On the Subject of Calculating the Anchor Sphere
This manual contains reworded instructions on how to calculate the anchor sphere starting from the point when the transformation matrix is acquired. The example will contain 6 dimensions and 3 global transformations. Use this alongside the original manual.
If there are no transformations at all (the cube doesn't move), the anchor sphere is at the point where all axes are negative.
Subtransformations
Let the example matrix be the following:
| X | Y | Z | W | V | U | |
| 1 | -Z | -Y | V | W | -X | U |
| 2 | X | -Y | -U | W | -V | Z |
| 3 | -X | -V | -Z | U | -W | -Y |
For each of the 3 global transformations create loops of axis transformations (you can start at any):
- (X -> -Z, Z -> V, V -> -X); (Y -> -Y); (W -> W); (U -> U)
- (Z -> -U, U -> Z); (X -> X); (Y -> -Y); (W -> W); (V -> -V)
- (Y -> -V, V -> -W, W -> U, U -> -Y); (X -> -X); (Z -> -Z)
Get rid of positive self-to-self axis transformations, in each loop disregard the first axis of each transformation, reverse and concatenate the resulting sequences (which will be called subtransformations):
- -X+V-Z; -Y
- +Z-U; -Y; -V
- -Y+U-W-V; -X; -Z
Note: one-axis subtransformations (-Y; -Y; -V; -X; -Z from the example) are called reflections.