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626b239f
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2023 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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.objects;
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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.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectFaceShape;
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import org.distorted.objectlib.helpers.ObjectShape;
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ae9d9227
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leszek
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import org.distorted.objectlib.metadata.Metadata;
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626b239f
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Leszek Koltunski
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import org.distorted.objectlib.helpers.ObjectVertexEffects;
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import org.distorted.objectlib.main.InitAssets;
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361fd0de
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leszek
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import org.distorted.objectlib.metadata.ListObjects;
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626b239f
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TwistySquare0 extends TwistySquare
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{
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private int[][] mEdges;
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private int[] mQuatIndex;
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private float[][] mCenters;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ae9d9227
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leszek
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public TwistySquare0(int iconMode, Static4D quat, Static3D move, float scale, Metadata meta, InitAssets asset)
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626b239f
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Leszek Koltunski
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{
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leszek
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super(iconMode, quat, move, scale, meta, asset);
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626b239f
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Leszek Koltunski
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}
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a70b1e96
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getFactor()
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{
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return 1.3f;
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}
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626b239f
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[][] getScrambleEdges()
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{
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if( mEdges==null )
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{
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mEdges = new int[][]
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{
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{ 0,2,1,2,2,2, 9,1,10,1, 11,3,12,3,13,3 }, // 0
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{ 0,2,1,2,2,2, 11,3,12,3,13,3 }, // 1 SL
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{ 9,1,10,1, 11,4,12,4,13,4 }, // 2 LO
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{ 0,4,1,4,2,4, 9,1,10,1, }, // 3 UP
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{ 9,1,10,1, } // 4 UL
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};
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}
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return mEdges;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float[][] getCubitPositions(int[] numLayers)
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{
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if( mCenters ==null )
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{
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mCenters = new float[][]
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{
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{ 1.5f, 0.0f, 0.0f },
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{-1.5f, 0.0f, 0.0f },
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{ 1.5f, 1.0f, 1.5f },
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{ 1.5f, 1.0f,-1.5f },
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{-1.5f, 1.0f, 1.5f },
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{-1.5f, 1.0f,-1.5f },
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{ 1.5f,-1.0f, 1.5f },
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{ 1.5f,-1.0f,-1.5f },
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{-1.5f,-1.0f, 1.5f },
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{-1.5f,-1.0f,-1.5f },
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};
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}
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return mCenters;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static4D getCubitQuats(int cubit, int[] numLayers)
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{
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if( mQuatIndex==null )
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{
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mQuatIndex = new int[]
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{
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0, 2,
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0, 3, 1, 2,
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0, 3, 1, 2,
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};
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}
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return mObjectQuats[mQuatIndex[cubit]];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] getVertices(int variant)
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{
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if( variant==0 )
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{
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return new float[][]
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{
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{ -1.5f-X, 0.5f, 1.5f },
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{ 0.0f, 0.5f, 1.5f },
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{ 0.0f, 0.5f,-1.5f },
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{ -1.5f+X, 0.5f,-1.5f },
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{ -1.5f-X,-0.5f, 1.5f },
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{ 0.0f,-0.5f, 1.5f },
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{ 0.0f,-0.5f,-1.5f },
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{ -1.5f+X,-0.5f,-1.5f }
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};
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}
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else
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{
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return new float[][]
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{
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{ -1.5f-X, 0.5f, 0.0f },
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{ 0.0f, 0.5f, 0.0f },
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{ 0.0f, 0.5f,-1.5F+X },
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{ -1.5f, 0.5f,-1.5f },
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{ -1.5f-X,-0.5f, 0.0f },
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{ 0.0f,-0.5f, 0.0f },
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{ 0.0f,-0.5f,-1.5F+X },
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{ -1.5f,-0.5f,-1.5f },
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};
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectShape getObjectShape(int variant)
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{
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int[][] indices =
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{
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{4,5,1,0},
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{5,6,2,1},
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{6,7,3,2},
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{7,4,0,3},
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{0,1,2,3},
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{7,6,5,4}
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};
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return new ObjectShape(getVertices(variant), indices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectFaceShape getObjectFaceShape(int variant)
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{
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float h1 = isInIconMode() ? 0.001f : 0.04f;
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float h2 = isInIconMode() ? 0.001f : 0.02f;
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int angle = 35;
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float R = 0.2f;
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float S = 0.8f;
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float[][] bands = { {h1,angle,R,S,5,1,0}, {h2,angle,R,S,5,1,0}, {0.001f,angle,R,S,5,1,0} };
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626b239f
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Leszek Koltunski
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int[] indices;
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if( variant==0 ) indices= new int[] { 0,0,1,2,2,2 };
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else if( variant==1 ) indices= new int[] { 0,0,2,2,0,2 };
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else indices= new int[] { 0,0,2,2,2,0 };
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return new ObjectFaceShape(bands,indices,null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public ObjectVertexEffects getVertexEffects(int variant)
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{
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float[][] corners = { {0.03f,0.05f} };
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int[] indices = { 0,0,0,0,0,0,0,0 };
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float[][] centers = { { -0.75f, 0.0f, variant==0 ? 0.0f : -0.75f } };
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return FactoryCubit.generateVertexEffect(getVertices(variant),corners,indices,centers,indices);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getNumCubitVariants(int[] numLayers)
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{
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return 3;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getCubitVariant(int cubit, int[] numLayers)
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{
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return cubit<2 ? 0 : (cubit<6 ? 1:2 );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerRadius()
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{
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return 0.12f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float getStickerStroke()
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{
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return isInIconMode() ? 0.20f : 0.10f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public int[][] getBasicAngles()
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{
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return new int[][] { {4,4,4},{2,2},{4,4,4} };
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String getShortName()
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{
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361fd0de
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leszek
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return ListObjects.SQU0_3.name();
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626b239f
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public String[][] getTutorials()
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{
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return new String[][] {
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{"gb","RqFhpWTApOo","Square-0 Cube Tutorial","Michele Regano"},
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{"es","A6mGEQC06mc","Tutorial Cómo hacer un Square-0","Pablo"},
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{"fr","zMIjj46inXg","Résoudre le Square-0","rubik'sIngrid"},
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};
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}
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}
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