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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyVoid.java @ 074a0284

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 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 proprietary software licensed under an EULA which you should have received      //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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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.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.metadata.Metadata;
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.shape.ShapeHexahedron;
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import org.distorted.objectlib.touchcontrol.TouchControlHexahedron;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TC_HEXAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyVoid extends ShapeHexahedron
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{
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D(1,0,0),
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           new Static3D(0,1,0),
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           new Static3D(0,0,1)
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         };
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  private int[][] mEdges;
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  private int[][] mBasicAngle;
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  private float[][] mCuts;
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  private float[][] mPositions;
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  private int[] mQuatIndex;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyVoid(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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    {
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    super(iconMode, meta.getNumLayers()[0], quat, move, scale, meta, asset);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public void adjustStickerCoords()
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    {
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    final float A = 0.497f;
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    final float B = 0.38950402f;
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    final float C = 0.25900806f;
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    final float D = 0.51f;
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    final float E = 0.50f;
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    mStickerCoords = new float[][][][]
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          {
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             { { {-E,-E}, { A,-E}, {-E, A} } },
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             { { {-C,-B}, { D,-B}, { D, B}, {-C, B} } }
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          };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  @Override
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  public int getInternalColor()
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    {
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    return 0xff222222;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// +5 missing - it is the 180 deg rotation of the middle layer which we don't want.
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  private void insertSection(int[] table, int index, int alg, int state)
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    {
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    table[index   ] = alg;
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    table[index+ 1] = state;
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    table[index+ 2] = alg+1;
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    table[index+ 3] = state;
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    table[index+ 4] = alg+2;
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    table[index+ 5] = state;
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    table[index+ 6] = alg+3;
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    table[index+ 7] = state;
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    table[index+ 8] = alg+4;
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    table[index+ 9] = state;
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    table[index+10] = alg+6;
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    table[index+11] = state;
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    table[index+12] = alg+7;
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    table[index+13] = state;
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    table[index+14] = alg+8;
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    table[index+15] = state;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int[] createEdge(int stateX, int stateY, int stateZ)
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    {
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    int size= 8;
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    int num = 0;
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    if( stateX>=0 ) num += 2*size;
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    if( stateY>=0 ) num += 2*size;
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    if( stateZ>=0 ) num += 2*size;
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    int[] ret = new int[num];
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    int index = 0;
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    int alg = 0;
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    if( stateX>=0 ) { insertSection(ret,index,alg,stateX); index+= (2*size);}
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    alg += (size+1);
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    if( stateY>=0 ) { insertSection(ret,index,alg,stateY); index+= (2*size);}
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    alg += (size+1);
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    if( stateZ>=0 ) { insertSection(ret,index,alg,stateZ); }
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Normal 3x3, but without the 180 deg move of the middle layer.
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// We need to rotate the middle layer here (by swiping it is not possible) because otherwise the
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// phantom centers would always stay at their initial positions which would defeat the point here.
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  public int[][] getScrambleEdges()
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    {
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    if( mEdges==null )
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      {
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      mEdges = new int[][]
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        {
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        createEdge( 1, 2, 3), // 0 0
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        createEdge(-1, 4, 5), // 1 x
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        createEdge( 6,-1, 7), // 2 y
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        createEdge( 8, 9,-1), // 3 z
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        createEdge(10,-1, 7), // 4 xy
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        createEdge(11, 9,-1), // 5 xz
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        createEdge(-1,12, 5), // 6 yx
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        createEdge( 8,13,-1), // 7 yz
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        createEdge(-1, 4,14), // 8 zx
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        createEdge( 6,-1,15), // 9 zy
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        createEdge(-1,-1, 5), // 10 xyx
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        createEdge(-1, 4,-1), // 11 xzx
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        createEdge(-1,-1, 7), // 12 yxy
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        createEdge( 6,-1,-1), // 13 yzy
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        createEdge(-1, 9,-1), // 14 zxz
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        createEdge( 8,-1,-1), // 15 zyz
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        };
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      }
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    return mEdges;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][] getCuts(int[] numLayers)
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    {
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    if( mCuts==null )
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      {
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      float C = 0.5f;
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      float[] cut = new float[] {-C,+C};
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      mCuts = new float[][] { cut,cut,cut };
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      }
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    return mCuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public boolean[][] getLayerRotatable(int[] numLayers)
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    {
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    boolean[] tmp = new boolean[] {true,false,true};
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    return new boolean[][] { tmp,tmp,tmp };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getTouchControlType()
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    {
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    return TC_HEXAHEDRON;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getTouchControlSplit()
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    {
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    return TYPE_NOT_SPLIT;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][][] getEnabled()
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    {
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    return new int[][][] { {{1,2}},{{1,2}},{{0,2}},{{0,2}},{{0,1}},{{0,1}} };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[] getDist3D(int[] numLayers)
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    {
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    return TouchControlHexahedron.D3D;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static3D[] getFaceAxis()
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    {
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    return TouchControlHexahedron.FACE_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][] getCubitPositions(int[] numLayers)
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    {
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    if( mPositions==null )
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      {
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      mPositions = new float[][]
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         {
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             { 1.0f, 1.0f, 1.0f},
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             { 1.0f, 1.0f,-1.0f},
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             { 1.0f,-1.0f, 1.0f},
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             { 1.0f,-1.0f,-1.0f},
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             {-1.0f, 1.0f, 1.0f},
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             {-1.0f, 1.0f,-1.0f},
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             {-1.0f,-1.0f, 1.0f},
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             {-1.0f,-1.0f,-1.0f},
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             { 1.0f, 1.0f, 0.0f},
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             { 1.0f,-1.0f, 0.0f},
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             { 1.0f, 0.0f, 1.0f},
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             { 1.0f, 0.0f,-1.0f},
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             {-1.0f, 1.0f, 0.0f},
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             {-1.0f,-1.0f, 0.0f},
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             {-1.0f, 0.0f, 1.0f},
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             {-1.0f, 0.0f,-1.0f},
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             { 0.0f, 1.0f, 1.0f},
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             { 0.0f, 1.0f,-1.0f},
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             { 0.0f,-1.0f, 1.0f},
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             { 0.0f,-1.0f,-1.0f},
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         };
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      }
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    return mPositions;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public Static4D getCubitQuats(int cubit, int[] numLayers)
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    {
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    if( mQuatIndex==null ) mQuatIndex = new int[] {0,1,17,22,4,5,8,19,  1,3,0,2,10,11,4,5,9,15,7,19 };
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    return mObjectQuats[mQuatIndex[cubit]];
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[][] getVertices(int variant)
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    {
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    if( variant==0 )
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      {
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      final float X = 0.3f;
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      final double A = 54*Math.PI/180;
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      final float COS = (float)Math.cos(A);
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      final float SIN = (float)Math.sin(A);
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      return new float[][]
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          {
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              { -0.5f, -0.5f, -0.5f },
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              { -0.5f, -0.5f, +0.5f },
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              { -0.5f, +0.5f, -0.5f },
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              { +0.5f, -0.5f, -0.5f },
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              { +0.5f, +0.5f, -0.5f },
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              { +0.5f, -0.5f, +0.5f },
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              { -0.5f, +0.5f, +0.5f },
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              { +0.5f, +0.5f, -0.5f+X },
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              { +0.5f, -0.5f+X, +0.5f },
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              { -0.5f+X, +0.5f, +0.5f },
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              { SIN-0.5f, 0.5f, COS-0.5f },
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              { COS-0.5f, 0.5f, SIN-0.5f },
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              { COS-0.5f, SIN-0.5f, 0.5f },
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              { SIN-0.5f, COS-0.5f, 0.5f },
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              { 0.5f, COS-0.5f, SIN-0.5f },
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              { 0.5f, SIN-0.5f, COS-0.5f },
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          };
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      }
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    else
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      {
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      final float A = 0.13f;
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      final float B = 0.18f;
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      final float C = 0.52f;
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      return new float[][]
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          {
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              {    C, 0.5f,    C},
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              { 0.5f, 0.5f,-0.5f},
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              {    C,-0.5f,    C},
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              { 0.5f,-0.5f,-0.5f},
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              {-0.5f, 0.5f, 0.5f},
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              {-0.5f, 0.5f,-0.5f},
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              {-0.5f,-0.5f, 0.5f},
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              {-0.5f,-0.5f,-0.5f},
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              {-0.5f+A, 0.25f, 0.5f},
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              {-0.5f+B, 0.00f, 0.5f},
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              {-0.5f+A,-0.25f, 0.5f},
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              {-0.5f+A, 0.25f,-0.5f+A},
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              {-0.5f+B, 0.00f,-0.5f+B},
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              {-0.5f+A,-0.25f,-0.5f+A},
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              { 0.5f  , 0.25f,-0.5f+A},
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              { 0.5f  , 0.00f,-0.5f+B},
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              { 0.5f  ,-0.25f,-0.5f+A},
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          };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectShape getObjectShape(int variant)
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    {
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    if( variant==0 )  // corner
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      {
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      int[][] indices =
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          {
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              {6,1,5,8,13,12,9},
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              {5,3,4,7,15,14,8},
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              {4,2,6,9,11,10,7},
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              {0,1,6,2},
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              {0,3,5,1},
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              {0,2,4,3},
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              {9,12,11},
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              {8,14,13},
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              {7,10,15},
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              {10,11,12,13,14,15}
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          };
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      return new ObjectShape(getVertices(variant), indices);
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      }
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    else                // edge
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      {
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      int[][] indices =
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          {
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              {6,2,0,4,8,9,10},
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              {1,0,2,3,16,15,14},
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              {4,0,1,5},
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              {2,6,7,3},
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              {11,8,4,5},
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              {12,9,8,11},
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              {13,10,9,12},
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              {7,6,10,13},
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              {13,16,3,7},
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              {12,15,16,13},
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              {11,14,15,12},
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              {5,1,14,11}
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          };
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      return new ObjectShape(getVertices(variant), indices);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectFaceShape getObjectFaceShape(int variant)
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    {
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    if( variant==0 )
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      {
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      float h1 = isInIconMode() ? 0.001f : 0.015f;
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      float h2 = isInIconMode() ? 0.001f : 0.010f;
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      float h3 = isInIconMode() ? 0.001f : 0.030f;
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      float[][] bands = { {h1,20,0.2f,0.4f,5,1,0}, {h2,5,0.3f,0.2f,5,0,0}, {h3,8,0.3f,0.2f,6,0,0} };
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      int[] indices   = { 0,0,0,1,1,1,1,1,1,2 };
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      return new ObjectFaceShape(bands,indices,null);
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      }
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    else
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      {
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      float h1 = isInIconMode() ? 0.001f : 0.01f;
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      float[][] bands = { {h1,5,0.2f,0.4f,5,1,0}, {0.001f,1,0.3f,0.5f,5,0,0}, {0.001f,1,0.3f,0.5f,5,0,0} };
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      int[] indices   = { 0,0,1,1,2,2,2,2,2,2,2,2 };
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      return new ObjectFaceShape(bands,indices,null);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public ObjectVertexEffects getVertexEffects(int variant)
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    {
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    if( variant==0 )
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      {
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      float[][] corners = { {0.02f,0.09f} };
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      int[] indices     = { -1,0,0,0,0,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1 };
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      float[][] centers = { { -0.5f, -0.5f, -0.5f } };
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      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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      }
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    else
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      {
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      float[][] corners = { {0.02f,0.09f} };
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      int[] indices     = { 0,-1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 };
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      float[][] centers = { { 0.0f, 0.0f, 0.0f } };
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      return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getNumCubitVariants(int[] numLayers)
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    {
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    return 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int getCubitVariant(int cubit, int[] numLayers)
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    {
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    return cubit<8 ? 0:1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerRadius()
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    {
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    return 0.05f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerStroke()
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    {
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    return isInIconMode() ? 0.22f : 0.12f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][][] getStickerAngles()
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    {
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    float D = (float)(Math.PI/6);
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    return new float[][][] { {{ 0,D,0 }} , {{ 0,0,0,-D }} };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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  public Static3D[] getRotationAxis()
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    {
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    return ROT_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][] getBasicAngles()
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    {
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    if( mBasicAngle ==null )
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      {
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      int num = getNumLayers()[0];
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      int[] tmp = new int[num];
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      for(int i=0; i<num; i++) tmp[i] = 4;
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      mBasicAngle = new int[][] { tmp,tmp,tmp };
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      }
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    return mBasicAngle;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String getShortName()
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    {
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    return ListObjects.VOID_3.name();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String[][] getTutorials()
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    {
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    return new String[][]{
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                          {"gb","3sLMpQrX_dU","How to Solve the Void Cube","Z3"},
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                          {"gb","EB0bmcI1RnM","aVOIDing parity: Void Cube","SuperAntoniovivaldi"},
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                          {"es","tDV4vmo7Qz4","Resolver 3x3 Void (Hueco)","Cuby"},
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                          {"ru","BCa6Zh8-I_g","Как собрать Войд-Куб","RBcuber"},
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                          {"fr","yqSyPu5ciAc","Résoudre le Void Cube","TwinsCuber"},
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                          {"de","1mh-jRrcP0w","Void Cube: Parity intuitiv lösen","rofrisch"},
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                          {"br","uTC01oMGBJ8","3x3 Void cube Tutorial","Cubo vicio"},
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                          {"kr","eCfepw1gVBA","보이드 큐브(홀큐브)","듀나메스 큐브 해법연구소"},
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                          {"tw","rb6GyuOBUNE","空心方塊 教學","不正常魔術方塊研究中心"},
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                         };
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    }
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}
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