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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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.touchcontrol;
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import org.distorted.library.type.Static3D;
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import org.distorted.objectlib.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Tetrahedral objects: map the 2D swipes of user's fingers to 3D rotations
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public class TouchControlTetrahedron extends TouchControlShapeConstant
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{
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public static final float DIST3D = SQ6/12;
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public static final float DIST2D = SQ3/6;
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public static final float[] D3D = { DIST3D,DIST3D,DIST3D,DIST3D };
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public static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D( 0, SQ3/3, SQ6/3),
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new Static3D( 0, SQ3/3,-SQ6/3),
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new Static3D(-SQ6/3,-SQ3/3, 0),
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new Static3D( SQ6/3,-SQ3/3, 0),
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TouchControlTetrahedron(TwistyObject object)
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{
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super(object,D3D,FACE_AXIS);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isFaceInverted(int face)
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{
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return face>1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int partEdge(float[] point, int face)
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{
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float y = (isFaceInverted(face) ? point[1] : -point[1]);
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float x = point[0];
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boolean e0 = x>0;
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boolean e1 = y>( SQ3/3)*x;
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boolean e2 = y>(-SQ3/3)*x;
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if( e1 && e2 ) return 0;
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if( !e1 && e0 ) return 1;
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int partCorner(float[] point, int face)
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{
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float y = (isFaceInverted(face) ? point[1] : -point[1]);
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float x = point[0];
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boolean c0 = x>0;
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boolean c1 = y>( SQ3/3)*x;
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boolean c2 = y>(-SQ3/3)*x;
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if( c0 && c2 ) return 0;
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if( !c1 &&!c2 ) return 1;
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return 2;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// corner edge
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// | \ 0 /
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// 2 | 0 \ /
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// / \ 2 | 1
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// / 1 \ |
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//
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// COIN: pieces inside the coin just like in EDGE; outside +=3.
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int returnPart(int type, int face, float[] point)
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{
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switch(type)
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{
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case TYPE_NOT_SPLIT : return 0;
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case TYPE_SPLIT_EDGE : return partEdge(point,face);
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case TYPE_SPLIT_CORNER : return partCorner(point,face);
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case TYPE_SPLIT_EDGE_COIN: float y = point[1];
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float x = point[0];
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float dist = D_TRIANGLE*DIST2D;
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return partEdge(point,face) + (x*x+y*y < dist*dist ? 0:3 );
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}
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isInsideFace(int face, float[] point)
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{
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float y = (isFaceInverted(face) ? point[1] : -point[1]);
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float x = point[0];
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return (y >= -DIST2D) && (y <= DIST2D*(2-6*x)) && (y <= DIST2D*(2+6*x));
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}
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}
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