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magiccube / src / main / java / org / distorted / objects / TwistyDiamond.java @ 588ace55

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import static org.distorted.objectlib.Movement.TYPE_NOT_SPLIT;
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import android.content.res.Resources;
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import org.distorted.objectlib.ObjectShape;
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import org.distorted.objectlib.ObjectSticker;
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import org.distorted.objectlib.ScrambleState;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.R;
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import org.distorted.objectlib.Movement;
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import org.distorted.objectlib.Movement8;
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import org.distorted.objectlib.ObjectList;
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import org.distorted.objectlib.Twisty8;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyDiamond extends Twisty8
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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 static final int[][][] ENABLED = 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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  private ScrambleState[] mStates;
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  private int[] mBasicAngle;
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  private int[] mFaceMap;
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  private float[][] mCuts;
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  private boolean[][] mLayerRotatable;
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  private Static4D[] mQuats;
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  private int[] mTetraToFaceMap;
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  private ObjectSticker[] mStickers;
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  private Movement mMovement;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TwistyDiamond(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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                       DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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    {
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    super(size, size, quat, texture, mesh, effects, moves, ObjectList.DIAM, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected ScrambleState[] getScrambleStates()
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    {
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    if( mStates==null )
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      {
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      int size = getNumLayers();
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      int[] tmp = new int[3*2*size];
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      for(int i=0; i<2*size; i++)
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        {
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        tmp[3*i  ] = (i<size) ?  i:i-size;
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        tmp[3*i+1] = (i%2==0) ? -1:1;
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        tmp[3*i+2] = 0;
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        }
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      mStates = new ScrambleState[]
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        {
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        new ScrambleState( new int[][] {tmp,tmp,tmp,tmp} )
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        };
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      }
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    return mStates;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private void initializeQuats()
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    {
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    mQuats = new Static4D[]
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         {
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          new Static4D(  0.0f,  0.0f,   0.0f,  1.0f ),
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          new Static4D(  0.0f,  1.0f,   0.0f,  0.0f ),
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          new Static4D(+SQ2/2,  0.0f, -SQ2/2,  0.0f ),
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          new Static4D(-SQ2/2,  0.0f, -SQ2/2,  0.0f ),
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          new Static4D(+SQ2/2,  0.5f,   0.0f,  0.5f ),
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          new Static4D(-SQ2/2,  0.5f,   0.0f,  0.5f ),
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          new Static4D(  0.0f,  0.5f, +SQ2/2,  0.5f ),
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          new Static4D(  0.0f,  0.5f, -SQ2/2,  0.5f ),
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          new Static4D(+SQ2/2,  0.5f,   0.0f, -0.5f ),
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          new Static4D(-SQ2/2,  0.5f,   0.0f, -0.5f ),
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          new Static4D(  0.0f,  0.5f, +SQ2/2, -0.5f ),
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          new Static4D(  0.0f,  0.5f, -SQ2/2, -0.5f )
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         };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int[] getSolvedQuats(int cubit, int numLayers)
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    {
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    if( mQuats==null ) initializeQuats();
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    if( mFaceMap==null ) mFaceMap = new int[] {4,0,6,2,7,3,5,1};
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    int status = retCubitSolvedStatus(cubit,numLayers);
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    return status<0 ? null : buildSolvedQuats(Movement8.FACE_AXIS[mFaceMap[status]],mQuats);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected Static4D[] getQuats()
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    {
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    if( mQuats==null ) initializeQuats();
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    return mQuats;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int getSolvedFunctionIndex()
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    {
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int getNumStickerTypes(int numLayers)
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    {
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    return 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected float[][] getCuts(int numLayers)
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    {
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    if( numLayers<2 ) return null;
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    if( mCuts==null )
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      {
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      mCuts = new float[4][numLayers-1];
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      float cut = (SQ6/6)*(2-numLayers);
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      for(int i=0; i<numLayers-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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  private void getLayerRotatable(int numLayers)
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    {
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    if( mLayerRotatable==null )
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      {
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      int numAxis = ROT_AXIS.length;
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      boolean[] tmp = new boolean[numLayers];
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      for(int i=0; i<numLayers; i++) tmp[i] = true;
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      mLayerRotatable = new boolean[numAxis][];
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      for(int i=0; i<numAxis; i++) mLayerRotatable[i] = tmp;
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int getNumCubitFaces()
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    {
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    return 8;
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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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  protected float[][] getCubitPositions(int layers)
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    {
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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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    float[][] CENTERS = new float[numO+numT][3];
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    index = createOctaPositions(CENTERS,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(CENTERS,index,i,+height);
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      index = createOctaPositions(CENTERS,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(CENTERS,index,i,+height);
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      index = createTetraPositions(CENTERS,index,i,-height);
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      height += SQ2/2;
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      }
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    return CENTERS;
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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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  protected ObjectShape getObjectShape(int cubit, int numLayers)
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    {
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    int variant = getCubitVariant(cubit,numLayers);
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    int N = numLayers>3 ? 5:6;
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    int E = numLayers>2 ? (numLayers>3 ? 0:1):2;
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    if( variant==0 )
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      {
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      double[][] vertices = new double[][]
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          {
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             { 0.5,   0.0, 0.5},
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             { 0.5,   0.0,-0.5},
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             {-0.5,   0.0,-0.5},
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             {-0.5,   0.0, 0.5},
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             { 0.0, SQ2/2, 0.0},
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             { 0.0,-SQ2/2, 0.0}
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          };
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      int[][] vert_indices = new int[][]
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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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      float[][] bands     = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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      int[] bandIndices   = new int[] { 0,0,0,0,0,0,0,0 };
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      float[][] corners   = new float[][] { {0.04f,0.20f} };
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      int[] cornerIndices = new int[] { 0,0,0,0,0,0 };
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      float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
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      int[] centerIndices = new int[] { 0,0,0,0,0,0 };
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      return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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      }
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    else
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      {
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      double[][] vertices = new double[][] { {-0.5, SQ2/4, 0.0}, { 0.5, SQ2/4, 0.0}, { 0.0,-SQ2/4, 0.5}, { 0.0,-SQ2/4,-0.5} };
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      int[][] vert_indices = new int[][]  { {2,1,0}, {2,3,1}, {3,2,0}, {3,0,1} };
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      float[][] bands     = new float[][] { {0.05f,35,0.5f,0.8f,N,E,E} };
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      int[] bandIndices   = new int[] { 0,0,0,0 };
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      float[][] corners   = new float[][] { {0.08f,0.15f} };
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      int[] cornerIndices = new int[] { 0,0,0,0 };
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      float[][] centers   = new float[][] { {0.0f, 0.0f, 0.0f} };
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      int[] centerIndices = new int[] { 0,0,0,0 };
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      return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected Static4D getQuat(int cubit, int numLayers)
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    {
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    if( mQuats==null ) initializeQuats();
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    int numO = getNumOctahedrons(numLayers);
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    if( cubit<numO ) return mQuats[0];
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    switch( retFaceTetraBelongsTo(cubit-numO, numLayers) )
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      {
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      case 0: return mQuats[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 mQuats[1];                         // 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 new Static4D(SQ2/2, 0,SQ2/2,0);    //
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      case 6: return new Static4D(     1,0,0,    0);    // 180 along X
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      case 7: return new Static4D(-SQ2/2,0,SQ2/2,0);    //
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      }
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    return null;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected 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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  protected int getCubitVariant(int cubit, int numLayers)
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    {
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    return cubit<getNumOctahedrons(numLayers) ? 0 : 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  protected int getFaceColor(int cubit, int cubitface, int size)
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    {
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    int numO = getNumOctahedrons(size);
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452
    if( cubit<numO )
453
      {
454 2ef489e2 Leszek Koltunski
      int axis = 0;
455
      int layer= 1;
456
457
      switch(cubitface)
458
        {
459
        case 0: axis = 2; layer =             1; break;
460
        case 1: axis = 0; layer = (1<<(size-1)); break;
461
        case 2: axis = 3; layer =             1; break;
462
        case 3: axis = 1; layer = (1<<(size-1)); break;
463
        case 4: axis = 3; layer = (1<<(size-1)); break;
464
        case 5: axis = 1; layer =             1; break;
465
        case 6: axis = 2; layer = (1<<(size-1)); break;
466
        case 7: axis = 0; layer =             1; break;
467
        }
468
469 bdbbb4c5 Leszek Koltunski
      return CUBITS[cubit].getRotRow(axis) == layer ? cubitface : NUM_TEXTURES;
470 680f921e Leszek Koltunski
      }
471
    else
472
      {
473 a4962b9c Leszek Koltunski
      return cubitface>0 ? NUM_TEXTURES : retFaceTetraBelongsTo(cubit-numO, size);
474 680f921e Leszek Koltunski
      }
475 ece1b58d Leszek Koltunski
    }
476
477 9c06394a Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
478 76c2bd07 Leszek Koltunski
479 bdbbb4c5 Leszek Koltunski
  protected ObjectSticker retSticker(int face)
480 9c06394a Leszek Koltunski
    {
481 aec5cc91 Leszek Koltunski
    if( mStickers==null )
482
      {
483
      float[][] STICKERS = new float[][] { { -0.4330127f, -0.25f, 0.4330127f, -0.25f, 0.0f, 0.5f } };
484
      float radius = 0.06f;
485
      float stroke = 0.07f;
486
      float[] radii = new float[] {radius,radius,radius};
487
      mStickers     = new ObjectSticker[STICKERS.length];
488
      mStickers[0]  = new ObjectSticker(STICKERS[0],null,radii,stroke);
489
      }
490
491 abf36986 Leszek Koltunski
    return mStickers[face/NUM_FACE_COLORS];
492 ece1b58d Leszek Koltunski
    }
493
494
///////////////////////////////////////////////////////////////////////////////////////////////////
495 e1dc3366 Leszek Koltunski
// PUBLIC API
496 ece1b58d Leszek Koltunski
497 e1dc3366 Leszek Koltunski
  public Static3D[] getRotationAxis()
498
    {
499
    return ROT_AXIS;
500
    }
501
502 e9a87113 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
503
504
  public Movement getMovement()
505
    {
506 ef018c1b Leszek Koltunski
    if( mMovement==null )
507
      {
508
      int numLayers = getNumLayers();
509
      if( mCuts==null ) getCuts(numLayers);
510
      getLayerRotatable(numLayers);
511 7ee89540 Leszek Koltunski
      mMovement = new Movement8(ROT_AXIS,mCuts,mLayerRotatable,numLayers,TYPE_NOT_SPLIT,ENABLED);
512 ef018c1b Leszek Koltunski
      }
513 e9a87113 Leszek Koltunski
    return mMovement;
514
    }
515
516 e1dc3366 Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
517
518
  public int[] getBasicAngle()
519
    {
520 aec5cc91 Leszek Koltunski
    if( mBasicAngle ==null ) mBasicAngle = new int[] { 3,3,3,3 };
521
    return mBasicAngle;
522 e1dc3366 Leszek Koltunski
    }
523
524 6fd4a72c Leszek Koltunski
///////////////////////////////////////////////////////////////////////////////////////////////////
525
526
  public int getObjectName(int numLayers)
527
    {
528 2ef489e2 Leszek Koltunski
    switch(numLayers)
529
      {
530
      case 2: return R.string.diam2;
531
      case 3: return R.string.diam3;
532 2adf1263 Leszek Koltunski
      case 4: return R.string.diam4;
533 2ef489e2 Leszek Koltunski
      }
534
535
    return 0;
536 6fd4a72c Leszek Koltunski
    }
537
538
///////////////////////////////////////////////////////////////////////////////////////////////////
539
540
  public int getInventor(int numLayers)
541
    {
542 2ef489e2 Leszek Koltunski
    switch(numLayers)
543
      {
544
      case 2: return R.string.diam2_inventor;
545
      case 3: return R.string.diam3_inventor;
546 2adf1263 Leszek Koltunski
      case 4: return R.string.diam4_inventor;
547 2ef489e2 Leszek Koltunski
      }
548
549
    return 0;
550 6fd4a72c Leszek Koltunski
    }
551
552
///////////////////////////////////////////////////////////////////////////////////////////////////
553
554
  public int getComplexity(int numLayers)
555
    {
556 2ef489e2 Leszek Koltunski
    switch(numLayers)
557
      {
558 2adf1263 Leszek Koltunski
      case 2: return 4;
559
      case 3: return 6;
560
      case 4: return 8;
561 2ef489e2 Leszek Koltunski
      }
562
563
    return 0;
564 6fd4a72c Leszek Koltunski
    }
565 ece1b58d Leszek Koltunski
}