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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ b9d4aa3b

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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 android.graphics.Canvas;
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import android.graphics.Paint;
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import org.distorted.helpers.FactoryCubit;
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import org.distorted.helpers.FactorySticker;
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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 MeshBase[] mCenterMeshes, mCornerMeshes;
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  private static MeshBase[][] mEdgeMeshes;
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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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  private static final int mNumCornerEdgeVariants;
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  static
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    {
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    int[] sizes = ObjectList.KILO.getSizes();
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    int variants = sizes.length;
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    mNumCornerEdgeVariants = sizes[0]==3 ? variants-1 : variants;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private float[] computeEdge(int numLayers, int edge, int part)
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    {
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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] ];
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    int leftRight = 2*(part%2) -1;
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    part /= 2;
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    if( part==0 )
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      {
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      float T = 0.5f + leftRight/(numLayers-1.0f);
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      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]);
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242
      return new float[] { x, y, z };
243
      }
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    else
245
      {
246
      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
248
      float[] center = mCenterCoords[ mEdgeMap[edge][dir+2] ];
249
      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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253
      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]);
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      z = D * (T*c1[2]+(1.0f-T)*c2[2]);
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      float H = mult*D*COS18/(numLayers-1);
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      H /= (float)Math.sqrt(vX*vX+vY*vY+vZ*vZ);
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266
      return new float[] { x + H*vX, y + H*vY, z + H*vZ };
267
      }
268
    }
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270
///////////////////////////////////////////////////////////////////////////////////////////////////
271

    
272
  float[][] getCubitPositions(int numLayers)
273
    {
274
    if( numLayers<5 ) return CORNERS;
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276
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
277
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubitsPerCenter = 5;
279
    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
280
    int index=0;
281

    
282
    final float[][] CENTERS = new float[numCubits][];
283

    
284
    for(int corner=0; corner<NUM_CORNERS; corner++)
285
      {
286
      computeBasicCornerVectors(corner);
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288
      for(int part=0; part<numCubitsPerCorner; part++, index++)
289
        {
290
        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
291
        }
292
      }
293

    
294
    for(int edge=0; edge<NUM_EDGES; edge++)
295
      {
296
      for(int part=0; part<numCubitsPerEdge; part++, index++)
297
        {
298
        CENTERS[index] = computeEdge(numLayers, edge, part );
299
        }
300
      }
301

    
302
    for(int center=0; center<NUM_CENTERS; center++)
303
      {
304
      for(int part=0; part<numCubitsPerCenter; part++, index++)
305
        {
306
        CENTERS[index] = computeCenter(numLayers,center, part);
307
        }
308
      }
309

    
310
    return CENTERS;
311
    }
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313
///////////////////////////////////////////////////////////////////////////////////////////////////
314

    
315
  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
316
    {
317
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
318
      {
319
      int corner = cubit/numCubitsPerCorner;
320
      return QUAT_CORNER_INDICES[corner];
321
      }
322

    
323
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
324
      {
325
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
326
      return QUAT_EDGE_INDICES[edge];
327
      }
328

    
329
    if( numCubitsPerCorner==0 )
330
      {
331
      return QUAT_CORNER_INDICES[cubit];
332
      }
333
    else
334
      {
335
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
336
      int numCubitsPerCenter = 5;
337
      int face = cubit/numCubitsPerCenter;
338
      int index= cubit%numCubitsPerCenter;
339
      int corner=mCenterMap[face][index];
340

    
341
      return QUAT_CORNER_INDICES[corner];
342
      }
343
    }
344

    
345
///////////////////////////////////////////////////////////////////////////////////////////////////
346

    
347
  private MeshBase createCenterMesh(float width)
348
    {
349
    double X = width*COS18*SIN_HALFD;
350
    double Y = width*SIN18;
351
    double Z = width*COS18*COS_HALFD;
352
    double H = width*(SIN54/COS54);
353
    double H3= H/COS_HALFD;
354
    double X3= H*SIN_HALFD;
355
    double Z3= H*COS_HALFD;;
356
    double C = 1/(COS54*Math.sqrt(2-2*SIN18));
357

    
358
    double[][] vertices = new double[][]
359
        {
360
            { 0.0, 0.0  ,   0.0 },
361
            {   X,   Y  ,    -Z },
362
            { 0.0,C*2*Y ,-2*C*Z },
363
            {  -X,   Y  ,    -Z },
364
            { 0.0,-width,   0.0 },
365
            {  X3,-width,   -Z3 },
366
            { 0.0,-width,   -H3 },
367
            { -X3,-width,   -Z3 }
368
        };
369

    
370
    int[][] vertIndexes = new int[][]
371
        {
372
            {4,5,1,0},
373
            {7,4,0,3},
374
            {0,1,2,3},
375
            {7,6,2,3},
376
            {6,5,1,2},
377
            {4,5,6,7}
378
        };
379

    
380
    float[][] bands = new float[][]
381
      {
382
         {0.04f,17,0.3f,0.2f,4,1,1},
383
         {0.00f,17,0.3f,0.2f,4,1,1}
384
      };
385

    
386
    float A = (2*SQ3/3)*SIN54;
387
    float B = 0.4f;
388

    
389
    int[] bandIndexes   = new int[] { 0,0,0,1,1,1};
390
    float[][] corners   = new float[][] { {0.03f,0.10f} };
391
    int[] cornerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
392
    float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
393
    int[] centerIndexes = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
394

    
395
    FactoryCubit factory = FactoryCubit.getInstance();
396
    factory.createNewFaceTransform(vertices,vertIndexes);
397

    
398
    return factory.createRoundedSolid(vertices, vertIndexes,
399
                                      bands, bandIndexes,
400
                                      corners, cornerIndexes,
401
                                      centers, centerIndexes,
402
                                      getNumCubitFaces() );
403
    }
404

    
405
///////////////////////////////////////////////////////////////////////////////////////////////////
406

    
407
  private MeshBase createEdgeMesh(int numLayers, float width, float height, boolean left)
408
    {
409
    double X = height*SIN_HALFD;
410
    double Y = height*SIN18/COS18;
411
    double Z = height*COS_HALFD;
412

    
413
    double[][] vertices = new double[][]
414
        {
415
            { 0.0, 0.0   , 0.0 },
416
            {   X,   Y   ,  -Z },
417
            { 0.0, 2*Y   ,-2*Z },
418
            {  -X,   Y   ,  -Z },
419
            { 0.0, -width, 0.0 },
420
            {   X, -width,  -Z },
421
            { 0.0, -width,-2*Z },
422
            {  -X, -width,  -Z },
423
        };
424

    
425
    int[][] vertIndexes = new int[][]
426
        {
427
            {4,5,1,0},
428
            {7,4,0,3},
429
            {7,6,2,3},
430
            {6,5,1,2},
431
            {0,1,2,3},
432
            {4,5,6,7}
433
        };
434

    
435
    if( !left )
436
      {
437
      int tmp, len = vertices.length;
438
      for(int i=0; i<len; i++) vertices[i][1] = -vertices[i][1];
439

    
440
      len = vertIndexes.length;
441
      for(int i=0; i<len; i++)
442
        {
443
        tmp = vertIndexes[i][0];
444
        vertIndexes[i][0] = vertIndexes[i][3];
445
        vertIndexes[i][3] = tmp;
446

    
447
        tmp = vertIndexes[i][1];
448
        vertIndexes[i][1] = vertIndexes[i][2];
449
        vertIndexes[i][2] = tmp;
450
        }
451
      }
452

    
453
    int numBands0 = numLayers<=5 ? 5 : 3;
454
    int numBands1 = numLayers<=5 ? 3 : 2;
455

    
456
    float[][] bands     = new float[][]
457
      {
458
         {0.04f,34,0.2f,0.2f,numBands0,1,1},
459
         {0.00f, 0,0.0f,0.0f,numBands1,0,0}
460
      };
461
    int[] bandIndexes   = new int[] { 0,0,1,1,1,1};
462
    float[][] corners   = new float[][] { {0.04f,0.10f} };
463
    int[] cornerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
464
    float[][] centers   = new float[][] { {0.0f, -width/2, (float)(-2*Z)} };
465
    int[] centerIndexes = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
466

    
467
    FactoryCubit factory = FactoryCubit.getInstance();
468
    factory.createNewFaceTransform(vertices,vertIndexes);
469

    
470
    return factory.createRoundedSolid(vertices, vertIndexes,
471
                                      bands, bandIndexes,
472
                                      corners, cornerIndexes,
473
                                      centers, centerIndexes,
474
                                      getNumCubitFaces() );
475
    }
476

    
477
///////////////////////////////////////////////////////////////////////////////////////////////////
478

    
479
  MeshBase createCubitMesh(int cubit, int numLayers)
480
    {
481
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
482
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
483
    int[] sizes = ObjectList.KILO.getSizes();
484
    int variants = sizes.length;
485
    int highestSize = sizes[variants-1];
486
    int lowestSize = sizes[0];
487
    int indexCornerEdge = (numLayers-lowestSize)/2 - (lowestSize==3 ? 1:0);
488
    MeshBase mesh;
489

    
490
    if( mNumCornerEdgeVariants>0 )
491
      {
492
      if( mCornerMeshes==null ) mCornerMeshes = new MeshBase[mNumCornerEdgeVariants];
493
      if( mEdgeMeshes  ==null ) mEdgeMeshes   = new MeshBase[mNumCornerEdgeVariants][highestSize-3];
494
      }
495

    
496
    if( mCenterMeshes==null ) mCenterMeshes = new MeshBase[variants];
497

    
498
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
499
      {
500
      if( mCornerMeshes[indexCornerEdge]==null )
501
        {
502
        float width = (numLayers/3.0f)/(numLayers-1);
503
        mCornerMeshes[indexCornerEdge] = createCornerMesh(numLayers,width);
504
        }
505
      mesh = mCornerMeshes[indexCornerEdge].copy(true);
506
      }
507
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
508
      {
509
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);  // left-top, right-top, left-second, right-second, left-third...
510

    
511
      if( mEdgeMeshes[indexCornerEdge][type]==null )
512
        {
513
        float tmp   = (numLayers/3.0f)/(numLayers-1);
514
        float height= tmp*COS18;
515
        float width = tmp + (type/2)*tmp*SIN18;
516

    
517
        mEdgeMeshes[indexCornerEdge][type] = createEdgeMesh(numLayers,width,height, (type%2)==0 );
518
        }
519

    
520
      mesh = mEdgeMeshes[indexCornerEdge][type].copy(true);
521
      }
522
    else
523
      {
524
      int indexCenter = (numLayers-3)/2;
525

    
526
      if( mCenterMeshes[indexCenter]==null )
527
        {
528
        float width = (1+0.5f*(numLayers-3)*SIN18)*(numLayers/3.0f)/(numLayers-1);
529
        mCenterMeshes[indexCenter] = createCenterMesh(width);
530
        }
531

    
532
      mesh = mCenterMeshes[indexCenter].copy(true);
533
      }
534

    
535
    Static4D q = QUATS[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
536
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( q, new Static3D(0,0,0) );
537
    mesh.apply(quat,0xffffffff,0);
538

    
539
    return mesh;
540
    }
541

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

    
544
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
545
    {
546
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
547

    
548
    int part  = cubit % numCubitsPerCorner;
549
    int corner= cubit / numCubitsPerCorner;
550

    
551
    if( part==0 )
552
      {
553
      return mCornerFaceMap[corner][cubitface];
554
      }
555
    else
556
      {
557
      int N = (numCubitsPerCorner-1)/3;
558
      int block = (part-1) % N;
559
      int index = (part-1) / N;
560

    
561
      if( block< (numLayers-3)/2 )
562
        {
563
        switch(index)
564
          {
565
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
566
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
567
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
568
          }
569
        }
570
      else
571
        {
572
        switch(index)
573
          {
574
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
575
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
576
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
577
          }
578
        }
579
      }
580

    
581
    return NUM_TEXTURES;
582
    }
583

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

    
586
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
587
    {
588
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
589

    
590
    int part    = edge % numCubitsPerEdge;
591
    int variant = edge / numCubitsPerEdge;
592

    
593
    part /=2;
594

    
595
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACES : NUM_TEXTURES;
596
    }
597

    
598
///////////////////////////////////////////////////////////////////////////////////////////////////
599

    
600
  int getCenterColor(int center, int cubitface, int numLayers)
601
    {
602
     if( numLayers==3 )
603
      {
604
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
605
      }
606

    
607
    return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACES*(numLayers-1)/2 : NUM_TEXTURES;
608
    }
609

    
610
///////////////////////////////////////////////////////////////////////////////////////////////////
611

    
612
  int getFaceColor(int cubit, int cubitface, int numLayers)
613
    {
614
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
615
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
616

    
617
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
618
      {
619
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
620
      }
621
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
622
      {
623
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
624
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
625
      }
626
    else
627
      {
628
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
629
      return getCenterColor( center, cubitface, numLayers);
630
      }
631
    }
632

    
633
///////////////////////////////////////////////////////////////////////////////////////////////////
634

    
635
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
636
    {
637
    int COLORS = FACE_COLORS.length;
638
    int variant = face/COLORS;
639
    int numLayers = getNumLayers();
640

    
641
    if( variant == (numLayers-1)/2 || numLayers==3 ) // center
642
      {
643
      float R = 0.10f;
644
      float S = 0.09f;
645
      float cx = STICKERS[0][2]/CENTER_CORR;
646
      float cy = STICKERS[0][3]/CENTER_CORR;
647

    
648
      FactorySticker factory = FactorySticker.getInstance();
649
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], S, FACE_COLORS[face%NUM_FACES], R);
650
      canvas.drawCircle(left+(0.5f+cx)*TEXTURE_HEIGHT, top+(0.5f-cy)*TEXTURE_HEIGHT, 0.05f*TEXTURE_HEIGHT, paint);
651
      }
652
    else if( variant==0 ) // corner
653
      {
654
      float R = 0.10f;
655
      float S = 0.11f;
656
      FactorySticker factory = FactorySticker.getInstance();
657
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[1], S, FACE_COLORS[face%COLORS], R);
658
      }
659
    else  // edge
660
      {
661
      float R = 0.10f;
662
      float S = 0.10f;
663
      FactorySticker factory = FactorySticker.getInstance();
664
      factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[2], S, FACE_COLORS[face%COLORS], R);
665
      }
666
    }
667

    
668
///////////////////////////////////////////////////////////////////////////////////////////////////
669
// PUBLIC API
670

    
671
  public boolean isSolved()
672
    {
673
    int index = CUBITS[0].mQuatIndex;
674

    
675
    for(int i=1; i<NUM_CUBITS; i++)
676
      {
677
      if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
678
      }
679

    
680
    return true;
681
    }
682

    
683
///////////////////////////////////////////////////////////////////////////////////////////////////
684

    
685
  public int getObjectName(int numLayers)
686
    {
687
    if( numLayers==3 ) return R.string.minx2;
688
    if( numLayers==5 ) return R.string.minx4;
689

    
690
    return 0;
691
    }
692

    
693
///////////////////////////////////////////////////////////////////////////////////////////////////
694

    
695
  public int getInventor(int numLayers)
696
    {
697
    if( numLayers==3 ) return R.string.minx2_inventor;
698
    if( numLayers==5 ) return R.string.minx4_inventor;
699

    
700
    return 0;
701
    }
702

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

    
705
  public int getComplexity(int numLayers)
706
    {
707
    return 3;
708
    }
709
}
(28-28/39)