y2, +X1,+Y1 };
|
478
|
}
|
479
|
}
|
480
|
|
481
|
FactorySticker factory = FactorySticker.getInstance();
|
482
|
factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S, FACE_COLORS[face%COLORS], R);
|
483
|
}
|
484
|
|
485
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
486
|
// PUBLIC API
|
487
|
|
488
|
public boolean isSolved()
|
489
|
{
|
490
|
int index = CUBITS[0].mQuatIndex;
|
491
|
|
492
|
for(int i=1; i<NUM_CUBITS; i++)
|
493
|
{
|
494
|
if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
|
495
|
}
|
496
|
|
497
|
return true;
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
|
502
|
public int getObjectName(int numLayers)
|
503
|
{
|
504
|
if( numLayers==3 ) return R.string.minx3;
|
505
|
if( numLayers==5 ) return R.string.minx5;
|
506
|
|
507
|
return 0;
|
508
|
}
|
509
|
|
510
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511
|
|
512
|
public int getInventor(int numLayers)
|
513
|
{
|
514
|
if( numLayers==3 ) return R.string.minx3_inventor;
|
515
|
if( numLayers==5 ) return R.string.minx5_inventor;
|
516
|
|
517
|
return 0;
|
518
|
}
|
519
|
|
520
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
521
|
|
522
|
public int getComplexity(int numLayers)
|
523
|
{
|
524
|
if( numLayers==3 ) return 4;
|
525
|
|
526
|
return 5;
|
527
|
}
|
528
|
}
|