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magiccube / src / main / java / org / distorted / objects / TwistyKilominx.java @ ef018c1b

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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.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.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.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 int[] mCenterFaceMap;
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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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  void initializeCenterFaceMap()
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    {
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    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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    }
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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[][] getCuts(int numLayers)
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    {
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    return genericGetCuts(numLayers,0.5f);
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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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    if( mQuatCornerIndices==null ) initializeQuatIndices();
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    if( mQuats==null ) initializeQuats();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    Static4D quat = mQuats[mQuatCornerIndices[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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    if( mCorners==null ) initializeCorners();
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    if( mCurrCornerV==null || mBasicCornerV==null ) initializeCornerV();
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    float D = numLayers/3.0f;
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    float[] corn = mCorners[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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    if( mCenterCoords==null ) initializeCenterCoords();
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    if( mCorners     ==null ) initializeCorners();
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    if( mCenterMap   ==null ) initializeCenterMap();
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    int corner = mCenterMap[center][part];
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    float[] cent = mCenterCoords[center];
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    float[] corn = mCorners[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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    if( mCenterCoords==null ) initializeCenterCoords();
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    if( mCorners==null ) initializeCorners();
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    if( mEdgeMap==null ) initializeEdgeMap();
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    float D = numLayers/3.0f;
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    float[] c1 = mCorners[ mEdgeMap[edge][0] ];
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    float[] c2 = mCorners[ 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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      return new float[] { x, y, z };
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      }
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    else
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      {
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      int mult = (part+1)/2;
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      int dir  = (part+1)%2;
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      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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      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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      return new float[] { x + H*vX, y + H*vY, z + H*vZ };
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      }
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  float[][] getCubitPositions(int numLayers)
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    {
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    if( mCorners==null ) initializeCorners();
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    if( numLayers<5 ) return mCorners;
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    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
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    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
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    int numCubitsPerCenter = 5;
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    int numCubits = NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge + NUM_CENTERS*numCubitsPerCenter;
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    int index=0;
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    final float[][] CENTERS = new float[numCubits][];
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    for(int corner=0; corner<NUM_CORNERS; corner++)
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      {
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      computeBasicCornerVectors(corner);
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      for(int part=0; part<numCubitsPerCorner; part++, index++)
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        {
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        CENTERS[index] = computeCorner(numCubitsPerCorner,numLayers,corner,part);
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        }
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      }
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    for(int edge=0; edge<NUM_EDGES; edge++)
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      {
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      for(int part=0; part<numCubitsPerEdge; part++, index++)
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        {
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        CENTERS[index] = computeEdge(numLayers, edge, part );
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        }
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      }
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261
    for(int center=0; center<NUM_CENTERS; center++)
262
      {
263
      for(int part=0; part<numCubitsPerCenter; part++, index++)
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        {
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        CENTERS[index] = computeCenter(numLayers,center, part);
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        }
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      }
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    return CENTERS;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int getQuat(int cubit, int numCubitsPerCorner, int numCubitsPerEdge)
275
    {
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    if( mQuatCornerIndices==null || mQuatEdgeIndices==null ) initializeQuatIndices();
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    if( mCenterMap==null ) initializeCenterMap();
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279
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
280
      {
281
      int corner = cubit/numCubitsPerCorner;
282
      return mQuatCornerIndices[corner];
283
      }
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285
    if( cubit < NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
286
      {
287
      int edge = (cubit-NUM_CORNERS*numCubitsPerCorner)/numCubitsPerEdge;
288
      return mQuatEdgeIndices[edge];
289
      }
290

    
291
    if( numCubitsPerCorner==0 )
292
      {
293
      return mQuatCornerIndices[cubit];
294
      }
295
    else
296
      {
297
      cubit -= (NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge);
298
      int numCubitsPerCenter = 5;
299
      int face = cubit/numCubitsPerCenter;
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      int index= cubit%numCubitsPerCenter;
301
      int center=mCenterMap[face][index];
302
      return mQuatCornerIndices[center];
303
      }
304
    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
307

    
308
  ObjectShape getObjectShape(int cubit, int numLayers)
309
    {
310
    int variant = getCubitVariant(cubit,numLayers);
311
    int numVariants = getNumCubitVariants(numLayers);
312

    
313
    if( variant==0 )
314
      {
315
      float width = numLayers/(numLayers-1.0f);
316
      float A = (2*SQ3/3)*SIN54;
317
      float B = 0.4f;
318
      double X = width*COS18*SIN_HALFD;
319
      double Y = width*SIN18;
320
      double Z = width*COS18*COS_HALFD;
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322
      double[][] vertices = new double[][]
323
        {
324
            { 0.0, 0.0      , 0.0 },
325
            {   X,   Y      ,  -Z },
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            { 0.0, 2*Y      ,-2*Z },
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            {  -X,   Y      ,  -Z },
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            { 0.0, 0.0-width, 0.0 },
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            {   X,   Y-width,  -Z },
330
            { 0.0, 2*Y-width,-2*Z },
331
            {  -X,   Y-width,  -Z },
332
        };
333

    
334
      int[][] vertIndexes = new int[][]
335
        {
336
            {4,5,1,0},
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            {7,4,0,3},
338
            {0,1,2,3},
339
            {4,5,6,7},
340
            {6,5,1,2},
341
            {7,6,2,3}
342
        };
343

    
344
      float[][] bands     = new float[][]
345
        {
346
         {0.04f,34,0.3f,0.2f, 3, 1, 0},
347
         {0.00f, 0,0.0f,0.0f, 2, 1, 0}
348
        };
349

    
350
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
351
      float[][] corners   = new float[][] { {0.04f,0.10f} };
352
      int[] cornerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
353
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
354
      int[] centerIndices = new int[] { 0,-1,-1,-1,-1,-1,-1,-1 };
355

    
356
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
357
      }
358
    if( variant<numVariants-1 )
359
      {
360
      int numCubitsPerCorner = numCubitsPerCorner(numLayers);
361
      int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
362
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
363
      float tmpVal= numLayers/(numLayers-1.0f);
364
      float height= tmpVal*COS18;
365
      float width = tmpVal + (type/2)*tmpVal*SIN18;
366
      boolean left = (type%2)==0;
367

    
368
      double X = height*SIN_HALFD;
369
      double Y = height*SIN18/COS18;
370
      double Z = height*COS_HALFD;
371

    
372
      double[][] vertices = new double[][]
373
        {
374
            { 0.0, 0.0   , 0.0 },
375
            {   X,   Y   ,  -Z },
376
            { 0.0, 2*Y   ,-2*Z },
377
            {  -X,   Y   ,  -Z },
378
            { 0.0, -width, 0.0 },
379
            {   X, -width,  -Z },
380
            { 0.0, -width,-2*Z },
381
            {  -X, -width,  -Z },
382
        };
383

    
384
      int[][] vertIndexes = new int[][]
385
        {
386
            {4,5,1,0},
387
            {7,4,0,3},
388
            {7,6,2,3},
389
            {6,5,1,2},
390
            {0,1,2,3},
391
            {4,5,6,7}
392
        };
393

    
394
      if( !left )
395
        {
396
        int tmp, len = vertices.length;
397
        for(int i=0; i<len; i++) vertices[i][1] = -vertices[i][1];
398

    
399
        len = vertIndexes.length;
400
        for(int i=0; i<len; i++)
401
          {
402
          tmp = vertIndexes[i][0];
403
          vertIndexes[i][0] = vertIndexes[i][3];
404
          vertIndexes[i][3] = tmp;
405
          tmp = vertIndexes[i][1];
406
          vertIndexes[i][1] = vertIndexes[i][2];
407
          vertIndexes[i][2] = tmp;
408
          }
409
        }
410

    
411
      int numBands0 = numLayers<=5 ? 4 : 3;
412
      int numBands1 = numLayers<=5 ? 3 : 2;
413

    
414
      float[][] bands     = new float[][]
415
        {
416
         {0.04f,34,0.2f,0.2f,numBands0,1,1},
417
         {0.00f, 0,0.0f,0.0f,numBands1,0,0}
418
        };
419

    
420
      int[] bandIndices   = new int[] { 0,0,1,1,1,1};
421
      float[][] corners   = new float[][] { {0.04f,0.10f} };
422
      int[] cornerIndices = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
423
      float[][] centers   = new float[][] { {0.0f, -width/2, (float)(-2*Z)} };
424
      int[] centerIndices = new int[] { 0,-1,-1,-1, 0,-1,-1,-1 };
425

    
426
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
427
      }
428
    else
429
      {
430
      float width = (1+0.5f*(numLayers-3)*SIN18)*numLayers/(numLayers-1);
431

    
432
      double X = width*COS18*SIN_HALFD;
433
      double Y = width*SIN18;
434
      double Z = width*COS18*COS_HALFD;
435
      double H = width*(SIN54/COS54);
436
      double H3= H/COS_HALFD;
437
      double X3= H*SIN_HALFD;
438
      double Z3= H*COS_HALFD;
439
      double C = 1/(COS54*Math.sqrt(2-2*SIN18));
440
      int N = numLayers==3 ? 4 : 3;
441
      int E = numLayers==3 ? 1 : 0;
442

    
443
      double[][] vertices = new double[][]
444
        {
445
            { 0.0, 0.0  ,   0.0 },
446
            {   X,   Y  ,    -Z },
447
            { 0.0,C*2*Y ,-2*C*Z },
448
            {  -X,   Y  ,    -Z },
449
            { 0.0,-width,   0.0 },
450
            {  X3,-width,   -Z3 },
451
            { 0.0,-width,   -H3 },
452
            { -X3,-width,   -Z3 }
453
        };
454

    
455
      int[][] vertIndexes = new int[][]
456
        {
457
            {4,5,1,0},
458
            {7,4,0,3},
459
            {0,1,2,3},
460
            {7,6,2,3},
461
            {6,5,1,2},
462
            {4,5,6,7}
463
        };
464

    
465
      float[][] bands = new float[][]
466
        {
467
         {0.04f,17,0.3f,0.2f,N,1,E},
468
         {0.00f,17,0.3f,0.2f,N,1,E}
469
        };
470

    
471
      float A = (2*SQ3/3)*SIN54;
472
      float B = 0.4f;
473

    
474
      int[] bandIndices   = new int[] { 0,0,0,1,1,1};
475
      float[][] corners   = new float[][] { {0.03f,0.10f} };
476
      int[] cornerIndices = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
477
      float[][] centers   = new float[][] { {0.0f, -(float)Math.sqrt(1-A*A)*B,-A*B} };
478
      int[] centerIndices = new int[] { 0, 0,-1, 0, 0,-1,-1,-1 };
479

    
480
      return new ObjectShape(vertices,vertIndexes,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
481
      }
482
    }
483

    
484
///////////////////////////////////////////////////////////////////////////////////////////////////
485

    
486
  Static4D getQuat(int cubit, int numLayers)
487
    {
488
    if( mQuats==null ) initializeQuats();
489
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
490
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
491

    
492
    return mQuats[getQuat(cubit,numCubitsPerCorner,numCubitsPerEdge)];
493
    }
494

    
495
///////////////////////////////////////////////////////////////////////////////////////////////////
496

    
497
  int getNumCubitVariants(int numLayers)
498
    {
499
    int[] sizes = ObjectList.KILO.getSizes();
500
    int variants = sizes.length;
501
    int highestSize = sizes[variants-1];
502

    
503
    return highestSize-1;
504
    }
505

    
506
///////////////////////////////////////////////////////////////////////////////////////////////////
507

    
508
  int getCubitVariant(int cubit, int numLayers)
509
    {
510
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
511

    
512
    if( cubit<NUM_CORNERS*numCubitsPerCorner ) return 0;
513

    
514
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
515

    
516
    if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
517
      {
518
      int type = computeEdgeType(cubit,numCubitsPerCorner,numCubitsPerEdge);
519
      return type+1;
520
      }
521

    
522
    int[] sizes = ObjectList.KILO.getSizes();
523
    int variants = sizes.length;
524
    int highestSize = sizes[variants-1];
525

    
526
    return highestSize-2;
527
    }
528

    
529
///////////////////////////////////////////////////////////////////////////////////////////////////
530

    
531
  int getCornerColor(int cubit, int cubitface, int numLayers, int numCubitsPerCorner)
532
    {
533
    if( mCornerFaceMap==null ) initializeCornerFaceMap();
534
    if( cubitface<0 || cubitface>2 ) return NUM_TEXTURES;
535

    
536
    int part  = cubit % numCubitsPerCorner;
537
    int corner= cubit / numCubitsPerCorner;
538

    
539
    if( part==0 )
540
      {
541
      return mCornerFaceMap[corner][cubitface];
542
      }
543
    else
544
      {
545
      int N = (numCubitsPerCorner-1)/3;
546
      int block = (part-1) % N;
547
      int index = (part-1) / N;
548

    
549
      if( block< (numLayers-3)/2 )
550
        {
551
        switch(index)
552
          {
553
          case 0: return cubitface==1 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
554
          case 1: return cubitface==0 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
555
          case 2: return cubitface==2 ? NUM_TEXTURES : mCornerFaceMap[corner][cubitface];
556
          }
557
        }
558
      else
559
        {
560
        switch(index)
561
          {
562
          case 0: return cubitface==0 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
563
          case 1: return cubitface==2 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
564
          case 2: return cubitface==1 ? mCornerFaceMap[corner][cubitface] : NUM_TEXTURES;
565
          }
566
        }
567
      }
568

    
569
    return NUM_TEXTURES;
570
    }
571

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

    
574
  int getEdgeColor(int edge, int cubitface, int numCubitsPerEdge)
575
    {
576
    if( cubitface<0 || cubitface>1 ) return NUM_TEXTURES;
577

    
578
    int part    = edge % numCubitsPerEdge;
579
    int variant = edge / numCubitsPerEdge;
580
    if( mEdgeMap==null ) initializeEdgeMap();
581

    
582
    part /=2;
583

    
584
    return (part==0 || cubitface==((part+1)%2)) ? mEdgeMap[variant][cubitface+2] + ((part+3)/2)*NUM_FACE_COLORS : NUM_TEXTURES;
585
    }
586

    
587
///////////////////////////////////////////////////////////////////////////////////////////////////
588

    
589
  int getCenterColor(int center, int cubitface, int numLayers)
590
    {
591
    if( mCenterFaceMap==null ) initializeCenterFaceMap();
592
    if( mCornerFaceMap==null ) initializeCornerFaceMap();
593

    
594
    if( numLayers==3 )
595
      {
596
      return cubitface>=0 && cubitface<3 ? mCornerFaceMap[center][cubitface] : NUM_TEXTURES;
597
      }
598

    
599
    return cubitface==mCenterFaceMap[center] ? center/5 + NUM_FACE_COLORS*(numLayers-1)/2 : NUM_TEXTURES;
600
    }
601

    
602
///////////////////////////////////////////////////////////////////////////////////////////////////
603

    
604
  int getFaceColor(int cubit, int cubitface, int numLayers)
605
    {
606
    int numCubitsPerCorner = numCubitsPerCorner(numLayers);
607
    int numCubitsPerEdge   = numCubitsPerEdge(numLayers);
608

    
609
    if( cubit < NUM_CORNERS*numCubitsPerCorner )
610
      {
611
      return getCornerColor(cubit,cubitface,numLayers,numCubitsPerCorner);
612
      }
613
    else if( cubit<NUM_CORNERS*numCubitsPerCorner + NUM_EDGES*numCubitsPerEdge )
614
      {
615
      int edge = cubit - NUM_CORNERS*numCubitsPerCorner;
616
      return getEdgeColor(edge,cubitface,numCubitsPerEdge);
617
      }
618
    else
619
      {
620
      int center = cubit-NUM_CORNERS*numCubitsPerCorner-NUM_EDGES*numCubitsPerEdge;
621
      return getCenterColor( center, cubitface, numLayers);
622
      }
623
    }
624

    
625
///////////////////////////////////////////////////////////////////////////////////////////////////
626

    
627
  ObjectSticker retSticker(int face)
628
    {
629
    if( mStickers==null )
630
      {
631
      float[][] STICKERS = new float[][]
632
        {
633
          { -0.36616942f, -0.36327124f, 0.5f, -0.36327124f, 0.23233888f, 0.4605048f, -0.36616942f, 0.26603764f },
634
          { -0.36327127f, -0.5f, 0.36327127f, -0.26393202f, 0.36327127f, 0.5f, -0.36327127f, 0.26393202f },
635
          { -0.3249197f, -0.39442718f, 0.3249197f, -0.39442718f, 0.3249197f, 0.5f, -0.3249197f, 0.2888544f }
636
        };
637

    
638
      float CENTER_CORR = 0.87f;
639
      float C = 1.14f; // make the 'center' sticker artificially larger, so that we paint over the area in the center of the face.
640

    
641
      STICKERS[0][0] *= C;
642
      STICKERS[0][1] *= C;
643
      STICKERS[0][2] *= C;
644
      STICKERS[0][3] *= C;
645
      STICKERS[0][4] *= C;
646
      STICKERS[0][5] *= C;
647
      STICKERS[0][6] *= C;
648
      STICKERS[0][7] *= C;
649

    
650
      STICKERS[0][2] *= CENTER_CORR;
651
      STICKERS[0][3] *= CENTER_CORR;
652

    
653
      mStickers = new ObjectSticker[STICKERS.length];
654

    
655
      float R = 0.10f;
656
      final float[][] radii = { {R,R,R,R},{R,R,R,R},{R,R,R,R} };
657
      final float[] strokes = { 0.20f, 0.11f, 0.10f };
658

    
659
      for(int s=0; s<STICKERS.length; s++)
660
        {
661
        mStickers[s] = new ObjectSticker(STICKERS[s],null,radii[s],strokes[s]);
662
        }
663
      }
664

    
665
    return mStickers[getStickerIndex(face)];
666
    }
667

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

    
670
  private int getStickerIndex(int face)
671
    {
672
    int variant = face/NUM_FACE_COLORS;
673
    int numLayers = getNumLayers();
674

    
675
    if( variant == (numLayers-1)/2 || numLayers==3 ) return 0;
676
    if( variant==0 ) return 1;
677

    
678
    return 2;
679
    }
680

    
681
///////////////////////////////////////////////////////////////////////////////////////////////////
682

    
683
  public int getObjectName(int numLayers)
684
    {
685
    if( numLayers==3 ) return R.string.minx2;
686
    if( numLayers==5 ) return R.string.minx4;
687

    
688
    return 0;
689
    }
690

    
691
///////////////////////////////////////////////////////////////////////////////////////////////////
692

    
693
  public int getInventor(int numLayers)
694
    {
695
    if( numLayers==3 ) return R.string.minx2_inventor;
696
    if( numLayers==5 ) return R.string.minx4_inventor;
697

    
698
    return 0;
699
    }
700

    
701
///////////////////////////////////////////////////////////////////////////////////////////////////
702

    
703
  public int getComplexity(int numLayers)
704
    {
705
    return 3;
706
    }
707
}
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