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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.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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TwistyDino extends TwistyObject
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{
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// the four rotation axis of a RubikDino. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
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new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
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};
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private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
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private static final int[] FACE_COLORS = new int[]
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{
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COLOR_YELLOW, COLOR_WHITE,
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COLOR_BLUE , COLOR_GREEN,
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COLOR_RED , COLOR_ORANGE
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};
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// All legal rotation quats of a RubikDino
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static final Static4D[] QUATS = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f ),
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new Static4D( 0.5f, 0.5f, 0.5f, -0.5f ),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, 0.5f, 0.5f, 0.5f ),
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new Static4D( 0.5f, 0.5f, -0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, 0.5f, -0.5f ),
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new Static4D( 0.5f, -0.5f, -0.5f, 0.5f ),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, -0.5f, 0.5f, 0.5f ),
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new Static4D( 1.0f, 0.0f, 0.0f, 0.0f ),
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new Static4D( 0.5f, 0.5f, -0.5f, 0.5f )
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};
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// centers of the 12 edges. Must be in the same order like QUATs above.
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static final float[][] CENTERS = new float[][]
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{
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{ 0.0f, 1.5f, 1.5f },
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{ 1.5f, 0.0f, 1.5f },
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{ 0.0f,-1.5f, 1.5f },
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{-1.5f, 0.0f, 1.5f },
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{ 1.5f, 1.5f, 0.0f },
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{ 1.5f,-1.5f, 0.0f },
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{-1.5f,-1.5f, 0.0f },
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{-1.5f, 1.5f, 0.0f },
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{ 0.0f, 1.5f,-1.5f },
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{ 1.5f, 0.0f,-1.5f },
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{ 0.0f,-1.5f,-1.5f },
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{-1.5f, 0.0f,-1.5f }
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};
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private static final double[][] VERTICES = new double[][]
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{
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{-1.5, 0.0, 0.0},
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{ 1.5, 0.0, 0.0},
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{ 0.0,-1.5, 0.0},
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{ 0.0, 0.0,-1.5}
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};
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private static final int[][] VERT_INDEXES = new int[][]
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{
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{2,1,0}, // counterclockwise!
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{3,0,1},
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{2,3,1},
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{3,2,0},
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ 0.0f, -1.0f/3, 0.5f, 1.0f/6, -0.5f, 1.0f/6 }
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};
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private static MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyDino(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, ObjectList obj, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, obj, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float getScreenRatio()
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{
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return 0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D[] getQuats()
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{
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return QUATS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumFaces()
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{
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return FACE_COLORS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCuts(int size)
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{
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float[] cut = new float[] { -SQ3/3, +SQ3/3 };
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return new float[][] { cut,cut,cut,cut };
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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 STICKERS.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitFaces()
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{
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return 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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return CENTERS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MeshBase createCubitMesh(int cubit, int numLayers)
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{
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if( mMeshes==null )
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{
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.clear();
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mMeshes = new MeshBase[1];
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}
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if( mMeshes[0]==null )
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{
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float[][] bands= new float[][]
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{
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{0.035f,30,0.16f,0.8f,7,2,5},
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{0.020f,45,0.16f,0.2f,3,1,2}
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};
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int[] bandIndexes = new int[] { 0,0,1,1 };
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float[][] corners = new float[][] { {0.07f,0.40f}, {0.05f,0.30f} };
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int[] cornerIndexes = new int[] { 0,0,1,1 };
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float[][] centers = new float[][] { {0.0f, -0.75f, -0.75f} };
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int[] centerIndexes = new int[] { 0,0,0,0 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES,VERT_INDEXES);
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mMeshes[0] = factory.createRoundedSolid(VERTICES, VERT_INDEXES,
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bands, bandIndexes,
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corners, cornerIndexes,
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centers, centerIndexes,
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getNumCubitFaces() );
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}
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MeshBase mesh = mMeshes[0].copy(true);
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MatrixEffectQuaternion quat = new MatrixEffectQuaternion( QUATS[cubit], new Static3D(0,0,0) );
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mesh.apply(quat,0xffffffff,0);
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return mesh;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
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{
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float R = 0.025f;
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float S = 0.05f;
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FactorySticker factory = FactorySticker.getInstance();
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factory.drawRoundedPolygon(canvas, paint, left, top, STICKERS[0], S, FACE_COLORS[face], R);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return 2.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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public Static3D[] getRotationAxis()
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{
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return ROT_AXIS;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int[] getBasicAngle()
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{
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return BASIC_ANGLE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// only needed for solvers - there are no Dino solvers ATM)
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public String retObjectString()
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{
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return "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getComplexity(int numLayers)
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{
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return 2;
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}
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}
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