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magiccube / src / main / java / org / distorted / objects / TwistyMegaminx.java @ a2a4df1b

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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.FactoryCubit;
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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.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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 };
239
      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
245
    {
246
    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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      {
255
      computeBasicCornerVectors(corner);
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257
      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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        }
261
      }
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263
    for(int edge=0; edge<NUM_EDGES; edge++)
264
      {
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      for(int part=0; part<numCubitsPerEdge; part++, index++)
266
        {
267
        CENTERS[index] = computeEdge(numLayers, edge, part );
268
        }
269
      }
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271
    for(int center=0; center<NUM_CENTERS; center++, index++)
272
      {
273
      CENTERS[index] = computeCenter(center, numLayers);
274
      }
275

    
276
    return CENTERS;
277
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
280

    
281
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
282
    {
283
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
284
      {
285
      int corner = cubit/numCubitsPerCorner;
286
      return QUAT_CORNER_INDICES[corner];
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      }
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289
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
290
      {
291
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
292
      return QUAT_EDGE_INDICES[edge];
293
      }
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295
    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
296
    return QUAT_CENTER_INDICES[center];
297
    }
298

    
299
///////////////////////////////////////////////////////////////////////////////////////////////////
300

    
301
  MeshBase createEdgeMesh(int numLayers, float width, float height)
302
    {
303
    double W = width/2;
304
    double X = height*SIN_HALFD;
305
    double Y = height*SIN18/COS18;
306
    double Z = height*COS_HALFD;
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308
    double[][] vertices = new double[][]
309
        {
310
            { 0.0,   W   , 0.0 },
311
            {   X, W+Y   ,  -Z },
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            { 0.0, W+2*Y ,-2*Z },
313
            {  -X, W+Y   ,  -Z },
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            { 0.0,  -W   , 0.0 },
315
            {   X,-W-Y   ,  -Z },
316
            { 0.0,-W-2*Y ,-2*Z },
317
            {  -X,-W-Y   ,  -Z },
318
        };
319

    
320
    int[][] vertIndexes = new int[][]
321
        {
322
            {4,5,1,0},
323
            {7,4,0,3},
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            {7,6,2,3},
325
            {6,5,1,2},
326
            {0,1,2,3},
327
            {4,5,6,7}
328
        };
329

    
330
    int N = numLayers<=5 ? 5 : 3;
331

    
332
    float[][] bands     = new float[][]
333
      {
334
         {0.04f,34,0.2f,0.2f,N,0,0},
335
         {0.00f, 0,0.3f,0.2f,2,0,0}
336
      };
337
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
338
    float[][] corners   = new float[][] { {0.04f,0.10f} };
339
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
340
    float[][] centers   = new float[][] { {0.0f, 0.0f, (float)(-2*Z)} };
341
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
342

    
343
    FactoryCubit factory = FactoryCubit.getInstance();
344
    factory.createNewFaceTransform(vertices,vertIndexes);
345

    
346
    return factory.createRoundedSolid(vertices, vertIndexes,
347
                                      bands, bandIndexes,
348
                                      corners, cornerIndexes,
349
                                      centers, centerIndexes,
350
                                      getNumCubitFaces(), null );
351
    }
352

    
353
///////////////////////////////////////////////////////////////////////////////////////////////////
354

    
355
  MeshBase createCenterMesh(int numLayers, float width)
356
    {
357
    final double V = 0.83;   // ??
358
    final double ANGLE = V*Math.PI;
359
    final double cosA  = Math.cos(ANGLE);
360
    final double sinA  = Math.sin(ANGLE);
361

    
362
    float R  = 0.5f*width/COS54;
363
    float X1 = R*COS54;
364
    float Y1 = R*SIN54;
365
    float X2 = R*COS18;
366
    float Y2 = R*SIN18;
367

    
368
    double[][] vertices = new double[][]
369
      {
370
          {-X1,+Y1*sinA, Y1*cosA},
371
          {-X2,-Y2*sinA,-Y2*cosA},
372
          {0.0f,-R*sinA, -R*cosA},
373
          {+X2,-Y2*sinA,-Y2*cosA},
374
          {+X1,+Y1*sinA, Y1*cosA}
375
      };
376

    
377
    int[][] vertIndexes = new int[][]
378
      {
379
          {0,1,2,3,4},
380
          {0,1,2,3,4}
381
      };
382

    
383
    int N = numLayers==3 ? 4 : 3;
384

    
385
    float[][] bands = new float[][]
386
      {
387
         {0.04f,45, R/3,0.2f,N,0,0},
388
         {0.00f, 0, R/3,0.2f,2,0,0}
389
      };
390
    int[] bandIndexes   = new int[] { 0,1 };
391
    float[][] corners   = new float[][] { {0.04f,0.10f} };
392
    int[] cornerIndexes = new int[] { -1,-1,-1,-1, -1 };
393
    float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
394
    int[] centerIndexes = new int[] { -1,-1,-1,-1, -1 };
395

    
396
    FactoryCubit factory = FactoryCubit.getInstance();
397
    factory.createNewFaceTransform(vertices,vertIndexes);
398

    
399
    return factory.createRoundedSolid(vertices, vertIndexes,
400
                                      bands, bandIndexes,
401
                                      corners, cornerIndexes,
402
                                      centers, centerIndexes,
403
                                      getNumCubitFaces(), null );
404
    }
405

    
406
///////////////////////////////////////////////////////////////////////////////////////////////////
407

    
408
  MeshBase createCubitMesh(int cubit, int numLayers)
409
    {
410
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
411
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
412
    int[] sizes = ObjectList.MEGA.getSizes();
413
    int variants = sizes.length;
414
    int numShapes = 2+(sizes[variants-1]-1)/2;
415
    MeshBase mesh;
416

    
417
    if( mMeshes==null ) mMeshes = new MeshBase[numShapes];
418

    
419
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
420
      {
421
      if( mMeshes[0]==null )
422
        {
423
        float width = (numLayers/3.0f)*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
424
        mMeshes[0] = createCornerMesh(numLayers, width);
425
        }
426
      mesh = mMeshes[0].copy(true);
427
      }
428
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
429
      {
430
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
431

    
432
      if( mMeshes[1+type]==null )
433
        {
434
        float height= (numLayers/3.0f)*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
435
        float width = (numLayers/3.0f)*2*MEGA_D + 2*type*height*SIN18/COS18;
436

    
437
        mMeshes[1+type] = createEdgeMesh(numLayers,width,height);
438
        }
439
      mesh = mMeshes[1+type].copy(true);
440
      }
441
    else
442
      {
443
      if( mMeshes[numShapes-1]==null )
444
        {
445
        float width = 2 * (numLayers/3.0f) * (MEGA_D+(0.5f-MEGA_D)*SIN18);
446
        mMeshes[numShapes-1] = createCenterMesh(numLayers,width);
447
        }
448

    
449
      mesh = mMeshes[numShapes-1].copy(true);
450
      }
451

    
452
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
453
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
454
    mesh.apply(quat,0xffffffff,0);
455

    
456
    return mesh;
457
    }
458

    
459
///////////////////////////////////////////////////////////////////////////////////////////////////
460

    
461
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
462
    {
463
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
464

    
465
    int part  = cubit % numCubitsPerCorner;
466
    int corner= cubit / numCubitsPerCorner;
467

    
468
    if( part==0 )
469
      {
470
      return mCornerFaceMap[corner][cubitface];
471
      }
472
    else
473
      {
474
      int N = (numCubitsPerCorner-1)/3;
475
      int block = (part-1) % N;
476
      int index = (part-1) / N;
477

    
478
      if( block< (numLayers-3)/2 )
479
        {
480
        switch(index)
481
          {
482
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
483
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
484
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
485
          }
486
        }
487
      else
488
        {
489
        switch(index)
490
          {
491
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
492
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
493
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
494
          }
495
        }
496
      }
497

    
498
    return NUM_TEXTURES;
499
    }
500

    
501
///////////////////////////////////////////////////////////////////////////////////////////////////
502

    
503
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
504
    {
505
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
506

    
507
    int part    = edge % numCubitsPerEdge;
508
    int variant = edge / numCubitsPerEdge;
509

    
510
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
511
    }
512

    
513
///////////////////////////////////////////////////////////////////////////////////////////////////
514

    
515
  int getCenterColor(int center, int cubitface, int numLayers)
516
    {
517
    return cubitface>0 ? NUM_TEXTURES : center + NUM_FACES*(numLayers+1)/2;
518
    }
519

    
520
///////////////////////////////////////////////////////////////////////////////////////////////////
521

    
522
  int getFaceColor(int cubit, int cubitface, int numLayers)
523
    {
524
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
525
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
526

    
527
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
528
      {
529
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
530
      }
531
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
532
      {
533
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
534
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
535
      }
536
    else
537
      {
538
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
539
      return getCenterColor( center, cubitface, numLayers);
540
      }
541
    }
542

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

    
545
  int getColor(int face)
546
    {
547
    return FACE_COLORS[face];
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551

    
552
  ObjectSticker retSticker(int face)
553
    {
554
    return mStickers[getStickerIndex(face)];
555
    }
556

    
557
///////////////////////////////////////////////////////////////////////////////////////////////////
558

    
559
  private int getStickerIndex(int face)
560
    {
561
    int variant = face/NUM_FACES;
562

    
563
    if( variant==0 ) return 0;
564

    
565
    int numLayers = getNumLayers();
566

    
567
    if( variant < (numLayers+1)/2 )
568
      {
569
      if( numLayers==3 ) return 1;
570
      else
571
        {
572
        if( variant==1 ) return 2;
573
        else             return 3;
574
        }
575
      }
576

    
577
    return 4;
578
    }
579

    
580
///////////////////////////////////////////////////////////////////////////////////////////////////
581
// PUBLIC API
582

    
583
  public boolean isSolved()
584
    {
585
    int index = CUBITS[0].mQuatIndex;
586

    
587
    for(int i=1; i<NUM_CUBITS; i++)
588
      {
589
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
590
      }
591

    
592
    return true;
593
    }
594

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

    
597
  public int getObjectName(int numLayers)
598
    {
599
    if( numLayers==3 ) return R.string.minx3;
600
    if( numLayers==5 ) return R.string.minx5;
601

    
602
    return 0;
603
    }
604

    
605
///////////////////////////////////////////////////////////////////////////////////////////////////
606

    
607
  public int getInventor(int numLayers)
608
    {
609
    if( numLayers==3 ) return R.string.minx3_inventor;
610
    if( numLayers==5 ) return R.string.minx5_inventor;
611

    
612
    return 0;
613
    }
614

    
615
///////////////////////////////////////////////////////////////////////////////////////////////////
616

    
617
  public int getComplexity(int numLayers)
618
    {
619
    if( numLayers==3 ) return 4;
620

    
621
    return 5;
622
    }
623
}
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