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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ bb11be2a

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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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 float CENTER_CORR = 0.87f;
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  private static final float[][] STICKERS = new float[][]
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      {
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        { -0.36616942f, -0.36327124f, 0.5f, -0.36327124f, 0.23233888f, 0.4605048f, -0.36616942f, 0.26603764f },
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        { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
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        { -0.3249197f, -0.39442718f, 0.3249197f, -0.39442718f, 0.3249197f, 0.5f, -0.3249197f, 0.2888544f }
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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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    STICKERS[0][2] *= CENTER_CORR;
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    STICKERS[0][3] *= CENTER_CORR;
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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*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/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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    {
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    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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270
    final float[][] CENTERS = new float[numCubits][];
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272
    for(int corner=0; corner<NUM_CORNERS; corner++)
273
      {
274
      computeBasicCornerVectors(corner);
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276
      for(int part=0; part<numCubitsPerCorner; part++, index++)
277
        {
278
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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        }
280
      }
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282
    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
284
      for(int part=0; part<numCubitsPerEdge; part++, index++)
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        {
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        CENTERS[index] = computeEdge(numLayers, edge, part );
287
        }
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      }
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290
    for(int center=0; center<NUM_CENTERS; center++)
291
      {
292
      for(int part=0; part<numCubitsPerCenter; part++, index++)
293
        {
294
        CENTERS[index] = computeCenter(numLayers,center, part);
295
        }
296
      }
297

    
298
    return CENTERS;
299
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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303
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
304
    {
305
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
306
      {
307
      int corner = cubit/numCubitsPerCorner;
308
      return QUAT_CORNER_INDICES[corner];
309
      }
310

    
311
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
312
      {
313
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
314
      return QUAT_EDGE_INDICES[edge];
315
      }
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317
    if( numCubitsPerCorner==0 )
318
      {
319
      return QUAT_CORNER_INDICES[cubit];
320
      }
321
    else
322
      {
323
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
324
      int numCubitsPerCenter = 5;
325
      int face = cubit/numCubitsPerCenter;
326
      int index= cubit%numCubitsPerCenter;
327
      int corner=mCenterMap[face][index];
328

    
329
      return QUAT_CORNER_INDICES[corner];
330
      }
331
    }
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333
///////////////////////////////////////////////////////////////////////////////////////////////////
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335
  private MeshBase createCenterMesh(float width)
336
    {
337
    double X = width*COS18*SIN_HALFD;
338
    double Y = width*SIN18;
339
    double Z = width*COS18*COS_HALFD;
340
    double H = width*(SIN54/COS54);
341
    double H3= H/COS_HALFD;
342
    double X3= H*SIN_HALFD;
343
    double Z3= H*COS_HALFD;;
344
    double C = 1/(COS54*Math.sqrt(2-2*SIN18));
345

    
346
    double[][] vertices = new double[][]
347
        {
348
            { 0.0, 0.0  ,   0.0 },
349
            {   X,   Y  ,    -Z },
350
            { 0.0,C*2*Y ,-2*C*Z },
351
            {  -X,   Y  ,    -Z },
352
            { 0.0,-width,   0.0 },
353
            {  X3,-width,   -Z3 },
354
            { 0.0,-width,   -H3 },
355
            { -X3,-width,   -Z3 }
356
        };
357

    
358
    int[][] vertIndexes = new int[][]
359
        {
360
            {4,5,1,0},
361
            {7,4,0,3},
362
            {0,1,2,3},
363
            {7,6,2,3},
364
            {6,5,1,2},
365
            {4,5,6,7}
366
        };
367

    
368
    float[][] bands     = new float[][]
369
      {
370
         {0.04f,17,0.3f,0.2f,5,1,1},
371
         {0.00f, 0,0.0f,0.5f,2,0,0}
372
      };
373

    
374
    float A = (2*SQ3/3)*SIN54;
375
    float B = 0.4f;
376

    
377
    int[] bandIndexes   = new int[] { 0,0,0,1,1,1};
378
    float[][] corners   = new float[][] { {0.03f,0.10f} };
379
    int[] cornerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
380
    float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
381
    int[] centerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
382

    
383
    FactoryCubit factory = FactoryCubit.getInstance();
384
    factory.createNewFaceTransform(vertices,vertIndexes);
385

    
386
    return factory.createRoundedSolid(vertices, vertIndexes,
387
                                      bands, bandIndexes,
388
                                      corners, cornerIndexes,
389
                                      centers, centerIndexes,
390
                                      getNumCubitFaces() );
391
    }
392

    
393
///////////////////////////////////////////////////////////////////////////////////////////////////
394

    
395
  private MeshBase createEdgeMesh(int numLayers, float width, float height, boolean left)
396
    {
397
    double X = height*SIN_HALFD;
398
    double Y = height*SIN18/COS18;
399
    double Z = height*COS_HALFD;
400

    
401
    double[][] vertices = new double[][]
402
        {
403
            { 0.0, 0.0   , 0.0 },
404
            {   X,   Y   ,  -Z },
405
            { 0.0, 2*Y   ,-2*Z },
406
            {  -X,   Y   ,  -Z },
407
            { 0.0, -width, 0.0 },
408
            {   X, -width,  -Z },
409
            { 0.0, -width,-2*Z },
410
            {  -X, -width,  -Z },
411
        };
412

    
413
    int[][] vertIndexes = new int[][]
414
        {
415
            {4,5,1,0},
416
            {7,4,0,3},
417
            {7,6,2,3},
418
            {6,5,1,2},
419
            {0,1,2,3},
420
            {4,5,6,7}
421
        };
422

    
423
    if( !left )
424
      {
425
      int tmp, len = vertices.length;
426
      for(int i=0; i<len; i++) vertices[i][1] = -vertices[i][1];
427

    
428
      len = vertIndexes.length;
429
      for(int i=0; i<len; i++)
430
        {
431
        tmp = vertIndexes[i][0];
432
        vertIndexes[i][0] = vertIndexes[i][3];
433
        vertIndexes[i][3] = tmp;
434

    
435
        tmp = vertIndexes[i][1];
436
        vertIndexes[i][1] = vertIndexes[i][2];
437
        vertIndexes[i][2] = tmp;
438
        }
439
      }
440

    
441
    int numBands0 = numLayers<=5 ? 5 : 3;
442
    int numBands1 = numLayers<=5 ? 3 : 2;
443

    
444
    float[][] bands     = new float[][]
445
      {
446
         {0.04f,34,0.2f,0.2f,numBands0,1,1},
447
         {0.00f, 0,0.0f,0.0f,numBands1,0,0}
448
      };
449
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
450
    float[][] corners   = new float[][] { {0.04f,0.10f} };
451
    int[] cornerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
452
    float[][] centers   = new float[][] { {0.0f, -width/2, (float)(-2*Z)} };
453
    int[] centerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
454

    
455
    FactoryCubit factory = FactoryCubit.getInstance();
456
    factory.createNewFaceTransform(vertices,vertIndexes);
457

    
458
    return factory.createRoundedSolid(vertices, vertIndexes,
459
                                      bands, bandIndexes,
460
                                      corners, cornerIndexes,
461
                                      centers, centerIndexes,
462
                                      getNumCubitFaces() );
463
    }
464

    
465
///////////////////////////////////////////////////////////////////////////////////////////////////
466

    
467
  MeshBase createCubitMesh(int cubit, int numLayers)
468
    {
469
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
470
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
471
    int[] sizes = ObjectList.KILO.getSizes();
472
    int variants = sizes.length;
473
    int highestSize = sizes[variants-1];
474
    int lowestSize = sizes[0];
475
    int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
476
    MeshBase mesh;
477

    
478
    if( mNumCornerEdgeVariants>0 )
479
      {
480
      if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
481
      if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
482
      }
483

    
484
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
485

    
486
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
487
      {
488
      if( mCornerMeshes[indexCornerEdge]==null )
489
        {
490
        float width = (numLayers/3.0f)/(numLayers-1);
491
        mCornerMeshes[indexCornerEdge] = createCornerMesh(numLayers,width);
492
        }
493
      mesh = mCornerMeshes[indexCornerEdge].copy(true);
494
      }
495
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
496
      {
497
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);  // left-top, right-top, left-second, right-second, left-third...
498

    
499
      if( mEdgeMeshes[indexCornerEdge][type]==null )
500
        {
501
        float tmp   = (numLayers/3.0f)/(numLayers-1);
502
        float height= tmp*COS18;
503
        float width = tmp + (type/2)*tmp*SIN18;
504

    
505
        mEdgeMeshes[indexCornerEdge][type] = createEdgeMesh(numLayers,width,height, (type%2)==0 );
506
        }
507

    
508
      mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
509
      }
510
    else
511
      {
512
      int indexCenter = (numLayers-3)/2;
513

    
514
      if( mCenterMeshes[indexCenter]==null )
515
        {
516
        float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
517
        mCenterMeshes[indexCenter] = createCenterMesh(width);
518
        }
519

    
520
      mesh = mCenterMeshes[indexCenter].copy(true);
521
      }
522

    
523
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
524
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
525
    mesh.apply(quat,0xffffffff,0);
526

    
527
    return mesh;
528
    }
529

    
530
///////////////////////////////////////////////////////////////////////////////////////////////////
531

    
532
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
533
    {
534
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
535

    
536
    int part  = cubit % numCubitsPerCorner;
537
    int corner= cubit / numCubitsPerCorner;
538

    
539
    if( part==0 )
540
      {
541
      return mCornerFaceMap[corner][cubitface];
542
      }
543
    else
544
      {
545
      int N = (numCubitsPerCorner-1)/3;
546
      int block = (part-1) % N;
547
      int index = (part-1) / N;
548

    
549
      if( block< (numLayers-3)/2 )
550
        {
551
        switch(index)
552
          {
553
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
554
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
555
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
556
          }
557
        }
558
      else
559
        {
560
        switch(index)
561
          {
562
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
563
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
564
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
565
          }
566
        }
567
      }
568

    
569
    return NUM_TEXTURES;
570
    }
571

    
572
///////////////////////////////////////////////////////////////////////////////////////////////////
573

    
574
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
575
    {
576
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
577

    
578
    int part    = edge % numCubitsPerEdge;
579
    int variant = edge / numCubitsPerEdge;
580

    
581
    part /=2;
582

    
583
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
584
    }
585

    
586
///////////////////////////////////////////////////////////////////////////////////////////////////
587

    
588
  int getCenterColor(int center, int cubitface, int numLayers)
589
    {
590
     if( numLayers==3 )
591
      {
592
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
593
      }
594

    
595
    return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACES*(numLayers-1)/2 : NUM_TEXTURES;
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599

    
600
  int getFaceColor(int cubit, int cubitface, int numLayers)
601
    {
602
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
603
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
604

    
605
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
606
      {
607
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
608
      }
609
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
610
      {
611
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
612
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
613
      }
614
    else
615
      {
616
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
617
      return getCenterColor( center, cubitface, numLayers);
618
      }
619
    }
620

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

    
623
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
624
    {
625
    int COLORS = FACE_COLORS.length;
626
    int variant = face/COLORS;
627
    int numLayers = getNumLayers();
628

    
629
    if( variant == (numLayers-1)/2 || numLayers==3 ) // center
630
      {
631
      float R = 0.10f;
632
      float S = 0.09f;
633
      float cx = STICKERS[0][2]/CENTER_CORR;
634
      float cy = STICKERS[0][3]/CENTER_CORR;
635

    
636
      FactorySticker factory = FactorySticker.getInstance();
637
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], 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
      FactorySticker factory = FactorySticker.getInstance();
645
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[1], S, FACE_COLORS[face%COLORS], R);
646
      }
647
    else  // edge
648
      {
649
      float R = 0.10f;
650
      float S = 0.10f;
651
      FactorySticker factory = FactorySticker.getInstance();
652
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[2], S, FACE_COLORS[face%COLORS], R);
653
      }
654
    }
655

    
656
///////////////////////////////////////////////////////////////////////////////////////////////////
657
// PUBLIC API
658

    
659
  public boolean isSolved()
660
    {
661
    int index = CUBITS[0].mQuatIndex;
662

    
663
    for(int i=1; i<NUM_CUBITS; i++)
664
      {
665
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
666
      }
667

    
668
    return true;
669
    }
670

    
671
///////////////////////////////////////////////////////////////////////////////////////////////////
672

    
673
  public int getObjectName(int numLayers)
674
    {
675
    if( numLayers==3 ) return R.string.minx2;
676
    if( numLayers==5 ) return R.string.minx4;
677

    
678
    return 0;
679
    }
680

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

    
683
  public int getInventor(int numLayers)
684
    {
685
    if( numLayers==3 ) return R.string.minx2_inventor;
686
    if( numLayers==5 ) return R.string.minx4_inventor;
687

    
688
    return 0;
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692

    
693
  public int getComplexity(int numLayers)
694
    {
695
    return 3;
696
    }
697
}
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