use of javafx.scene.shape.TriangleMesh in project FXyzLib by Birdasaur.
the class TetrahedronMesh method createTetrahedron.
private TriangleMesh createTetrahedron(double height) {
TriangleMesh mesh = new TriangleMesh();
float he = (float) height;
mesh.getPoints().addAll(// /point O
0, // /point O
0, // /point O
(float) (-he / 4), // /point A
0, // /point A
(float) (he / (Math.sqrt(3))), // /point A
(float) (he / 4), // /point B
(float) (-he / 2), // /point B
(float) (-he / (2 * Math.sqrt(3))), // /point B
(float) (he / 4), // /point C
(float) (he / 2), // /point C
(float) (-he / (2 * Math.sqrt(3))), // /point C
(float) (he / 4));
mesh.getTexCoords().addAll(0, 0);
mesh.getFaces().addAll(// A-O-B
1, // A-O-B
0, // A-O-B
0, // A-O-B
0, // A-O-B
2, // A-O-B
0, // B-O-C
2, // B-O-C
0, // B-O-C
0, // B-O-C
0, // B-O-C
3, // B-O-C
0, // C-O-A
3, // C-O-A
0, // C-O-A
0, // C-O-A
0, // C-O-A
1, // C-O-A
0, // A-B-C
1, // A-B-C
0, // A-B-C
2, // A-B-C
0, // A-B-C
3, // A-B-C
0);
return mesh;
}
use of javafx.scene.shape.TriangleMesh in project FXyzLib by Birdasaur.
the class TexturedMesh method createMesh.
protected TriangleMesh createMesh() {
TriangleMesh triangleMesh = new TriangleMesh();
triangleMesh.getPoints().setAll(helper.updateVertices(listVertices));
switch(textureType.get()) {
case NONE:
triangleMesh.getTexCoords().setAll(textureCoords);
triangleMesh.getFaces().setAll(helper.updateFacesWithTextures(listFaces, listTextures));
break;
case PATTERN:
if (areaMesh.getHeight() > 0 && areaMesh.getWidth() > 0) {
triangleMesh.getTexCoords().setAll(helper.updateTexCoordsWithPattern((int) rectMesh.getWidth(), (int) rectMesh.getHeight(), patternScale.get(), areaMesh.getHeight() / areaMesh.getWidth()));
} else {
triangleMesh.getTexCoords().setAll(helper.updateTexCoordsWithPattern((int) rectMesh.getWidth(), (int) rectMesh.getHeight(), patternScale.get()));
}
triangleMesh.getFaces().setAll(helper.updateFacesWithTextures(listFaces, listTextures));
break;
case IMAGE:
triangleMesh.getTexCoords().setAll(textureCoords);
if (listTextures.size() > 0) {
triangleMesh.getFaces().setAll(helper.updateFacesWithTextures(listFaces, listTextures));
} else {
triangleMesh.getFaces().setAll(helper.updateFacesWithVertices(listFaces));
}
break;
case COLORED_VERTICES_1D:
triangleMesh.getTexCoords().setAll(helper.getTexturePaletteArray());
triangleMesh.getFaces().setAll(helper.updateFacesWithFunctionMap(listVertices, listFaces));
break;
case COLORED_VERTICES_3D:
triangleMesh.getTexCoords().setAll(helper.getTexturePaletteArray());
triangleMesh.getFaces().setAll(helper.updateFacesWithDensityMap(listVertices, listFaces));
break;
case COLORED_FACES:
triangleMesh.getTexCoords().setAll(helper.getTexturePaletteArray());
triangleMesh.getFaces().setAll(helper.updateFacesWithFaces(listFaces));
break;
}
// 0 == hard edges
int[] faceSmoothingGroups = new int[listFaces.size()];
// 1: soft edges, all the faces in same surface
Arrays.fill(faceSmoothingGroups, 1);
if (smoothingGroups != null) {
// for(int i=0; i<smoothingGroups.length; i++){
// System.out.println("i: "+smoothingGroups[i]);
// }
triangleMesh.getFaceSmoothingGroups().addAll(smoothingGroups);
} else {
triangleMesh.getFaceSmoothingGroups().addAll(faceSmoothingGroups);
}
System.out.println("nodes: " + listVertices.size() + ", faces: " + listFaces.size());
return triangleMesh;
}
use of javafx.scene.shape.TriangleMesh in project FXyzLib by Birdasaur.
the class TetrahedraMesh method createTetrahedra.
private TriangleMesh createTetrahedra(float height, int level) {
TriangleMesh m0 = null;
if (level > 0) {
m0 = createTetrahedra(height, level - 1);
}
if (level == 0) {
a = new Affine();
float hw = height;
if (center.get() != null) {
a = a.createConcatenation(new Translate(center.get().x, center.get().y, center.get().z));
}
final float[] baseVertices = new float[] { 0f, 0f, 0.612372f * hw, -0.288675f * hw, -0.5f * hw, -0.204124f * hw, -0.288675f * hw, 0.5f * hw, -0.204124f * hw, 0.57735f * hw, 0f, -0.204124f * hw };
final float[] baseTexCoords = new float[] { 0f, 0f, 0.5f, 0.866025f, 1f, 0f, 1f, 1.73205f, 1.5f, 0.866025f, 2f, 0f };
final int[] baseTexture = new int[] { 0, 2, 1, 3, 1, 4, 2, 4, 1, 4, 2, 5 };
final List<Integer> baseFaces = Arrays.asList(1, 2, 3, 2, 1, 0, 3, 0, 1, 0, 3, 2);
for (int i = 0; i < baseVertices.length / 3; i++) {
Point3D ta = transform(baseVertices[3 * i], baseVertices[3 * i + 1], baseVertices[3 * i + 2]);
baseVertices[3 * i] = ta.x;
baseVertices[3 * i + 1] = ta.y;
baseVertices[3 * i + 2] = ta.z;
}
points0 = baseVertices;
numVertices = baseVertices.length / 3;
texCoord0 = baseTexCoords;
numTexCoords = baseTexCoords.length / 2;
faces0 = IntStream.range(0, baseFaces.size() / 3).mapToObj(i -> IntStream.of(baseFaces.get(3 * i), baseTexture[3 * i], baseFaces.get(3 * i + 1), baseTexture[3 * i + 1], baseFaces.get(3 * i + 2), baseTexture[3 * i + 2])).flatMapToInt(i -> i).toArray();
numFaces = baseFaces.size() / 3;
} else if (m0 != null) {
points0 = new float[numVertices * m0.getPointElementSize()];
m0.getPoints().toArray(points0);
}
List<Point3D> points1 = IntStream.range(0, numVertices).mapToObj(i -> new Point3D(points0[3 * i], points0[3 * i + 1], points0[3 * i + 2])).collect(Collectors.toList());
if (level > 0 && m0 != null) {
texCoord0 = new float[numTexCoords * m0.getTexCoordElementSize()];
m0.getTexCoords().toArray(texCoord0);
}
texCoord1 = IntStream.range(0, numTexCoords).mapToObj(i -> new Point2D(texCoord0[2 * i], texCoord0[2 * i + 1])).collect(Collectors.toList());
if (level > 0 && m0 != null) {
faces0 = new int[numFaces * m0.getFaceElementSize()];
m0.getFaces().toArray(faces0);
}
List<Face3> faces1 = IntStream.range(0, numFaces).mapToObj(i -> new Face3(faces0[6 * i], faces0[6 * i + 2], faces0[6 * i + 4])).collect(Collectors.toList());
index.set(points1.size());
map.clear();
listVertices.clear();
listFaces.clear();
listVertices.addAll(points1);
faces1.forEach(face -> {
int v1 = face.p0;
int v2 = face.p1;
int v3 = face.p2;
if (level > 0) {
int a = getMiddle(v1, points1.get(v1), v2, points1.get(v2));
int b = getMiddle(v2, points1.get(v2), v3, points1.get(v3));
int c = getMiddle(v3, points1.get(v3), v1, points1.get(v1));
listFaces.add(new Face3(v1, a, c));
listFaces.add(new Face3(v2, b, a));
listFaces.add(new Face3(v3, c, b));
listFaces.add(new Face3(a, b, c));
} else {
listFaces.add(new Face3(v1, v2, v3));
}
});
map.clear();
numVertices = listVertices.size();
numFaces = listFaces.size();
List<Face3> textures1;
if (level == 0) {
textures1 = IntStream.range(0, faces0.length / 6).mapToObj(i -> new Face3(faces0[6 * i + 1], faces0[6 * i + 3], faces0[6 * i + 5])).collect(Collectors.toList());
} else {
textures1 = listTextures.stream().map(t -> t).collect(Collectors.toList());
}
index.set(texCoord1.size());
listTextures.clear();
textures1.forEach(face -> {
int v1 = face.p0;
int v2 = face.p1;
int v3 = face.p2;
if (level > 0) {
int a = getMiddle(v1, texCoord1.get(v1), v2, texCoord1.get(v2));
int b = getMiddle(v2, texCoord1.get(v2), v3, texCoord1.get(v3));
int c = getMiddle(v3, texCoord1.get(v3), v1, texCoord1.get(v1));
listTextures.add(new Face3(v1, a, c));
listTextures.add(new Face3(v2, b, a));
listTextures.add(new Face3(v3, c, b));
listTextures.add(new Face3(a, b, c));
} else {
listTextures.add(new Face3(v1, v2, v3));
}
});
map.clear();
texCoord0 = texCoord1.stream().flatMapToDouble(p -> DoubleStream.of(p.getX(), p.getY())).collect(() -> new FloatCollector(texCoord1.size() * 2), FloatCollector::add, FloatCollector::join).toArray();
numTexCoords = texCoord0.length / 2;
textureCoords = texCoord0;
if (level == getLevel()) {
areaMesh.setWidth(2f * height);
areaMesh.setHeight(height * Math.sqrt(3));
// 1<<j -> bitset, 00100. Otherwise: 000111 will mean they are shared
smoothingGroups = IntStream.range(0, listFaces.size()).map(i -> 1 << (i / (listFaces.size() / 4))).toArray();
// smoothing groups based on 3DViewer -> same result
// float[] normals=new float[]{1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1};
// int[] newFaces = IntStream.range(0, listFaces.size())
// .mapToObj(i->IntStream.of((int)listFaces.get(i).x, (int)listFaces.get(i).x,
// (int)listFaces.get(i).y, (int)listFaces.get(i).y,
// (int)listFaces.get(i).z, (int)listFaces.get(i).z))
// .flatMapToInt(i->i).toArray();
// int[] newFaceNormals = IntStream.range(0,listFaces.size()).mapToObj(i->{
// int j=(i/(listFaces.size()/6));
// return IntStream.of(j,j,j);
// }).flatMapToInt(i->i).toArray();
// smoothingGroups=SmoothingGroups.calcSmoothGroups(new TriangleMesh(), newFaces, newFaceNormals, normals);
}
return createMesh();
}
use of javafx.scene.shape.TriangleMesh in project FXyzLib by Birdasaur.
the class PrismMesh method createCylinder.
private TriangleMesh createCylinder(float radius, float height, int level) {
TriangleMesh m0 = null;
if (level > 0) {
m0 = createCylinder(radius, height, level - 1);
}
if (level == 0) {
int div = DEFAULT_DIVISIONS > 3 ? DEFAULT_DIVISIONS : 3;
if (getSectionType() != TriangleMeshHelper.SectionType.CIRCLE) {
div = getSectionType().getSides() * ((int) (div / getSectionType().getSides()) + 1);
}
if (getAxisOrigin() != null && getAxisEnd() != null) {
Point3D dir = getAxisEnd().substract(getAxisOrigin()).crossProduct(new Point3D(0, -1, 0));
double angle = Math.acos(getAxisEnd().substract(getAxisOrigin()).normalize().dotProduct(new Point3D(0, -1, 0)));
a = a.createConcatenation(new Translate(getAxisOrigin().x, getAxisOrigin().y - height / 2d, getAxisOrigin().z)).createConcatenation(new Rotate(-Math.toDegrees(angle), 0d, height / 2d, 0d, new javafx.geometry.Point3D(dir.x, -dir.y, dir.z)));
}
int nPoints = 2 * div + 2;
float r = radius;
float h = height;
final float[] baseVertices = new float[nPoints * 3];
// base at y=h/2
for (int i = 0; i < div; i++) {
double ang = i * 2d * Math.PI / div;
double pol = polygonalSection(ang);
Point3D ta = transform(r * pol * Math.cos(ang), h / 2, r * pol * Math.sin(ang));
baseVertices[3 * i] = ta.x;
baseVertices[3 * i + 1] = ta.y;
baseVertices[3 * i + 2] = ta.z;
// baseVertices[3*i]=(float)(r*pol*Math.cos(ang));
// baseVertices[3*i+1]=h/2;
// baseVertices[3*i+2]=(float)(r*pol*Math.sin(ang));
}
// top at y=-h/2
for (int i = div; i < 2 * div; i++) {
double ang = i * 2d * Math.PI / div;
double pol = polygonalSection(ang);
Point3D ta = transform(r * pol * Math.cos(ang), -h / 2, r * pol * Math.sin(ang));
baseVertices[3 * i] = ta.x;
baseVertices[3 * i + 1] = ta.y;
baseVertices[3 * i + 2] = ta.z;
// baseVertices[3*i]=(float)(r*pol*Math.cos(ang));
// baseVertices[3*i+1]=-h/2;
// baseVertices[3*i+2]=(float)(r*pol*Math.sin(ang));
}
Point3D ta = transform(0, h / 2, 0);
baseVertices[6 * div] = ta.x;
baseVertices[6 * div + 1] = ta.y;
baseVertices[6 * div + 2] = ta.z;
ta = transform(0, -h / 2, 0);
baseVertices[6 * div + 3] = ta.x;
baseVertices[6 * div + 4] = ta.y;
baseVertices[6 * div + 5] = ta.z;
// baseVertices[6*div]=0f;
// baseVertices[6*div+1]=h/2f;
// baseVertices[6*div+2]=0f;
// baseVertices[6*div+3]=0f;
// baseVertices[6*div+4]=-h/2f;
// baseVertices[6*div+5]=0f;
int nTextCoords = div * 4 + 6;
float rect = (float) polygonalSize(r);
float L = (float) (r + 2d * Math.PI * r);
float H = 4f * r + h;
final float[] baseTexCoords = new float[nTextCoords * 2];
// u right ,v up
for (int i = 0; i <= div; i++) {
baseTexCoords[2 * i] = (float) (r + i * rect / div) / L;
baseTexCoords[2 * i + 1] = (float) (2f * r + h) / H;
}
for (int i = 0; i <= div; i++) {
baseTexCoords[2 * div + 2 * i + 2] = (float) (r + i * rect / div) / L;
baseTexCoords[2 * div + 2 * i + 3] = (float) (2f * r) / H;
}
for (int i = 0; i <= div; i++) {
double ang = i * 2d * Math.PI / div;
double pol = polygonalSection(ang);
baseTexCoords[4 * div + 2 * i + 4] = (float) (r + r * pol * Math.sin(ang)) / L;
baseTexCoords[4 * div + 2 * i + 5] = (float) (3f * r + h - r * pol * Math.cos(ang)) / H;
}
for (int i = 0; i <= div; i++) {
double ang = i * 2d * Math.PI / div;
double pol = polygonalSection(ang);
baseTexCoords[6 * div + 2 * i + 6] = (float) (r + r * pol * Math.sin(ang)) / L;
baseTexCoords[6 * div + 2 * i + 7] = (float) (r + r * pol * Math.cos(ang)) / H;
}
baseTexCoords[8 * div + 8] = r / L;
baseTexCoords[8 * div + 9] = (3f * r + h) / H;
baseTexCoords[8 * div + 10] = r / L;
baseTexCoords[8 * div + 11] = r / H;
int nFaces = div * 4;
final int[] baseTexture = new int[nFaces * 3];
final int[] baseFaces = new int[nFaces * 3];
for (int i = 0; i < div; i++) {
int p1 = i + 1;
int p2 = i + div;
int p3 = i + div + 1;
baseFaces[6 * i] = i;
baseFaces[6 * i + 1] = p1 == div ? 0 : p1;
baseFaces[6 * i + 2] = p2;
baseFaces[6 * i + 3] = p3 % div == 0 ? p3 - div : p3;
baseFaces[6 * i + 4] = p2;
baseFaces[6 * i + 5] = p1 == div ? 0 : p1;
baseTexture[6 * i] = i;
baseTexture[6 * i + 1] = p1;
baseTexture[6 * i + 2] = p2 + 1;
baseTexture[6 * i + 3] = p3 + 1;
baseTexture[6 * i + 4] = p2 + 1;
baseTexture[6 * i + 5] = p1;
}
for (int i = 0; i < div; i++) {
int p1 = div * 2;
int p2 = i + 1;
baseFaces[6 * div + 3 * i] = i;
baseFaces[6 * div + 3 * i + 1] = p1;
baseFaces[6 * div + 3 * i + 2] = p2 == div ? 0 : p2;
baseTexture[6 * div + 3 * i] = (div + 1) * 2 + i;
baseTexture[6 * div + 3 * i + 1] = (div + 1) * 4;
baseTexture[6 * div + 3 * i + 2] = (div + 1) * 2 + i + 1;
}
for (int i = 0; i < div; i++) {
int p1 = div * 2 + 1;
int p2 = i + 1 + div;
baseFaces[9 * div + 3 * i] = i + div;
baseFaces[9 * div + 3 * i + 1] = p2 % div == 0 ? p2 - div : p2;
baseFaces[9 * div + 3 * i + 2] = p1;
baseTexture[9 * div + 3 * i] = (div + 1) * 3 + i;
baseTexture[9 * div + 3 * i + 1] = (div + 1) * 3 + i + 1;
baseTexture[9 * div + 3 * i + 2] = (div + 1) * 4 + 1;
}
points0 = baseVertices;
numVertices = baseVertices.length / 3;
texCoord0 = baseTexCoords;
numTexCoords = baseTexCoords.length / 2;
faces0 = IntStream.range(0, baseFaces.length / 3).mapToObj(i -> IntStream.of(baseFaces[3 * i], baseTexture[3 * i], baseFaces[3 * i + 1], baseTexture[3 * i + 1], baseFaces[3 * i + 2], baseTexture[3 * i + 2])).flatMapToInt(i -> i).toArray();
numFaces = baseFaces.length / 3;
} else if (m0 != null) {
points0 = new float[numVertices * m0.getPointElementSize()];
m0.getPoints().toArray(points0);
}
final float h = height;
List<Point3D> points1 = IntStream.range(0, numVertices).mapToObj(i -> {
Point3D p = new Point3D(points0[3 * i], points0[3 * i + 1], points0[3 * i + 2]);
// f = h of local cylinder from 0 on top (ini) to 1 on bottom (end)
p.f = (h / 2 - unTransform(p).y) / h;
return p;
}).collect(Collectors.toList());
// points1.forEach(p->System.out.print(" "+p.f));
if (level > 0 && m0 != null) {
texCoord0 = new float[numTexCoords * m0.getTexCoordElementSize()];
m0.getTexCoords().toArray(texCoord0);
}
texCoord1 = IntStream.range(0, numTexCoords).mapToObj(i -> new Point2D(texCoord0[2 * i], texCoord0[2 * i + 1])).collect(Collectors.toList());
if (level > 0 && m0 != null) {
faces0 = new int[numFaces * m0.getFaceElementSize()];
m0.getFaces().toArray(faces0);
}
List<Face3> faces1 = IntStream.range(0, numFaces).mapToObj(i -> new Face3(faces0[6 * i], faces0[6 * i + 2], faces0[6 * i + 4])).collect(Collectors.toList());
index.set(points1.size());
map.clear();
listVertices.clear();
listFaces.clear();
listVertices.addAll(points1);
faces1.forEach(face -> {
int v1 = face.p0;
int v2 = face.p1;
int v3 = face.p2;
if (level > 0) {
int a = getMiddle(v1, points1.get(v1), v2, points1.get(v2));
int b = getMiddle(v2, points1.get(v2), v3, points1.get(v3));
int c = getMiddle(v3, points1.get(v3), v1, points1.get(v1));
listFaces.add(new Face3(v1, a, c));
listFaces.add(new Face3(v2, b, a));
listFaces.add(new Face3(v3, c, b));
listFaces.add(new Face3(a, b, c));
} else {
listFaces.add(new Face3(v1, v2, v3));
}
});
map.clear();
numVertices = listVertices.size();
numFaces = listFaces.size();
List<Face3> textures1;
if (level == 0) {
textures1 = IntStream.range(0, faces0.length / 6).mapToObj(i -> new Face3(faces0[6 * i + 1], faces0[6 * i + 3], faces0[6 * i + 5])).collect(Collectors.toList());
} else {
textures1 = listTextures.stream().map(t -> t).collect(Collectors.toList());
}
index.set(texCoord1.size());
listTextures.clear();
textures1.forEach(face -> {
int v1 = face.p0;
int v2 = face.p1;
int v3 = face.p2;
if (level > 0) {
int a = getMiddle(v1, texCoord1.get(v1), v2, texCoord1.get(v2));
int b = getMiddle(v2, texCoord1.get(v2), v3, texCoord1.get(v3));
int c = getMiddle(v3, texCoord1.get(v3), v1, texCoord1.get(v1));
listTextures.add(new Face3(v1, a, c));
listTextures.add(new Face3(v2, b, a));
listTextures.add(new Face3(v3, c, b));
listTextures.add(new Face3(a, b, c));
} else {
listTextures.add(new Face3(v1, v2, v3));
}
});
map.clear();
texCoord0 = texCoord1.stream().flatMapToDouble(p -> DoubleStream.of(p.getX(), p.getY())).collect(() -> new FloatCollector(texCoord1.size() * 2), FloatCollector::add, FloatCollector::join).toArray();
numTexCoords = texCoord0.length / 2;
textureCoords = texCoord0;
if (level == getLevel()) {
areaMesh.setWidth(radius + 2f * Math.PI * radius);
areaMesh.setHeight(height + 4f * radius);
smoothingGroups = IntStream.range(0, listFaces.size()).map(i -> {
if (getSectionType() != TriangleMeshHelper.SectionType.CIRCLE) {
return 0;
}
if (i < listFaces.size() / 2) {
return 1;
} else if (i < 3 * listFaces.size() / 4) {
return 2;
}
return 4;
}).toArray();
// listVertices.stream()
// .sorted((p1,p2)->Double.compare(p1.y,p2.y))
// .mapToDouble(p->p.f).distinct()
// .forEach(f->System.out.print(" "+f));
}
return createMesh();
}
use of javafx.scene.shape.TriangleMesh in project FXyzLib by Birdasaur.
the class CubeMesh method createCube.
private TriangleMesh createCube(float size) {
TriangleMesh m = new TriangleMesh();
float hw = size / 2, hh = hw, hd = hh;
// create points
m.getPoints().addAll(hw, hh, hd, hw, hh, -hd, hw, -hh, hd, hw, -hh, -hd, -hw, hh, hd, -hw, hh, -hd, -hw, -hh, hd, -hw, -hh, -hd);
float x0 = 0.0f, x1 = 1.0f / 4.0f, x2 = 2.0f / 4.0f, x3 = 3.0f / 4.0f, x4 = 1.0f;
float y0 = 0.0f, y1 = 1.0f / 3.0f, y2 = 2.0f / 3.0f, y3 = 1.0f;
m.getTexCoords().addAll(// 0,1
(x1 + getImagePadding()), // 0,1
(y0 + getImagePadding()), // 2,3
(x2 - getImagePadding()), // 2,3
(y0 + getImagePadding()), // 4,5
(x0), // 4,5
(y1 + getImagePadding()), // 6,7
(x1 + getImagePadding()), // 6,7
(y1 + getImagePadding()), // 8,9
(x2 - getImagePadding()), // 8,9
(y1 + getImagePadding()), // 10,11
(x3), // 10,11
(y1 + getImagePadding()), // 12,13
(x4), // 12,13
(y1 + getImagePadding()), // 14,15
(x0), // 14,15
(y2 - getImagePadding()), // 16,17
(x1 + getImagePadding()), // 16,17
(y2 - getImagePadding()), // 18,19
(x2 - getImagePadding()), // 18,19
(y2 - getImagePadding()), // 20,21
(x3), // 20,21
(y2 - getImagePadding()), // 22,23
(x4), // 22,23
(y2 - getImagePadding()), // 24,25
(x1 + getImagePadding()), // 24,25
(y3 - getImagePadding()), // 26,27
(x2), // 26,27
(y3 - getImagePadding()));
m.getFaces().addAll(0, 10, 2, 5, 1, 9, 2, 5, 3, 4, 1, 9, 4, 7, 5, 8, 6, 2, 6, 2, 5, 8, 7, 3, 0, 13, 1, 9, 4, 12, 4, 12, 1, 9, 5, 8, 2, 1, 6, 0, 3, 4, 3, 4, 6, 0, 7, 3, 0, 10, 4, 11, 2, 5, 2, 5, 4, 11, 6, 6, 1, 9, 3, 4, 5, 8, 5, 8, 3, 4, 7, 3);
return m;
}
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