Project

General

Profile

Download (21.8 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / TwistyMegaminx.java @ 387b6326

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.objects;
21

    
22
import android.content.res.Resources;
23

    
24
import org.distorted.helpers.ObjectShape;
25
import org.distorted.helpers.ObjectSticker;
26
import org.distorted.helpers.QuatHelper;
27
import org.distorted.library.main.DistortedEffects;
28
import org.distorted.library.main.DistortedTexture;
29
import org.distorted.library.mesh.MeshSquare;
30
import org.distorted.library.type.Static4D;
31
import org.distorted.main.R;
32

    
33
///////////////////////////////////////////////////////////////////////////////////////////////////
34

    
35
public class TwistyMegaminx extends TwistyMinx
36
{
37
  static final float MEGA_D = 0.04f;
38
  private int[] mQuatCenterIndices;
39

    
40
///////////////////////////////////////////////////////////////////////////////////////////////////
41

    
42
  TwistyMegaminx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
43
                 DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
44
    {
45
    super(size, size, quat, texture, mesh, effects, moves, ObjectList.MEGA, res, scrWidth);
46
    }
47

    
48
///////////////////////////////////////////////////////////////////////////////////////////////////
49

    
50
  private void initializeCenterIndices()
51
    {
52
    mQuatCenterIndices = new int[] { 16, 18, 22,  1, 20, 13, 14, 15,  0, 12,  2,  3 };
53
    }
54

    
55
///////////////////////////////////////////////////////////////////////////////////////////////////
56

    
57
  private int numCubitsPerCorner(int numLayers)
58
    {
59
    return 3*((numLayers-1)/2)*((numLayers-3)/2) + 1;
60
    }
61

    
62
///////////////////////////////////////////////////////////////////////////////////////////////////
63

    
64
  private int numCubitsPerEdge(int numLayers)
65
    {
66
    return numLayers-2;
67
    }
68

    
69
///////////////////////////////////////////////////////////////////////////////////////////////////
70

    
71
  float getScreenRatio()
72
    {
73
    return 0.356f;
74
    }
75

    
76
///////////////////////////////////////////////////////////////////////////////////////////////////
77

    
78
  int getNumStickerTypes(int numLayers)
79
    {
80
    return (numLayers+3)/2;
81
    }
82

    
83
///////////////////////////////////////////////////////////////////////////////////////////////////
84

    
85
  float[][] getCuts(int numLayers)
86
    {
87
    float[][] cuts = new float[6][numLayers-1];
88
    float D = numLayers*MovementMinx.DIST3D;
89
    float E = 2*SIN54;
90
    float X = 2*D*E/(1+2*E);  // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
91
                              // its height is then D*2*DIST3D, it has one 'lower' part of height X, one
92
                              // 'middle' part of height Y and one upper part of height X again.
93
                              // It's edge length = numLayers/3.0f.
94
    int num = (numLayers-1)/2;
95
    float G = X*(0.5f-MEGA_D)/num; // height of one Layer
96

    
97
    for(int i=0; i<num; i++)
98
      {
99
      float cut = -D + (i+0.5f)*G;
100
      int j = 2*num-1-i;
101
      cuts[0][i] = +cut;
102
      cuts[0][j] = -cut;
103
      cuts[1][i] = +cut;
104
      cuts[1][j] = -cut;
105
      cuts[2][i] = +cut;
106
      cuts[2][j] = -cut;
107
      cuts[3][i] = +cut;
108
      cuts[3][j] = -cut;
109
      cuts[4][i] = +cut;
110
      cuts[4][j] = -cut;
111
      cuts[5][i] = +cut;
112
      cuts[5][j] = -cut;
113
      }
114

    
115
    return cuts;
116
    }
117

    
118
///////////////////////////////////////////////////////////////////////////////////////////////////
119

    
120
  private float[] computeCenter(int center, int numLayers)
121
    {
122
    if( mCenterCoords==null ) initializeCenterCoords();
123
    float[] coords = mCenterCoords[center];
124
    float A = 0.33f*numLayers;
125

    
126
    return new float[] { A*coords[0], A*coords[1], A*coords[2] };
127
    }
128

    
129
///////////////////////////////////////////////////////////////////////////////////////////////////
130
// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
131
// Appropriate one: QUATS[QUAT_INDICES[corner]].
132

    
133
  private void computeBasicCornerVectors(int corner)
134
    {
135
    if( mQuatCornerIndices==null ) initializeQuatIndices();
136
    if( mQuats==null ) initializeQuats();
137
    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
138

    
139
    Static4D quat = mQuats[mQuatCornerIndices[corner]];
140

    
141
    mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
142
    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
143
    mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
144
    }
145

    
146
///////////////////////////////////////////////////////////////////////////////////////////////////
147

    
148
  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
149
    {
150
    if( mCorners==null ) initializeCorners();
151
    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
152

    
153
    float D = numLayers/3.0f;
154
    float[] corn = mCorners[corner];
155

    
156
    if( part==0 )
157
      {
158
      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
159
      }
160
    else
161
      {
162
      float E = 2.0f*D*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
163
      int N = (numCubitsPerCorner-1)/3;
164
      int block = (part-1) % N;
165
      int index = (part-1) / N;
166
      Static4D pri = mCurrCornerV[index];
167
      Static4D sec = mCurrCornerV[(index+2)%3];
168

    
169
      int layers= (numLayers-3)/2;
170
      int multP = (block % layers) + 1;
171
      int multS = (block / layers);
172

    
173
      return new float[] {
174
                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
175
                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
176
                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
177
                         };
178
      }
179
    }
180

    
181
///////////////////////////////////////////////////////////////////////////////////////////////////
182

    
183
  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
184
    {
185
    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
186
    return (part+1)/2;
187
    }
188

    
189
///////////////////////////////////////////////////////////////////////////////////////////////////
190

    
191
  private float[] computeEdge(int numLayers, int edge, int part)
192
    {
193
    if( mCenterCoords==null ) initializeCenterCoords();
194
    if( mCorners==null ) initializeCorners();
195
    if( mEdgeMap==null ) initializeEdgeMap();
196

    
197
    float D = numLayers/3.0f;
198
    float[] c1 = mCorners[ mEdgeMap[edge][0] ];
199
    float[] c2 = mCorners[ mEdgeMap[edge][1] ];
200
    float x = D * (c1[0]+c2[0]) / 2;
201
    float y = D * (c1[1]+c2[1]) / 2;
202
    float z = D * (c1[2]+c2[2]) / 2;
203

    
204
    if( part==0 )
205
      {
206
      return new float[] { x, y, z };
207
      }
208
    else
209
      {
210
      int mult = (part+1)/2;
211
      int dir  = (part+1)%2;
212
      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
213

    
214
      float vX = D*center[0] - x;
215
      float vY = D*center[1] - y;
216
      float vZ = D*center[2] - z;
217

    
218
      float A = 3*mult*D*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
219
      A /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
220

    
221
      return new float[] { x+A*vX, y+A*vY, z+A*vZ };
222
      }
223
    }
224

    
225
///////////////////////////////////////////////////////////////////////////////////////////////////
226

    
227
  float[][] getCubitPositions(int numLayers)
228
    {
229
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
230
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
231
    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS;
232
    int index=0;
233

    
234
    final float[][] CENTERS = new float[numCubits][];
235

    
236
    for(int corner=0; corner<NUM_CORNERS; corner++)
237
      {
238
      computeBasicCornerVectors(corner);
239

    
240
      for(int part=0; part<numCubitsPerCorner; part++, index++)
241
        {
242
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
243
        }
244
      }
245

    
246
    for(int edge=0; edge<NUM_EDGES; edge++)
247
      {
248
      for(int part=0; part<numCubitsPerEdge; part++, index++)
249
        {
250
        CENTERS[index] = computeEdge(numLayers, edge, part );
251
        }
252
      }
253

    
254
    for(int center=0; center<NUM_CENTERS; center++, index++)
255
      {
256
      CENTERS[index] = computeCenter(center, numLayers);
257
      }
258

    
259
    return CENTERS;
260
    }
261

    
262
///////////////////////////////////////////////////////////////////////////////////////////////////
263

    
264
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
265
    {
266
    if( mQuatCornerIndices==null || mQuatEdgeIndices==null ) initializeQuatIndices();
267
    if( mQuatCenterIndices==null ) initializeCenterIndices();
268

    
269
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
270
      {
271
      int corner = cubit/numCubitsPerCorner;
272
      return mQuatCornerIndices[corner];
273
      }
274

    
275
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
276
      {
277
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
278
      return mQuatEdgeIndices[edge];
279
      }
280

    
281
    int center = cubit - NUM_CORNERS*numCubitsPerCorner - NUM_EDGES*numCubitsPerEdge;
282
    return mQuatCenterIndices[center];
283
    }
284

    
285
///////////////////////////////////////////////////////////////////////////////////////////////////
286

    
287
  ObjectShape getObjectShape(int cubit, int numLayers)
288
    {
289
    int variant = getCubitVariant(cubit,numLayers);
290
    int numVariants = getNumCubitVariants(numLayers);
291

    
292
    if( variant==0 )
293
      {
294
      float width = numLayers*(0.5f-MEGA_D)/(0.5f*(numLayers-1));
295
      float A = (2*SQ3/3)*SIN54;
296
      float B = 0.4f;
297
      double X = width*COS18*SIN_HALFD;
298
      double Y = width*SIN18;
299
      double Z = width*COS18*COS_HALFD;
300
      int N = numLayers==3 ? 1:0;
301

    
302
      double[][] vertices = new double[][]
303
        {
304
            { 0.0, 0.0      , 0.0 },
305
            {   X,   Y      ,  -Z },
306
            { 0.0, 2*Y      ,-2*Z },
307
            {  -X,   Y      ,  -Z },
308
            { 0.0, 0.0-width, 0.0 },
309
            {   X,   Y-width,  -Z },
310
            { 0.0, 2*Y-width,-2*Z },
311
            {  -X,   Y-width,  -Z },
312
        };
313

    
314
      int[][] vertIndexes = new int[][]
315
        {
316
            {4,5,1,0},
317
            {7,4,0,3},
318
            {0,1,2,3},
319
            {4,5,6,7},
320
            {6,5,1,2},
321
            {7,6,2,3}
322
        };
323

    
324
      float[][] bands    = new float[][]
325
        {
326
         {0.04f,34,0.3f,0.2f, 3, N, 0},
327
         {0.00f, 0,0.0f,0.0f, 2, N, 0}
328
        };
329

    
330
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
331
      float[][] corners   = new float[][] { {0.04f,0.10f} };
332
      int[] cornerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
333
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
334
      int[] centerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
335

    
336
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
337
      }
338
    if( variant<numVariants-1 )
339
      {
340
      int numCubitsPerCorner = numCubitsPerCorner(numLayers);
341
      int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
342
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
343
      float height= numLayers*(0.5f-MEGA_D)*COS18/((numLayers-1)*0.5f);
344
      float width = numLayers*2*MEGA_D + 2*type*height*SIN18/COS18;
345

    
346
      double W = width/2;
347
      double X = height*SIN_HALFD;
348
      double Y = height*SIN18/COS18;
349
      double Z = height*COS_HALFD;
350

    
351
      double[][] vertices = new double[][]
352
        {
353
            { 0.0,   W   , 0.0 },
354
            {   X, W+Y   ,  -Z },
355
            { 0.0, W+2*Y ,-2*Z },
356
            {  -X, W+Y   ,  -Z },
357
            { 0.0,  -W   , 0.0 },
358
            {   X,-W-Y   ,  -Z },
359
            { 0.0,-W-2*Y ,-2*Z },
360
            {  -X,-W-Y   ,  -Z },
361
        };
362

    
363
      int[][] vertIndexes = new int[][]
364
        {
365
            {4,5,1,0},
366
            {7,4,0,3},
367
            {7,6,2,3},
368
            {6,5,1,2},
369
            {0,1,2,3},
370
            {4,5,6,7}
371
        };
372

    
373
      int N = numLayers<=5 ? 5 : 3;
374

    
375
      float[][] bands     = new float[][]
376
        {
377
         {0.04f,34,0.2f,0.2f,N,0,0},
378
         {0.00f, 0,0.3f,0.2f,2,0,0}
379
        };
380
      int[] bandIndices   = new int[] { 0,0,1,1,1,1};
381
      float[][] corners   = new float[][] { {0.04f,0.10f} };
382
      int[] cornerIndices = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
383
      float[][] centers   = new float[][] { {0.0f, 0.0f, (float)(-2*Z)} };
384
      int[] centerIndices = new int[] { -1,-1,-1,-1, -1,-1,-1,-1 };
385

    
386
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
387
      }
388
    else
389
      {
390
      float width = 2*numLayers*(MEGA_D+(0.5f-MEGA_D)*SIN18);
391
      final double V = 0.83;   // ??
392
      final double ANGLE = V*Math.PI;
393
      final double cosA  = Math.cos(ANGLE);
394
      final double sinA  = Math.sin(ANGLE);
395

    
396
      float R  = 0.5f*width/COS54;
397
      float X1 = R*COS54;
398
      float Y1 = R*SIN54;
399
      float X2 = R*COS18;
400
      float Y2 = R*SIN18;
401

    
402
      double[][] vertices = new double[][]
403
        {
404
          {-X1,+Y1*sinA, Y1*cosA},
405
          {-X2,-Y2*sinA,-Y2*cosA},
406
          {0.0f,-R*sinA, -R*cosA},
407
          {+X2,-Y2*sinA,-Y2*cosA},
408
          {+X1,+Y1*sinA, Y1*cosA}
409
        };
410

    
411
      int[][] vertIndexes = new int[][]
412
        {
413
          {0,1,2,3,4},
414
          {0,1,2,3,4}
415
        };
416

    
417
      int N = numLayers==3 ? 4 : 3;
418

    
419
      float[][] bands = new float[][]
420
        {
421
         {0.04f,45, R/3,0.2f,N,0,0},
422
         {0.00f, 0, R/3,0.2f,2,0,0}
423
        };
424

    
425
      int[] bandIndices   = new int[] { 0,1 };
426
      float[][] corners   = new float[][] { {0.04f,0.10f} };
427
      int[] cornerIndices = new int[] { -1,-1,-1,-1, -1 };
428
      float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
429
      int[] centerIndices = new int[] { -1,-1,-1,-1, -1 };
430

    
431
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
432
      }
433
    }
434

    
435
///////////////////////////////////////////////////////////////////////////////////////////////////
436

    
437
  Static4D getQuat(int cubit, int numLayers)
438
    {
439
    if( mQuats==null ) initializeQuats();
440
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
441
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
442

    
443
    return mQuats[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
444
    }
445

    
446
///////////////////////////////////////////////////////////////////////////////////////////////////
447

    
448
  int getNumCubitVariants(int numLayers)
449
    {
450
    int[] sizes = ObjectList.MEGA.getSizes();
451
    int variants = sizes.length;
452

    
453
    return 2+(sizes[variants-1]-1)/2;
454
    }
455

    
456
///////////////////////////////////////////////////////////////////////////////////////////////////
457

    
458
  int getCubitVariant(int cubit, int numLayers)
459
    {
460
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
461

    
462
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
463

    
464
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
465

    
466
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
467
      {
468
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
469
      return type+1;
470
      }
471

    
472
    int[] sizes = ObjectList.MEGA.getSizes();
473
    int variants = sizes.length;
474
    int numShapes = 2+(sizes[variants-1]-1)/2;
475

    
476
    return numShapes-1;
477
    }
478

    
479
///////////////////////////////////////////////////////////////////////////////////////////////////
480

    
481
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
482
    {
483
    if( mCornerFaceMap==null ) initializeCornerFaceMap();
484
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
485

    
486
    int part  = cubit % numCubitsPerCorner;
487
    int corner= cubit / numCubitsPerCorner;
488

    
489
    if( part==0 )
490
      {
491
      return mCornerFaceMap[corner][cubitface];
492
      }
493
    else
494
      {
495
      int N = (numCubitsPerCorner-1)/3;
496
      int block = (part-1) % N;
497
      int index = (part-1) / N;
498

    
499
      if( block< (numLayers-3)/2 )
500
        {
501
        switch(index)
502
          {
503
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
504
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
505
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
506
          }
507
        }
508
      else
509
        {
510
        switch(index)
511
          {
512
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
513
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
514
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
515
          }
516
        }
517
      }
518

    
519
    return NUM_TEXTURES;
520
    }
521

    
522
///////////////////////////////////////////////////////////////////////////////////////////////////
523

    
524
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
525
    {
526
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
527

    
528
    int part    = edge % numCubitsPerEdge;
529
    int variant = edge / numCubitsPerEdge;
530
    if( mEdgeMap==null ) initializeEdgeMap();
531

    
532
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACE_COLORS : NUM_TEXTURES;
533
    }
534

    
535
///////////////////////////////////////////////////////////////////////////////////////////////////
536

    
537
  int getCenterColor(int center, int cubitface, int numLayers)
538
    {
539
    return cubitface>0 ? NUM_TEXTURES : center + NUM_FACE_COLORS*(numLayers+1)/2;
540
    }
541

    
542
///////////////////////////////////////////////////////////////////////////////////////////////////
543

    
544
  int getFaceColor(int cubit, int cubitface, int numLayers)
545
    {
546
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
547
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
548

    
549
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
550
      {
551
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
552
      }
553
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
554
      {
555
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
556
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
557
      }
558
    else
559
      {
560
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
561
      return getCenterColor( center, cubitface, numLayers);
562
      }
563
    }
564

    
565
///////////////////////////////////////////////////////////////////////////////////////////////////
566

    
567
  int getColor(int face)
568
    {
569
    return FACE_COLORS[face];
570
    }
571

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

    
574
  ObjectSticker retSticker(int face)
575
    {
576
    if( mStickers==null )
577
      {
578
      float[][] STICKERS = new float[][]
579
        {
580
          { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
581
          { -0.5f, -0.0914315f, 0.5f, -0.4163512f, 0.5f, 0.4163512f, -0.5f, 0.0914315f },
582
          { -0.49233657f, -0.18006028f, 0.49233657f, -0.5f, 0.49233657f, 0.5f, -0.49233657f, 0.18006028f },
583
          { -0.3002273f, -0.30490047f, 0.3002273f, -0.5f, 0.3002273f, 0.5f, -0.3002273f, 0.30490047f },
584
          { -0.29389262f, 0.4045085f, -0.47552824f, -0.1545085f, 0.0f, -0.5f, 0.47552824f, -0.1545085f, 0.29389262f, 0.4045085f }
585
        };
586

    
587
      mStickers = new ObjectSticker[STICKERS.length];
588

    
589
      final float R0 = 0.08f;
590
      final float R1 = 0.12f;
591
      final float R2 = 0.12f;
592
      final float R3 = 0.08f;
593
      final float R4 = 0.10f;
594
      final float[][] radii = { {R0,R0,R0,R0},{R1,R1,R1,R1},{R2,R2,R2,R2},{R3,R3,R3,R3},{R4,R4,R4,R4,R4} };
595
      final float[] strokes = { 0.10f,0.12f,0.12f,0.08f,0.07f };
596

    
597
      for(int s=0; s<STICKERS.length; s++)
598
        {
599
        mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
600
        }
601
      }
602

    
603
    return mStickers[getStickerIndex(face)];
604
    }
605

    
606
///////////////////////////////////////////////////////////////////////////////////////////////////
607

    
608
  private int getStickerIndex(int face)
609
    {
610
    int variant = face/NUM_FACE_COLORS;
611

    
612
    if( variant==0 ) return 0;
613

    
614
    int numLayers = getNumLayers();
615

    
616
    if( variant < (numLayers+1)/2 )
617
      {
618
      if( numLayers==3 ) return 1;
619
      else
620
        {
621
        if( variant==1 ) return 2;
622
        else             return 3;
623
        }
624
      }
625

    
626
    return 4;
627
    }
628

    
629
///////////////////////////////////////////////////////////////////////////////////////////////////
630

    
631
  public int getObjectName(int numLayers)
632
    {
633
    if( numLayers==3 ) return R.string.minx3;
634
    if( numLayers==5 ) return R.string.minx5;
635

    
636
    return 0;
637
    }
638

    
639
///////////////////////////////////////////////////////////////////////////////////////////////////
640

    
641
  public int getInventor(int numLayers)
642
    {
643
    if( numLayers==3 ) return R.string.minx3_inventor;
644
    if( numLayers==5 ) return R.string.minx5_inventor;
645

    
646
    return 0;
647
    }
648

    
649
///////////////////////////////////////////////////////////////////////////////////////////////////
650

    
651
  public int getComplexity(int numLayers)
652
    {
653
    if( numLayers==3 ) return 4;
654

    
655
    return 5;
656
    }
657
}
(31-31/43)