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distorted-objectlib / src / main / java / org / distorted / objectlib / objects / TwistyDiamond.java @ 8f5116ec

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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 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 static org.distorted.objectlib.touchcontrol.TouchControl.TC_OCTAHEDRON;
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import static org.distorted.objectlib.touchcontrol.TouchControl.TYPE_NOT_SPLIT;
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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.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.scrambling.ScrambleEdgeGenerator;
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import org.distorted.objectlib.touchcontrol.TouchControlOctahedron;
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import org.distorted.objectlib.metadata.ListObjects;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.shape.ShapeOctahedron;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyDiamond extends ShapeOctahedron
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{
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  // the four rotation axis of a Diamond. Must be normalized.
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  static final Static3D[] ROT_AXIS = new Static3D[]
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         {
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           new Static3D( SQ6/3, SQ3/3,     0),
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           new Static3D(-SQ6/3, SQ3/3,     0),
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           new Static3D(     0,-SQ3/3,-SQ6/3),
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           new Static3D(     0,-SQ3/3, SQ6/3)
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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 int[] mTetraToFaceMap;
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  private float[][] mPosition;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyDiamond(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 float[][] returnRotationFactor()
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    {
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    int numL = getNumLayers()[0];
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    float[] f = new float[numL];
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    for(int i=0; i<numL; i++) f[i] = 1.5f;
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    return new float[][] { f,f,f,f };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public int[][] getScrambleEdges()
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    {
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    if( mEdges==null ) mEdges = ScrambleEdgeGenerator.getScrambleEdgesSingle(mBasicAngle);
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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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    int numL = numLayers[0];
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    if( numL<2 ) return null;
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    if( mCuts==null )
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      {
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      mCuts = new float[4][numL-1];
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      float cut = (SQ6/6)*(2-numL);
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      for(int i=0; i<numL-1; i++)
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        {
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        mCuts[0][i] = cut;
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        mCuts[1][i] = cut;
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        mCuts[2][i] = cut;
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        mCuts[3][i] = cut;
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        cut += SQ6/3;
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        }
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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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    int numAxis = ROT_AXIS.length;
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    boolean[][] layerRotatable = new boolean[numAxis][];
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    for(int i=0; i<numAxis; i++)
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      {
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      layerRotatable[i] = new boolean[numLayers[i]];
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      for(int j=0; j<numLayers[i]; j++) layerRotatable[i][j] = true;
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      }
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    return layerRotatable;
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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_OCTAHEDRON;
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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[][][]
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      {
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          {{1,2,3}},{{1,2,3}},{{0,2,3}},{{0,2,3}},{{0,1,3}},{{0,1,3}},{{0,1,2}},{{0,1,2}}
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      };
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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 TouchControlOctahedron.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 TouchControlOctahedron.FACE_AXIS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumOctahedrons(int layers)
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    {
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    return layers==1 ? 1 : 4*(layers-1)*(layers-1) + 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getNumTetrahedrons(int layers)
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    {
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    return 4*layers*(layers-1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int createOctaPositions(float[][] centers, int index, int layers, float height)
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    {
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    float x = (layers-1)*0.5f;
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    float z = (layers+1)*0.5f;
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    for(int i=0; i<layers; i++, index++)
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      {
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      z -= 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      x -= 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      z += 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    for(int i=0; i<layers-2; i++, index++)
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      {
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      x += 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    return index;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int createTetraPositions(float[][] centers, int index, int layers, float height)
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    {
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    float x = (layers-1)*0.5f;
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    float z =  layers*0.5f;
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      z -= 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    x += 0.5f;
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    z -= 0.5f;
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      x -= 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    x -= 0.5f;
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    z -= 0.5f;
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      z += 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    x -= 0.5f;
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    z += 0.5f;
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    for(int i=0; i<layers-1; i++, index++)
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      {
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      x += 1;
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      centers[index][0] = x;
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      centers[index][1] = height;
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      centers[index][2] = z;
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      }
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    return index;
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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( mPosition==null )
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      {
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      int layers = numLayers[0];
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      int numO = getNumOctahedrons(layers);
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      int numT = getNumTetrahedrons(layers);
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      int index = 0;
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      float height = 0.0f;
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      mPosition = new float[numO+numT][3];
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      index = createOctaPositions(mPosition,index,layers,height);
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      for(int i=layers-1; i>0; i--)
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        {
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        height += SQ2/2;
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        index = createOctaPositions(mPosition,index,i,+height);
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        index = createOctaPositions(mPosition,index,i,-height);
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        }
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      height = SQ2/4;
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      for(int i=layers; i>1; i--)
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        {
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        index = createTetraPositions(mPosition,index,i,+height);
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        index = createTetraPositions(mPosition,index,i,-height);
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        height += SQ2/2;
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        }
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      }
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    return mPosition;
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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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    int numL = numLayers[0];
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    int numO = getNumOctahedrons(numL);
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    if( cubit<numO ) return mObjectQuats[0];
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    switch( retFaceTetraBelongsTo(cubit-numO, numL) )
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      {
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      case 0: return mObjectQuats[0];                   // unit quat
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      case 1: return new Static4D(0,-SQ2/2,0,SQ2/2);    //  90 along Y
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      case 2: return mObjectQuats[10];                  // 180 along Y
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      case 3: return new Static4D(0, SQ2/2,0,SQ2/2);    //  90 along
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      case 4: return new Static4D(0,     0,1,    0);    // 180 along Z
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      case 5: return mObjectQuats[4];
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      case 6: return new Static4D(     1,0,0,    0);    // 180 along X
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      case 7: return mObjectQuats[3];
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int retFaceTetraBelongsTo(int tetra, int numLayers)
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    {
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    if( mTetraToFaceMap==null ) mTetraToFaceMap = new int[] {1,2,3,0,5,6,7,4};
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    for(int i=numLayers-1; i>0; i--)
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      {
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      if( tetra < 8*i ) return mTetraToFaceMap[tetra/i];
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      tetra -= 8*i;
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      }
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    return -1;
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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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      return new float[][]
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          {
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             { 0.5f,  0.0f, 0.5f},
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             { 0.5f,  0.0f,-0.5f},
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             {-0.5f,  0.0f,-0.5f},
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             {-0.5f,  0.0f, 0.5f},
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             { 0.0f, SQ2/2, 0.0f},
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             { 0.0f,-SQ2/2, 0.0f}
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          };
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      }
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    else
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      {
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      return new float[][]
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          {
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             {-0.5f, SQ2/4, 0.0f},
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             { 0.5f, SQ2/4, 0.0f},
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             { 0.0f,-SQ2/4, 0.5f},
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             { 0.0f,-SQ2/4,-0.5f}
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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 )
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      {
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      int[][] indices =
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          {
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             {3,0,4},
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             {0,1,4},
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             {1,2,4},
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             {2,3,4},
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             {5,0,3},
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             {5,1,0},
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             {5,2,1},
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             {5,3,2}
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          };
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      return new ObjectShape(getVertices(variant), indices);
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      }
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    else
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      {
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      int[][] indices = { {2,1,0}, {2,3,1}, {3,2,0}, {3,0,1} };
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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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    int numL = getNumLayers()[0];
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    int N = numL>3 ? 5:6;
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    int E = numL>2 ? (numL>3 ? 0:1) : 2;
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    float height = isInIconMode() ? 0.001f : 0.05f;
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    int angle = 25;
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    float R = 0.7f;
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    float S = 0.5f;
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    if( variant==0 )
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      {
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      float[][] bands  = { {height,angle,R,S,N,E,E} };
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      int[] bandIndices= { 0,0,0,0,0,0,0,0 };
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      return new ObjectFaceShape(bands,bandIndices,null);
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      }
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    else
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      {
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      float[][] bands  = { {height,angle,R,S,N,E,E} };
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      int[] bandIndices= { 0,0,0,0 };
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      return new ObjectFaceShape(bands,bandIndices,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= { {0.06f,0.15f} };
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      int[] indices    = { 0,0,0,0,0,0 };
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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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    else
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      {
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      float[][] corners= { {0.08f,0.15f} };
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      int[] indices    = { 0,0,0,0 };
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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<getNumOctahedrons(numLayers[0]) ? 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 0.08f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float getStickerStroke()
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    {
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    float stroke = 0.08f;
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    if( isInIconMode() )
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      {
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      int[] numLayers = getNumLayers();
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      switch(numLayers[0])
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        {
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        case 2: stroke*=1.4f; break;
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        case 3: stroke*=2.0f; break;
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        case 4: stroke*=2.1f; break;
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        default:stroke*=2.2f; break;
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        }
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      }
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    return stroke;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public float[][][] getStickerAngles()
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    {
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    return null;
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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] = 3;
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      mBasicAngle = new int[][] { tmp,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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    switch(getNumLayers()[0])
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      {
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      case 2: return ListObjects.DIAM_2.name();
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      case 3: return ListObjects.DIAM_3.name();
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      case 4: return ListObjects.DIAM_4.name();
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      }
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    return ListObjects.DIAM_2.name();
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public String[][] getTutorials()
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    {
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    int[] numLayers = getNumLayers();
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    switch(numLayers[0])
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      {
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      case 2: return new String[][] {
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                          {"gb","R2wrbJJ3izM","How to Solve a Skewb Diamond","Dr. Penguin^3"},
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                          {"es","2RCusYQdYYE","Como resolver Skewb Diamond","Tutoriales Rubik"},
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                          {"ru","k8B6RFcNoGw","Как собрать Skewb Diamond","Алексей Ярыгин"},
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                          {"fr","tqbkgwNcZCE","Comment résoudre le Skewb Diamond","Valentino Cube"},
535
                          {"de","6ewzrCOnZfg","Octagon lösen","JamesKnopf"},
536
                          {"pl","61_Z4TpLMBc","Diamond Skewb TUTORIAL PL","MrUk"},
537
                          {"br","UapwpXMYtH4","Como resolver o Octaedro Diamond","Rafael Cinoto"},
538
                          {"kr","hVBSlfHVTME","공식 하나만 사용 - 다이아몬드 스큐브","Denzel Washington"},
539 2318a72a leszek
                          {"tw","tu9KzT4G4rQ","四軸八面體魔術方塊","1hrBLD"},
540 052e0362 Leszek Koltunski
                         };
541
      case 3: return new String[][] {
542
                          {"gb","n_mBSUDLUZw","Face Turning Octahedron Tutorial","SuperAntoniovivaldi"},
543
                          {"es","ogf0t6fGxZI","FTO - Tutorial en español","Gadi Rubik"},
544
                          {"ru","VXCjk0bVRoA","Как собрать Face Turning Octahedron","Алексей Ярыгин"},
545
                          {"de","6bO0AcwY5K8","Face Turning Octahedron - Tutorial","GerCubing"},
546
                          {"pl","huWg-ZfP-KY","Octahedron cube TUTORIAL PL","MrUk"},
547
                          {"br","WN3BoP4EbvM","Como resolver o octaedro 3x3 1/3","Rafael Cinoto"},
548
                          {"br","4zFlfANOliE","Como resolver o octaedro 3x3 2/3","Rafael Cinoto"},
549
                          {"br","6OvNzoHk7RU","Como resolver o octaedro 3x3 3/3","Rafael Cinoto"},
550 a399e91b Leszek Koltunski
                          {"vn","KzGQ-mVRsss","Tutorial N.43 - FTO","Duy Thích Rubik"},
551 052e0362 Leszek Koltunski
                         };
552
      case 4: return new String[][] {
553
                          {"gb","3GJkySk5zeQ","Master Face Turning Octahedron","SuperAntoniovivaldi"},
554
                          {"gb","zW_1htxy52k","Master FTO Tutorial","Michele Regano"},
555
                          {"es","3K8XL9SBSvs","Tutorial Master FTO de Mf8","Robert Cubes"},
556
                          {"ru","0CRwhZ2JNJA","Как собрать Master FTO","Алексей Ярыгин"},
557 a399e91b Leszek Koltunski
                          {"vn","4XdeuGYDCJo","Tutorial N.141 - Master FTO","Duy Thích Rubik"},
558 052e0362 Leszek Koltunski
                         };
559
      }
560
    return null;
561
    }
562 29b82486 Leszek Koltunski
}