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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ acf165d9

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objects;
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import android.content.res.Resources;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.ObjectShape;
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import org.distorted.helpers.ObjectSticker;
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import org.distorted.helpers.QuatHelper;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.main.DistortedEffects;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshBase;
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import org.distorted.library.mesh.MeshSquare;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.main.R;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistyKilominx extends TwistyMinx
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{
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  private static final int[] mCenterFaceMap = new int[]
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      {
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        0,0,0,0,1,
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        1,0,1,1,0,
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        2,0,1,1,0,
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        2,2,1,0,2,
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        2,1,0,0,1,
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        1,2,0,1,0,
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        0,1,0,1,1,
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        0,1,0,2,0,
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        2,1,2,2,2,
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        1,0,2,1,2,
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        2,1,0,1,2,
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        2,2,2,2,2
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      };
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  private static final float CENTER_CORR = 0.87f;
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  private static final float[][] STICKERS = new float[][]
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      {
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        { -0.36616942f, -0.36327124f, 0.5f, -0.36327124f, 0.23233888f, 0.4605048f, -0.36616942f, 0.26603764f },
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        { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
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        { -0.3249197f, -0.39442718f, 0.3249197f, -0.39442718f, 0.3249197f, 0.5f, -0.3249197f, 0.2888544f }
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      };
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  static
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    {
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    final float C = 1.14f; // make the 'center' sticker artificially larger, so that we paint
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                           // over the area in the center of the face.
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    STICKERS[0][0] *= C;
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    STICKERS[0][1] *= C;
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    STICKERS[0][2] *= C;
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    STICKERS[0][3] *= C;
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    STICKERS[0][4] *= C;
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    STICKERS[0][5] *= C;
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    STICKERS[0][6] *= C;
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    STICKERS[0][7] *= C;
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    STICKERS[0][2] *= CENTER_CORR;
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    STICKERS[0][3] *= CENTER_CORR;
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    }
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  private static final ObjectSticker[] mStickers;
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  static
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    {
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    mStickers = new ObjectSticker[STICKERS.length];
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    float R = 0.10f;
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    final float[][] radii = { {R,R,R,R},{R,R,R,R},{R,R,R,R} };
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    final float[] strokes = { 0.20f, 0.11f, 0.10f };
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    for(int s=0; s<STICKERS.length; s++)
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      {
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      mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  TwistyKilominx(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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                 DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
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    {
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    super(size, size, quat, texture, mesh, effects, moves, ObjectList.KILO, res, scrWidth);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerCorner(int numLayers)
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    {
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    return 3*((numLayers-3)/2)*((numLayers-5)/2) + (numLayers<5 ? 0:1);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int numCubitsPerEdge(int numLayers)
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    {
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    return numLayers<5 ? 0 : 2*(numLayers-4);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int getNumStickerTypes(int numLayers)
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    {
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    return numLayers<5 ? 1 : numLayers/2 + 1;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float getScreenRatio()
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    {
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    return 1.00f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCuts(int numLayers)
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    {
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    float[][] cuts = new float[6][numLayers-1];
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    float D = numLayers*MovementMinx.DIST3D;
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    float E = 2*SIN54;
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    float X = 2*D*E/(1+2*E);  // height of the 'upper' part of a dodecahedron, i.e. put it on a table,
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                              // its height is then D*2*DIST3D, it has one 'lower' part of height X, one
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                              // 'middle' part of height Y and one upper part of height X again.
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                              // It's edge length = numLayers/3.0f.
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    int num = (numLayers-1)/2;
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    float G = X*0.5f/num;     // height of one Layer
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    for(int i=0; i<num; i++)
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      {
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      float cut = -D + (i+0.5f)*G;
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      int j = 2*num-1-i;
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      cuts[0][i] = +cut;
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      cuts[0][j] = -cut;
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      cuts[1][i] = +cut;
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      cuts[1][j] = -cut;
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      cuts[2][i] = +cut;
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      cuts[2][j] = -cut;
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      cuts[3][i] = +cut;
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      cuts[3][j] = -cut;
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      cuts[4][i] = +cut;
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      cuts[4][j] = -cut;
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      cuts[5][i] = +cut;
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      cuts[5][j] = -cut;
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      }
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    return cuts;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Fill out mCurrCorner{X,Y,Z} by applying appropriate Quat to mBasicCorner{X,Y,Z}
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// Appropriate one: QUATS[QUAT_INDICES[corner]].
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  private void computeBasicCornerVectors(int corner)
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    {
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    Static4D quat = QUATS[QUAT_CORNER_INDICES[corner]];
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    mCurrCornerV[0] = QuatHelper.rotateVectorByQuat(mBasicCornerV[0],quat);
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    mCurrCornerV[1] = QuatHelper.rotateVectorByQuat(mBasicCornerV[1],quat);
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    mCurrCornerV[2] = QuatHelper.rotateVectorByQuat(mBasicCornerV[2],quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCorner(int numCubitsPerCorner, int numLayers, int corner, int part)
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    {
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    float D = numLayers/3.0f;
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    float[] corn = CORNERS[corner];
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    if( part==0 )
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      {
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      return new float[] { corn[0]*D, corn[1]*D, corn[2]*D };
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      }
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    else
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      {
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      float E = D/(0.5f*(numLayers-1));   // ?? maybe 0.5*
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      int N = (numCubitsPerCorner-1)/3;
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      int block = (part-1) % N;
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      int index = (part-1) / N;
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      Static4D pri = mCurrCornerV[index];
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      Static4D sec = mCurrCornerV[(index+2)%3];
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      int layers= (numLayers-5)/2;
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      int multP = (block % layers) + 1;
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      int multS = (block / layers);
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      return new float[] {
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                          corn[0]*D + (pri.get0()*multP + sec.get0()*multS)*E,
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                          corn[1]*D + (pri.get1()*multP + sec.get1()*multS)*E,
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                          corn[2]*D + (pri.get2()*multP + sec.get2()*multS)*E
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                         };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeCenter(int numLayers, int center, int part)
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    {
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    int corner = mCenterMap[center][part];
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    float[] cent = mCenterCoords[center];
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    float[] corn = CORNERS[corner];
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    float D = numLayers/3.0f;
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    float F = 1.0f - (2.0f*numLayers-6.0f)/(numLayers-1)*COS54*COS54;
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    return new float[]
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      {
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        D * ( cent[0] + (corn[0]-cent[0])*F),
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        D * ( cent[1] + (corn[1]-cent[1])*F),
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        D * ( cent[2] + (corn[2]-cent[2])*F)
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      };
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int computeEdgeType(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
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    {
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    int part = (cubit - NUM_CORNERS*numCubitsPerCorner) % numCubitsPerEdge;
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    return part - 2*(part/4);
239
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
244
    {
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    float D = numLayers/3.0f;
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    float[] c1 = CORNERS[ mEdgeMap[edge][0] ];
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    float[] c2 = CORNERS[ mEdgeMap[edge][1] ];
248

    
249
    int leftRight = 2*(part%2) -1;
250
    part /= 2;
251

    
252
    if( part==0 )
253
      {
254
      float T = 0.5f + leftRight/(numLayers-1.0f);
255
      float x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      float y = D * (T*c1[1]+(1.0f-T)*c2[1]);
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      float z = D * (T*c1[2]+(1.0f-T)*c2[2]);
258

    
259
      return new float[] { x, y, z };
260
      }
261
    else
262
      {
263
      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
265
      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
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      float x = 0.5f * D * (c1[0]+c2[0]);
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      float y = 0.5f * D * (c1[1]+c2[1]);
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      float z = 0.5f * D * (c1[2]+c2[2]);
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270
      float vX = D*center[0] - x;
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      float vY = D*center[1] - y;
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      float vZ = D*center[2] - z;
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      float T = 0.5f + leftRight*(mult*SIN18 + 1.0f)/(numLayers-1);
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      x = D * (T*c1[0]+(1.0f-T)*c2[0]);
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      y = D * (T*c1[1]+(1.0f-T)*c2[1]);
278
      z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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280
      float H = mult*D*COS18/(numLayers-1);
281
      H /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
282

    
283
      return new float[] { x + H*vX, y + H*vY, z + H*vZ };
284
      }
285
    }
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287
///////////////////////////////////////////////////////////////////////////////////////////////////
288

    
289
  float[][] getCubitPositions(int numLayers)
290
    {
291
    if( numLayers<5 ) return CORNERS;
292

    
293
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
294
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
295
    int numCubitsPerCenter = 5;
296
    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
297
    int index=0;
298

    
299
    final float[][] CENTERS = new float[numCubits][];
300

    
301
    for(int corner=0; corner<NUM_CORNERS; corner++)
302
      {
303
      computeBasicCornerVectors(corner);
304

    
305
      for(int part=0; part<numCubitsPerCorner; part++, index++)
306
        {
307
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
308
        }
309
      }
310

    
311
    for(int edge=0; edge<NUM_EDGES; edge++)
312
      {
313
      for(int part=0; part<numCubitsPerEdge; part++, index++)
314
        {
315
        CENTERS[index] = computeEdge(numLayers, edge, part );
316
        }
317
      }
318

    
319
    for(int center=0; center<NUM_CENTERS; center++)
320
      {
321
      for(int part=0; part<numCubitsPerCenter; part++, index++)
322
        {
323
        CENTERS[index] = computeCenter(numLayers,center, part);
324
        }
325
      }
326

    
327
    return CENTERS;
328
    }
329

    
330
///////////////////////////////////////////////////////////////////////////////////////////////////
331

    
332
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
333
    {
334
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
335
      {
336
      int corner = cubit/numCubitsPerCorner;
337
      return QUAT_CORNER_INDICES[corner];
338
      }
339

    
340
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
341
      {
342
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
343
      return QUAT_EDGE_INDICES[edge];
344
      }
345

    
346
    if( numCubitsPerCorner==0 )
347
      {
348
      return QUAT_CORNER_INDICES[cubit];
349
      }
350
    else
351
      {
352
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
353
      int numCubitsPerCenter = 5;
354
      int face = cubit/numCubitsPerCenter;
355
      int index= cubit%numCubitsPerCenter;
356
      int corner=mCenterMap[face][index];
357

    
358
      return QUAT_CORNER_INDICES[corner];
359
      }
360
    }
361

    
362
///////////////////////////////////////////////////////////////////////////////////////////////////
363

    
364
  ObjectShape getObjectShape(int cubit, int numLayers)
365
    {
366
    int variant = getCubitVariant(cubit,numLayers);
367
    int numVariants = getNumCubitVariants(numLayers);
368

    
369
    if( variant==0 )
370
      {
371
      float width = (numLayers/3.0f)/(numLayers-1);
372
      float A = (2*SQ3/3)*SIN54;
373
      float B = 0.4f;
374
      double X = width*COS18*SIN_HALFD;
375
      double Y = width*SIN18;
376
      double Z = width*COS18*COS_HALFD;
377

    
378
      double[][] vertices = new double[][]
379
        {
380
            { 0.0, 0.0      , 0.0 },
381
            {   X,   Y      ,  -Z },
382
            { 0.0, 2*Y      ,-2*Z },
383
            {  -X,   Y      ,  -Z },
384
            { 0.0, 0.0-width, 0.0 },
385
            {   X,   Y-width,  -Z },
386
            { 0.0, 2*Y-width,-2*Z },
387
            {  -X,   Y-width,  -Z },
388
        };
389

    
390
      int[][] vertIndexes = new int[][]
391
        {
392
            {4,5,1,0},
393
            {7,4,0,3},
394
            {0,1,2,3},
395
            {4,5,6,7},
396
            {6,5,1,2},
397
            {7,6,2,3}
398
        };
399

    
400
      float[][] bands     = new float[][]
401
        {
402
         {0.04f,34,0.3f,0.2f, 3, 1, 0},
403
         {0.00f, 0,0.0f,0.0f, 2, 1, 0}
404
        };
405

    
406
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
407
      float[][] corners   = new float[][] { {0.04f,0.10f} };
408
      int[] cornerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
409
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
410
      int[] centerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
411

    
412
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
413
      }
414
    if( variant<numVariants-1 )
415
      {
416
      int numCubitsPerCorner = numCubitsPerCorner(numLayers);
417
      int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
418
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
419
      float tmpVal= (numLayers/3.0f)/(numLayers-1);
420
      float height= tmpVal*COS18;
421
      float width = tmpVal + (type/2)*tmpVal*SIN18;
422
      boolean left = (type%2)==0;
423

    
424
      double X = height*SIN_HALFD;
425
      double Y = height*SIN18/COS18;
426
      double Z = height*COS_HALFD;
427

    
428
      double[][] vertices = new double[][]
429
        {
430
            { 0.0, 0.0   , 0.0 },
431
            {   X,   Y   ,  -Z },
432
            { 0.0, 2*Y   ,-2*Z },
433
            {  -X,   Y   ,  -Z },
434
            { 0.0, -width, 0.0 },
435
            {   X, -width,  -Z },
436
            { 0.0, -width,-2*Z },
437
            {  -X, -width,  -Z },
438
        };
439

    
440
      int[][] vertIndexes = new int[][]
441
        {
442
            {4,5,1,0},
443
            {7,4,0,3},
444
            {7,6,2,3},
445
            {6,5,1,2},
446
            {0,1,2,3},
447
            {4,5,6,7}
448
        };
449

    
450
      if( !left )
451
        {
452
        int tmp, len = vertices.length;
453
        for(int i=0; i<len; i++) vertices[i][1] = -vertices[i][1];
454

    
455
        len = vertIndexes.length;
456
        for(int i=0; i<len; i++)
457
          {
458
          tmp = vertIndexes[i][0];
459
          vertIndexes[i][0] = vertIndexes[i][3];
460
          vertIndexes[i][3] = tmp;
461
          tmp = vertIndexes[i][1];
462
          vertIndexes[i][1] = vertIndexes[i][2];
463
          vertIndexes[i][2] = tmp;
464
          }
465
        }
466

    
467
      int numBands0 = numLayers<=5 ? 4 : 3;
468
      int numBands1 = numLayers<=5 ? 3 : 2;
469

    
470
      float[][] bands     = new float[][]
471
        {
472
         {0.04f,34,0.2f,0.2f,numBands0,1,1},
473
         {0.00f, 0,0.0f,0.0f,numBands1,0,0}
474
        };
475

    
476
      int[] bandIndices   = new int[] { 0,0,1,1,1,1};
477
      float[][] corners   = new float[][] { {0.04f,0.10f} };
478
      int[] cornerIndices = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
479
      float[][] centers   = new float[][] { {0.0f, -width/2, (float)(-2*Z)} };
480
      int[] centerIndices = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
481

    
482
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
483
      }
484
    else
485
      {
486
      float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
487

    
488
      double X = width*COS18*SIN_HALFD;
489
      double Y = width*SIN18;
490
      double Z = width*COS18*COS_HALFD;
491
      double H = width*(SIN54/COS54);
492
      double H3= H/COS_HALFD;
493
      double X3= H*SIN_HALFD;
494
      double Z3= H*COS_HALFD;
495
      double C = 1/(COS54*Math.sqrt(2-2*SIN18));
496
      int N = numLayers==3 ? 4 : 3;
497
      int E = numLayers==3 ? 1 : 0;
498

    
499
      double[][] vertices = new double[][]
500
        {
501
            { 0.0, 0.0  ,   0.0 },
502
            {   X,   Y  ,    -Z },
503
            { 0.0,C*2*Y ,-2*C*Z },
504
            {  -X,   Y  ,    -Z },
505
            { 0.0,-width,   0.0 },
506
            {  X3,-width,   -Z3 },
507
            { 0.0,-width,   -H3 },
508
            { -X3,-width,   -Z3 }
509
        };
510

    
511
      int[][] vertIndexes = new int[][]
512
        {
513
            {4,5,1,0},
514
            {7,4,0,3},
515
            {0,1,2,3},
516
            {7,6,2,3},
517
            {6,5,1,2},
518
            {4,5,6,7}
519
        };
520

    
521
      float[][] bands = new float[][]
522
        {
523
         {0.04f,17,0.3f,0.2f,N,1,E},
524
         {0.00f,17,0.3f,0.2f,N,1,E}
525
        };
526

    
527
      float A = (2*SQ3/3)*SIN54;
528
      float B = 0.4f;
529

    
530
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
531
      float[][] corners   = new float[][] { {0.03f,0.10f} };
532
      int[] cornerIndices = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
533
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
534
      int[] centerIndices = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
535

    
536
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
537
      }
538
    }
539

    
540
///////////////////////////////////////////////////////////////////////////////////////////////////
541

    
542
  private Static4D getQuat(int cubit, int numLayers)
543
    {
544
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
545
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
546

    
547
    return QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551

    
552
  private int getNumCubitVariants(int numLayers)
553
    {
554
    int[] sizes = ObjectList.KILO.getSizes();
555
    int variants = sizes.length;
556
    int highestSize = sizes[variants-1];
557

    
558
    return highestSize-1;
559
    }
560

    
561
///////////////////////////////////////////////////////////////////////////////////////////////////
562

    
563
  int getCubitVariant(int cubit, int numLayers)
564
    {
565
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
566

    
567
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
568

    
569
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
570

    
571
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
572
      {
573
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
574
      return type+1;
575
      }
576

    
577
    int[] sizes = ObjectList.KILO.getSizes();
578
    int variants = sizes.length;
579
    int highestSize = sizes[variants-1];
580

    
581
    return highestSize-2;
582
    }
583

    
584
///////////////////////////////////////////////////////////////////////////////////////////////////
585

    
586
  MeshBase createCubitMesh(int cubit, int numLayers)
587
    {
588
    int variant = getCubitVariant(cubit,numLayers);
589

    
590
    if( mMeshes==null )
591
      {
592
      FactoryCubit factory = FactoryCubit.getInstance();
593
      factory.clear();
594
      mMeshes = new MeshBase[getNumCubitVariants(numLayers)];
595
      }
596

    
597
    if( mMeshes[variant]==null )
598
      {
599
      ObjectShape shape = getObjectShape(cubit,numLayers);
600
      FactoryCubit factory = FactoryCubit.getInstance();
601
      factory.createNewFaceTransform(shape);
602
      mMeshes[variant] = factory.createRoundedSolid(shape);
603
      }
604

    
605
    MeshBase mesh = mMeshes[variant].copy(true);
606
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit,numLayers), new Static3D(0,0,0) );
607
    mesh.apply(quat,0xffffffff,0);
608

    
609
    return mesh;
610
    }
611

    
612
///////////////////////////////////////////////////////////////////////////////////////////////////
613

    
614
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
615
    {
616
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
617

    
618
    int part  = cubit % numCubitsPerCorner;
619
    int corner= cubit / numCubitsPerCorner;
620

    
621
    if( part==0 )
622
      {
623
      return mCornerFaceMap[corner][cubitface];
624
      }
625
    else
626
      {
627
      int N = (numCubitsPerCorner-1)/3;
628
      int block = (part-1) % N;
629
      int index = (part-1) / N;
630

    
631
      if( block< (numLayers-3)/2 )
632
        {
633
        switch(index)
634
          {
635
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
636
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
637
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
638
          }
639
        }
640
      else
641
        {
642
        switch(index)
643
          {
644
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
645
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
646
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
647
          }
648
        }
649
      }
650

    
651
    return NUM_TEXTURES;
652
    }
653

    
654
///////////////////////////////////////////////////////////////////////////////////////////////////
655

    
656
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
657
    {
658
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
659

    
660
    int part    = edge % numCubitsPerEdge;
661
    int variant = edge / numCubitsPerEdge;
662

    
663
    part /=2;
664

    
665
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669

    
670
  int getCenterColor(int center, int cubitface, int numLayers)
671
    {
672
     if( numLayers==3 )
673
      {
674
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
675
      }
676

    
677
    return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACES*(numLayers-1)/2 : NUM_TEXTURES;
678
    }
679

    
680
///////////////////////////////////////////////////////////////////////////////////////////////////
681

    
682
  int getFaceColor(int cubit, int cubitface, int numLayers)
683
    {
684
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
685
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
686

    
687
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
688
      {
689
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
690
      }
691
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
692
      {
693
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
694
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
695
      }
696
    else
697
      {
698
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
699
      return getCenterColor( center, cubitface, numLayers);
700
      }
701
    }
702

    
703
///////////////////////////////////////////////////////////////////////////////////////////////////
704

    
705
  int getColor(int face)
706
    {
707
    return FACE_COLORS[face];
708
    }
709

    
710
///////////////////////////////////////////////////////////////////////////////////////////////////
711

    
712
  ObjectSticker retSticker(int face)
713
    {
714
    return mStickers[getStickerIndex(face)];
715
    }
716

    
717
///////////////////////////////////////////////////////////////////////////////////////////////////
718

    
719
  private int getStickerIndex(int face)
720
    {
721
    int variant = face/NUM_FACES;
722
    int numLayers = getNumLayers();
723

    
724
    if( variant == (numLayers-1)/2 || numLayers==3 ) return 0;
725
    if( variant==0 ) return 1;
726

    
727
    return 2;
728
    }
729

    
730
///////////////////////////////////////////////////////////////////////////////////////////////////
731
// PUBLIC API
732

    
733
  public boolean isSolved()
734
    {
735
    int index = CUBITS[0].mQuatIndex;
736

    
737
    for(int i=1; i<NUM_CUBITS; i++)
738
      {
739
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
740
      }
741

    
742
    return true;
743
    }
744

    
745
///////////////////////////////////////////////////////////////////////////////////////////////////
746

    
747
  public int getObjectName(int numLayers)
748
    {
749
    if( numLayers==3 ) return R.string.minx2;
750
    if( numLayers==5 ) return R.string.minx4;
751

    
752
    return 0;
753
    }
754

    
755
///////////////////////////////////////////////////////////////////////////////////////////////////
756

    
757
  public int getInventor(int numLayers)
758
    {
759
    if( numLayers==3 ) return R.string.minx2_inventor;
760
    if( numLayers==5 ) return R.string.minx4_inventor;
761

    
762
    return 0;
763
    }
764

    
765
///////////////////////////////////////////////////////////////////////////////////////////////////
766

    
767
  public int getComplexity(int numLayers)
768
    {
769
    return 3;
770
    }
771
}
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