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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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.ScrambleState;
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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.Static3D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract class TwistyBandagedAbstract extends TwistyObject
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{
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// the three rotation axis of a 3x3 Cube. 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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private static final int[][] mDimensions = new int[][]
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{
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{1,1,1}, // has to be X>=Z>=Y so that all
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{2,1,1}, // the faces are horizontal
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{3,1,1},
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{2,1,2},
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{2,2,2}
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};
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private static final int NUM_STICKERS = 4;
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private int[] mBasicAngle;
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private Static4D[] mQuats;
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private ObjectSticker[] mStickers;
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private Static4D[] mInitQuats;
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private int[][] mAxisMap;
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private int[][] mFaceMap;
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private Movement mMovement;
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ScrambleState[] mStates;
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float[][] POSITIONS;
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int[] QUAT_INDICES;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TwistyBandagedAbstract(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
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DistortedEffects effects, int[][] moves, ObjectList list, Resources res, int scrWidth)
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{
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super(size, size, quat, texture, mesh, effects, moves, list, res, scrWidth);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract float[][] getPositions();
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abstract int[] getQuatIndices();
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void initializeQuats()
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{
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mQuats = 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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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int[] getSolvedQuats(int cubit, int numLayers)
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{
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if( mQuats==null ) initializeQuats();
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int status = retCubitSolvedStatus(cubit,numLayers);
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return status<0 ? null : buildSolvedQuats(MovementCube.FACE_AXIS[status],mQuats);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubits()
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{
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return getPositions().length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] getCubitPosition(int cubit)
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{
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float[][] pos = getPositions();
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return ( cubit>=0 && cubit< pos.length ) ? pos[cubit] : null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getQuatIndex(int cubit)
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{
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int[] indices = getQuatIndices();
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return ( cubit>=0 && cubit< indices.length ) ? indices[cubit] : 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectShape getObjectShape(int cubit, int numLayers)
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{
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int variant = getCubitVariant(cubit,numLayers);
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final int[][] vert_indices =
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{
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{2,3,1,0},
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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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float defHeight = 0.048f;
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int[] bandIndices = new int[] { 0,0,1,1,2,2 };
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float[][] corners = new float[][] { {0.04f,0.15f} };
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int[] cornerIndices = new int[] { 0,0,0,0,0,0,0,0 };
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int[] centerIndices = new int[] { 0,1,2,3,4,5,6,7 };
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int X = mDimensions[variant][0];
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int Y = mDimensions[variant][1];
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int Z = mDimensions[variant][2];
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int maxXY = Math.max(X,Y);
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int maxXZ = Math.max(X,Z);
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int maxYZ = Math.max(Y,Z);
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double[][] vertices =
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{
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{+0.5f*X,+0.5f*Y,+0.5f*Z},
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{+0.5f*X,+0.5f*Y,-0.5f*Z},
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{+0.5f*X,-0.5f*Y,+0.5f*Z},
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{+0.5f*X,-0.5f*Y,-0.5f*Z},
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{-0.5f*X,+0.5f*Y,+0.5f*Z},
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{-0.5f*X,+0.5f*Y,-0.5f*Z},
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{-0.5f*X,-0.5f*Y,+0.5f*Z},
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{-0.5f*X,-0.5f*Y,-0.5f*Z}
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};
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float[][] bands= new float[][]
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{
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{defHeight/maxYZ,65,0.25f,0.5f,5,1,2},
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{defHeight/maxXZ,65,0.25f,0.5f,5,1,2},
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{defHeight/maxXY,65,0.25f,0.5f,5,1,2}
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};
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float[][] centers = new float[][]
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{
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{+0.5f*(X-1),+0.5f*(Y-1),+0.5f*(Z-1)},
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{+0.5f*(X-1),+0.5f*(Y-1),-0.5f*(Z-1)},
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{+0.5f*(X-1),-0.5f*(Y-1),+0.5f*(Z-1)},
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{+0.5f*(X-1),-0.5f*(Y-1),-0.5f*(Z-1)},
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{-0.5f*(X-1),+0.5f*(Y-1),+0.5f*(Z-1)},
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{-0.5f*(X-1),+0.5f*(Y-1),-0.5f*(Z-1)},
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{-0.5f*(X-1),-0.5f*(Y-1),+0.5f*(Z-1)},
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{-0.5f*(X-1),-0.5f*(Y-1),-0.5f*(Z-1)}
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};
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return new ObjectShape(vertices,vert_indices,bands,bandIndices,corners,cornerIndices,centers,centerIndices,getNumCubitFaces(), null);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuat(int cubit, int numLayers)
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{
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if( mInitQuats ==null )
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{
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mInitQuats = new Static4D[]
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{
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new Static4D( 0.0f, 0.0f, 0.0f, 1.0f), // NULL
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new Static4D( SQ2/2, 0.0f, 0.0f, -SQ2/2), // X
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new Static4D( 0.0f, SQ2/2, 0.0f, -SQ2/2), // Y
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new Static4D( 0.0f, 0.0f, SQ2/2, -SQ2/2), // Z
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new Static4D( -0.5f, +0.5f, -0.5f, +0.5f), // ZX
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new Static4D( +0.5f, +0.5f, +0.5f, -0.5f), // YX
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};
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}
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return mInitQuats[getQuatIndex(cubit)];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getNumCubitVariants(int numLayers)
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{
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return mDimensions.length;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getCubitVariant(int cubit, int numLayers)
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{
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float[][] pos = getPositions();
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if( cubit>=0 && cubit<pos.length )
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{
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int numPoints = pos[cubit].length/3;
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return numPoints==8 ? 4 : numPoints-1;
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}
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return 1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getColor(int face)
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{
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return FACE_COLORS[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ObjectSticker retSticker(int face)
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{
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if( mStickers==null )
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{
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mStickers = new ObjectSticker[NUM_STICKERS];
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int[][] stickerDimensions = new int[][]
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{
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{1,1}, // dimensions of the faces of
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{2,1}, // the cuboids defined in mDimensions
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{3,1},
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{2,2}
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};
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for(int s=0; s<NUM_STICKERS; s++)
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{
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float X = stickerDimensions[s][0];
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float Y = stickerDimensions[s][1];
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float MAX = Math.max(X,Y);
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X /= (2*MAX);
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Y /= (2*MAX);
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float R = 0.10f / MAX;
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float S = 0.08f / MAX;
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float[] coords = { -X,-Y, +X,-Y, +X,+Y, -X,+Y};
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float[] radii = new float[] {R,R,R,R};
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mStickers[s] = new ObjectSticker(coords,null,radii,S);
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}
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}
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return mStickers[face/NUM_FACE_COLORS];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float[][] getCubitPositions(int size)
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{
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int numCubits = getNumCubits();
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float[][] tmp = new float[numCubits][];
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for(int cubit=0; cubit<numCubits; cubit++)
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{
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tmp[cubit] = getCubitPosition(cubit);
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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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if( mQuats==null ) initializeQuats();
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return mQuats;
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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 getNumFaceColors()
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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[3][numLayers-1];
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for(int i=0; i<numLayers-1; i++)
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{
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float cut = (2-numLayers)*0.5f + i;
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cuts[0][i] = cut;
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cuts[1][i] = cut;
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cuts[2][i] = cut;
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}
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return cuts;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int getSolvedFunctionIndex()
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{
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return 0;
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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 NUM_STICKERS;
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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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private int retStickerIndex(int horzSize, int vertSize)
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{
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switch(horzSize)
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{
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case 1: return 0;
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case 2: return vertSize==1 ? 1:3;
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case 3: return 2;
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int getStickerIndex(int cubitface, int[] dim)
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{
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switch(cubitface)
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{
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case 0: case 1: return retStickerIndex(dim[2],dim[1]);
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case 2: case 3: return retStickerIndex(dim[0],dim[2]);
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case 4: case 5: return retStickerIndex(dim[0],dim[1]);
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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414
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int getFaceColor(int cubit, int cubitface, int numLayers)
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{
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if( mFaceMap==null )
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{
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// cubitface=2 when rotated by quatIndex=1 gets moved to position mFaceMap[2][1]
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mFaceMap = new int[][]
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{
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{0,0,5,2,4,2},
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{1,1,4,3,5,3},
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{2,4,2,1,1,4},
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{3,5,3,0,0,5},
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{4,3,0,4,3,0},
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{5,2,1,5,2,1}
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};
|
429
|
}
|
430
|
|
431
|
if( mAxisMap==null )
|
432
|
{
|
433
|
// axis=1 when rotated by quatIndex=2 gets moved to axis mAxisMap[1][2]
|
434
|
mAxisMap = new int[][] { {0,0,2,1,2,1}, {1,2,1,0,0,2}, {2,1,0,2,1,0} };
|
435
|
}
|
436
|
|
437
|
int variant = getCubitVariant(cubit,numLayers);
|
438
|
int[] dim = mDimensions[variant];
|
439
|
float[] pos = getCubitPosition(cubit);
|
440
|
int stickerIndex = getStickerIndex(cubitface,dim);
|
441
|
int quatIndex = getQuatIndex(cubit);
|
442
|
int face = mFaceMap[cubitface][quatIndex];
|
443
|
int multiplier = (face%2)==0 ? 1:-1;
|
444
|
int posIndex = face/2;
|
445
|
int dimIndex = mAxisMap[posIndex][quatIndex];
|
446
|
|
447
|
float position = 0.0f;
|
448
|
int len = pos.length/3;
|
449
|
for(int i=0; i<len; i++) position += pos[3*i+posIndex];
|
450
|
position /= len;
|
451
|
|
452
|
boolean reaches = multiplier*position + dim[dimIndex]*0.5f > (numLayers-1)*0.5f;
|
453
|
|
454
|
return reaches ? stickerIndex*NUM_FACE_COLORS + face : NUM_TEXTURES;
|
455
|
}
|
456
|
|
457
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
458
|
|
459
|
float returnMultiplier()
|
460
|
{
|
461
|
return getNumLayers();
|
462
|
}
|
463
|
|
464
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
465
|
// PUBLIC API
|
466
|
|
467
|
public Static3D[] getRotationAxis()
|
468
|
{
|
469
|
return ROT_AXIS;
|
470
|
}
|
471
|
|
472
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
473
|
|
474
|
public Movement getMovement()
|
475
|
{
|
476
|
if( mMovement==null ) mMovement = new MovementCube();
|
477
|
return mMovement;
|
478
|
}
|
479
|
|
480
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
481
|
|
482
|
public int[] getBasicAngle()
|
483
|
{
|
484
|
if( mBasicAngle ==null ) mBasicAngle = new int[] { 4,4,4 };
|
485
|
return mBasicAngle;
|
486
|
}
|
487
|
}
|