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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.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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import java.util.Random;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class TwistyCube extends TwistyObject
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{
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// the three rotation axis of a RubikCube. Must be normalized.
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static final Static3D[] ROT_AXIS = new Static3D[]
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{
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new Static3D(1,0,0),
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new Static3D(0,1,0),
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new Static3D(0,0,1)
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};
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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 RubikCube of any size.
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// Here's how to compute this:
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// 1) compute how many rotations there are (RubikCube of any size = 24)
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// 2) take the AXIS, angles of rotation (90 in RubikCube's case) compute the basic quaternions
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// (i.e. rotations of 1 basic angle along each of the axis) and from there start semi-randomly
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// multiplying them and eventually you'll find all (24) legal rotations.
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// Example program in C, res/raw/compute_quats.c , is included.
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private 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( 1.0f, 0.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 1.0f, 0.0f, 0.0f),
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new Static4D( 0.0f, 0.0f, 1.0f, 0.0f),
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new Static4D( SQ2/2, SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, -SQ2/2, 0.0f , 0.0f),
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new Static4D( SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D(-SQ2/2, 0.0f, SQ2/2, 0.0f),
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new Static4D( SQ2/2, 0.0f, 0.0f, SQ2/2),
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2),
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new Static4D( 0.0f, SQ2/2, SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, -SQ2/2, 0.0f),
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new Static4D( 0.0f, SQ2/2, 0.0f, SQ2/2),
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, SQ2/2),
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2),
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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( -0.5f, 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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};
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private static final double[][] VERTICES = new double[][]
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{
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{ 0.5, 0.5, 0.5 },
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{ 0.5, 0.5,-0.5 },
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{ 0.5,-0.5, 0.5 },
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{ 0.5,-0.5,-0.5 },
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{-0.5, 0.5, 0.5 },
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{-0.5, 0.5,-0.5 },
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{-0.5,-0.5, 0.5 },
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{-0.5,-0.5,-0.5 },
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};
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private static final int[][] VERT_INDEXES = new int[][]
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{
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{2,3,1,0}, // counterclockwise!
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{7,6,4,5},
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{4,0,1,5},
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{7,3,2,6},
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{6,2,0,4},
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{3,7,5,1}
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};
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private static final float[][] STICKERS = new float[][]
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{
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{ -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f }
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};
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private static MeshBase[] mMeshes;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyCube(int size, Static4D quat, DistortedTexture texture,
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MeshSquare mesh, 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.CUBE, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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double[][] getVertices(int cubitType)
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{
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return VERTICES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[][] getVertIndexes(int cubitType)
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{
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return VERT_INDEXES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// in the sense of shape, there's always only 1 cubit type.
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int getNumCubitTypes(int numLayers)
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{
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return 1;
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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[ObjectList.CUBE.getNumVariants()];
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}
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int ordinal= ObjectList.CUBE.ordinal();
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int index = ObjectList.getSizeIndex(ordinal,getNumLayers());
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if( mMeshes[index]==null )
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{
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int extraI, extraV, num;
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switch(numLayers)
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{
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case 2 : num = 6; extraI = 2; extraV = 2; break;
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case 3 : num = 5; extraI = 2; extraV = 2; break;
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case 4 : num = 5; extraI = 1; extraV = 2; break;
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default: num = 5; extraI = 1; extraV = 0; break;
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}
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float[][] bands = new float[][] { {0.038f,35,0.5f,0.7f,num,extraI,extraV} };
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int[] bandIndexes = new int[] { 0,0,0,0,0,0};
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float[][] corners = new float[][] { {0.036f,0.12f} };
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int[] cornerIndexes = new int[] { 0,0,0,0,0,0,0,0 };
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float[][] centers = new float[][] { {0.0f, 0.0f, 0.0f} };
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int[] centerIndexes = new int[] { 0,0,0,0,0,0,0,0 };
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FactoryCubit factory = FactoryCubit.getInstance();
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factory.createNewFaceTransform(VERTICES,VERT_INDEXES);
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mMeshes[index] = 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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return mMeshes[index].copy(true);
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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 = 0.10f;
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float S = 0.08f;
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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[][] getCubitPositions(int numLayers)
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{
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int numCubits = numLayers>1 ? 6*numLayers*numLayers - 12*numLayers + 8 : 1;
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float[][] tmp = new float[numCubits][];
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float diff = 0.5f*(numLayers-1);
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int currentPosition = 0;
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for(int x = 0; x<numLayers; x++)
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for(int y = 0; y<numLayers; y++)
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for(int z = 0; z<numLayers; z++)
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if( x==0 || x==numLayers-1 || y==0 || y==numLayers-1 || z==0 || z==numLayers-1 )
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{
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tmp[currentPosition++] = new float[] {x-diff,y-diff,z-diff};
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}
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return tmp;
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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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boolean shouldResetTextureMaps()
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{
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return false;
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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 numLayers)
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{
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float[] cuts = new float[numLayers-1];
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for(int i=0; i<numLayers-1; i++)
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{
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cuts[i] = (2-numLayers)*0.5f + i;
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}
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return cuts;
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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 FACE_COLORS.length;
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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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int getFaceColor(int cubit, int cubitface, int size)
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{
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return CUBITS[cubit].mRotationRow[cubitface/2] == (cubitface%2==0 ? (1<<(size-1)):1) ? cubitface : NUM_FACES;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnMultiplier()
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{
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return getNumLayers();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[] getRowChances(int numLayers)
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{
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float[] chances = new float[numLayers];
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for(int i=0; i<numLayers; i++)
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{
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chances[i] = (i+1.0f) / numLayers;
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}
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return chances;
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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 4;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void randomizeNewScramble(int[][] scramble, Random rnd, int num)
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{
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if( num==0 )
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{
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scramble[num][0] = rnd.nextInt(ROTATION_AXIS.length);
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}
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else
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{
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int newVector = rnd.nextInt(ROTATION_AXIS.length-1);
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scramble[num][0] = (newVector>=scramble[num-1][0] ? newVector+1 : newVector);
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}
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float rowFloat = rnd.nextFloat();
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for(int row=0; row<mRowChances.length; row++)
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{
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if( rowFloat<=mRowChances[row] )
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{
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scramble[num][1] = row;
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break;
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}
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}
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switch( rnd.nextInt(4) )
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{
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case 0: scramble[num][2] = -2; break;
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case 1: scramble[num][2] = -1; break;
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case 2: scramble[num][2] = 1; break;
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case 3: scramble[num][2] = 2; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean isSolved()
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{
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int index = CUBITS[0].mQuatIndex;
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for(int i=1; i<NUM_CUBITS; i++)
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{
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if( thereIsVisibleDifference(CUBITS[i], index) ) return false;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// order: Up --> Right --> Front --> Down --> Left --> Back
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// (because the first implemented Solver - the two-phase Cube3 one - expects such order)
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//
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// Solved 3x3x3 Cube maps to "UUUUUUUUURRRRRRRRRFFFFFFFFFDDDDDDDDDLLLLLLLLLBBBBBBBBB"
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//
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// s : size of the cube; let index = a*s + b (i.e. a,b = row,column)
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//
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// Up : index --> b<s-1 ? (s-1)*(s+4b)+a : 6*s*s -13*s +8 +a
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// Right : index --> 6*s*s - 12*s + 7 - index
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// Front : index --> if b==0 : s*s - 1 - index
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// if b==s-1: 6*s*s -11*s +6 - index
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// else
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// a==0: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-2) + s
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// else: s*s + s-1 + 4*(b-1)*(s-1) + 2*(s-1-a)
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// Down : index --> b==0 ? (s-1-a) : s*s + s-1 + 4*(b-1)*(s-1) - a
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// Left : index --> (s-1-a)*s + b
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// Back : index --> if b==s-1: s*(s-1-a)
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// if b==0 : 5*s*s -12*s + 8 + (s-1-a)*s
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// else
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// if a==s-1: s*s + 4*(s-2-b)*(s-1)
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// else : s*s + 4*(s-2-b)*(s-1) + s + (s-2-a)*2
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400
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public String retObjectString()
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{
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StringBuilder objectString = new StringBuilder();
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int layers = getNumLayers();
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int len = layers*layers;
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int cubitIndex, row, col, color,face;
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407
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final int RIGHT= 0;
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final int LEFT = 1;
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final int UP = 2;
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final int DOWN = 3;
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final int FRONT= 4;
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final int BACK = 5;
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// 'I' - interior, theoretically can happen
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final char[] FACE_NAMES = { 'R', 'L', 'U', 'D', 'F', 'B', 'I'};
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face = UP;
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for(int i=0; i<len; i++)
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{
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row = i/layers;
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col = i%layers;
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425
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cubitIndex = col<layers-1 ? (layers-1)*(layers+4*col) + row : 6*layers*layers - 13*layers + 8 + row;
|
426
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
427
|
objectString.append(FACE_NAMES[color]);
|
428
|
}
|
429
|
|
430
|
face = RIGHT;
|
431
|
|
432
|
for(int i=0; i<len; i++)
|
433
|
{
|
434
|
cubitIndex = 6*layers*layers - 12*layers +7 - i;
|
435
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
436
|
objectString.append(FACE_NAMES[color]);
|
437
|
}
|
438
|
|
439
|
face = FRONT;
|
440
|
|
441
|
for(int i=0; i<len; i++)
|
442
|
{
|
443
|
row = i/layers;
|
444
|
col = i%layers;
|
445
|
|
446
|
if( col==layers-1 ) cubitIndex = 6*layers*layers - 11*layers + 6 -i;
|
447
|
else if( col==0 ) cubitIndex = layers*layers - 1 - i;
|
448
|
else
|
449
|
{
|
450
|
if( row==0 ) cubitIndex = layers*layers + layers-1 + 4*(col-1)*(layers-1) + 2*(layers-2) + layers;
|
451
|
else cubitIndex = layers*layers + layers-1 + 4*(col-1)*(layers-1) + 2*(layers-1-row);
|
452
|
}
|
453
|
|
454
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
455
|
objectString.append(FACE_NAMES[color]);
|
456
|
}
|
457
|
|
458
|
face = DOWN;
|
459
|
|
460
|
for(int i=0; i<len; i++)
|
461
|
{
|
462
|
row = i/layers;
|
463
|
col = i%layers;
|
464
|
|
465
|
cubitIndex = col==0 ? layers-1-row : layers*layers + layers-1 + 4*(col-1)*(layers-1) - row;
|
466
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
467
|
objectString.append(FACE_NAMES[color]);
|
468
|
}
|
469
|
|
470
|
face = LEFT;
|
471
|
|
472
|
for(int i=0; i<len; i++)
|
473
|
{
|
474
|
row = i/layers;
|
475
|
col = i%layers;
|
476
|
|
477
|
cubitIndex = (layers-1-row)*layers + col;
|
478
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
479
|
objectString.append(FACE_NAMES[color]);
|
480
|
}
|
481
|
|
482
|
face = BACK;
|
483
|
|
484
|
for(int i=0; i<len; i++)
|
485
|
{
|
486
|
row = i/layers;
|
487
|
col = i%layers;
|
488
|
|
489
|
if( col==layers-1 ) cubitIndex = layers*(layers-1-row);
|
490
|
else if( col==0 ) cubitIndex = 5*layers*layers - 12*layers + 8 + (layers-1-row)*layers;
|
491
|
else
|
492
|
{
|
493
|
if( row==layers-1 ) cubitIndex = layers*layers + 4*(layers-2-col)*(layers-1);
|
494
|
else cubitIndex = layers*layers + 4*(layers-2-col)*(layers-1) + layers + 2*(layers-2-row);
|
495
|
}
|
496
|
|
497
|
color = getCubitFaceColorIndex(cubitIndex,face);
|
498
|
objectString.append(FACE_NAMES[color]);
|
499
|
}
|
500
|
|
501
|
return objectString.toString();
|
502
|
}
|
503
|
|
504
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
505
|
|
506
|
public int getObjectName(int numLayers)
|
507
|
{
|
508
|
switch(numLayers)
|
509
|
{
|
510
|
case 2: return R.string.cube2;
|
511
|
case 3: return R.string.cube3;
|
512
|
case 4: return R.string.cube4;
|
513
|
case 5: return R.string.cube5;
|
514
|
}
|
515
|
return R.string.cube3;
|
516
|
}
|
517
|
|
518
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
519
|
|
520
|
public int getInventor(int numLayers)
|
521
|
{
|
522
|
switch(numLayers)
|
523
|
{
|
524
|
case 2: return R.string.cube2_inventor;
|
525
|
case 3: return R.string.cube3_inventor;
|
526
|
case 4: return R.string.cube4_inventor;
|
527
|
case 5: return R.string.cube5_inventor;
|
528
|
}
|
529
|
return R.string.cube3_inventor;
|
530
|
}
|
531
|
|
532
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
533
|
|
534
|
public int getComplexity(int numLayers)
|
535
|
{
|
536
|
switch(numLayers)
|
537
|
{
|
538
|
case 2: return 4;
|
539
|
case 3: return 6;
|
540
|
case 4: return 8;
|
541
|
case 5: return 10;
|
542
|
}
|
543
|
return 6;
|
544
|
}
|
545
|
}
|