1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2022 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is proprietary software licensed under an EULA which you should have received //
|
7
|
// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
|
8
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
9
|
|
10
|
package org.distorted.objectlib.touchcontrol;
|
11
|
|
12
|
import static org.distorted.objectlib.main.TwistyObject.SQ2;
|
13
|
import static org.distorted.objectlib.main.TwistyObject.SQ5;
|
14
|
|
15
|
import org.distorted.library.type.Static3D;
|
16
|
import org.distorted.objectlib.main.TwistyObject;
|
17
|
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
// Icosahedral objects: map the 2D swipes of user's fingers to 3D rotations
|
20
|
|
21
|
public class TouchControlIcosahedron extends TouchControlShapeConstant
|
22
|
{
|
23
|
public static final float DIST3D = (3+SQ5)*SQ3/12;
|
24
|
private static final float DIST2D = SQ3/6;
|
25
|
public static final float[] D3D = { DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
|
26
|
DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
|
27
|
DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
|
28
|
DIST3D,DIST3D,DIST3D,DIST3D,DIST3D };
|
29
|
|
30
|
// topmost vertex (0,A,0) and 3 vertices from the second-topmost-layer, front one and two ones
|
31
|
// to the right: (0,B,C) , (D,B,E) , (F,B,H)
|
32
|
|
33
|
private static final float Z = (float)Math.sqrt(5+SQ5);
|
34
|
|
35
|
private static final float A = Z*(SQ2/4);
|
36
|
private static final float B = Z*(SQ2*SQ5/20);
|
37
|
private static final float C = Z*(SQ2*SQ5/10);
|
38
|
private static final float D = (SQ5+1)/4;
|
39
|
private static final float E = Z*(SQ5-1)/(4*SQ2*SQ5);
|
40
|
private static final float F = 0.5f;
|
41
|
private static final float H =-Z*(SQ5+1)/(4*SQ2*SQ5);
|
42
|
|
43
|
private static final float X1 = D/3;
|
44
|
private static final float X2 = (D+F)/3;
|
45
|
private static final float X3 = (2*D+F)/3;
|
46
|
private static final float X4 = (D+F)/3;
|
47
|
private static final float Y1 = (A+2*B)/3;
|
48
|
private static final float Y2 = B/3;
|
49
|
private static final float Z1 = (C+E)/3;
|
50
|
private static final float Z2 = (E+H)/3;
|
51
|
private static final float Z3 = 2*H/3;
|
52
|
private static final float Z4 = (C-2*H)/3;
|
53
|
private static final float Z5 = -H/3;
|
54
|
private static final float Z6 = (H-C-E)/3;
|
55
|
|
56
|
private static final float LEN = (float)Math.sqrt(X1*X1 + Y1*Y1 + Z1*Z1);
|
57
|
|
58
|
public static final Static3D[] FACE_AXIS = new Static3D[]
|
59
|
{
|
60
|
new Static3D( X1/LEN, Y1/LEN, Z1/LEN ),
|
61
|
new Static3D( X2/LEN, Y1/LEN, Z2/LEN ),
|
62
|
new Static3D( 0.0f/LEN, Y1/LEN, Z3/LEN ),
|
63
|
new Static3D( -X2/LEN, Y1/LEN, Z2/LEN ),
|
64
|
new Static3D( -X1/LEN, Y1/LEN, Z1/LEN ),
|
65
|
|
66
|
new Static3D( 0.0f/LEN,-Y2/LEN, Z4/LEN ),
|
67
|
new Static3D( X3/LEN,-Y2/LEN, Z5/LEN ),
|
68
|
new Static3D( X4/LEN,-Y2/LEN, Z6/LEN ),
|
69
|
new Static3D( -X4/LEN,-Y2/LEN, Z6/LEN ),
|
70
|
new Static3D( -X3/LEN,-Y2/LEN, Z5/LEN ),
|
71
|
|
72
|
new Static3D( 0.0f/LEN, Y2/LEN,-Z4/LEN ),
|
73
|
new Static3D( -X3/LEN, Y2/LEN,-Z5/LEN ),
|
74
|
new Static3D( -X4/LEN, Y2/LEN,-Z6/LEN ),
|
75
|
new Static3D( X4/LEN, Y2/LEN,-Z6/LEN ),
|
76
|
new Static3D( X3/LEN, Y2/LEN,-Z5/LEN ),
|
77
|
|
78
|
new Static3D( -X1/LEN,-Y1/LEN,-Z1/LEN ),
|
79
|
new Static3D( -X2/LEN,-Y1/LEN,-Z2/LEN ),
|
80
|
new Static3D( 0.0f/LEN,-Y1/LEN,-Z3/LEN ),
|
81
|
new Static3D( X2/LEN,-Y1/LEN,-Z2/LEN ),
|
82
|
new Static3D( X1/LEN,-Y1/LEN,-Z1/LEN ),
|
83
|
};
|
84
|
|
85
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
86
|
|
87
|
public TouchControlIcosahedron(TwistyObject object)
|
88
|
{
|
89
|
super(object,D3D,FACE_AXIS);
|
90
|
}
|
91
|
|
92
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
93
|
|
94
|
public float returnRotationFactor(int[] numLayers, int row)
|
95
|
{
|
96
|
return 1.0f;
|
97
|
}
|
98
|
|
99
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
100
|
|
101
|
private boolean isFaceInverted(int face)
|
102
|
{
|
103
|
return face<10;
|
104
|
}
|
105
|
|
106
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
107
|
// corner edge
|
108
|
// | \ 0 /
|
109
|
// 2 | 0 \ /
|
110
|
// / \ 2 | 1
|
111
|
// / 1 \ |
|
112
|
|
113
|
int returnPart(int type, int face, float[] touchPoint)
|
114
|
{
|
115
|
switch(type)
|
116
|
{
|
117
|
case TYPE_NOT_SPLIT : return 0;
|
118
|
|
119
|
case TYPE_SPLIT_EDGE : float y1 = (isFaceInverted(face) ? touchPoint[1] : -touchPoint[1]);
|
120
|
float x1 = touchPoint[0];
|
121
|
|
122
|
boolean e0 = x1>0;
|
123
|
boolean e1 = y1>( SQ3/3)*x1;
|
124
|
boolean e2 = y1>(-SQ3/3)*x1;
|
125
|
|
126
|
if( e1 && e2 ) return 0;
|
127
|
if( !e1 && e0 ) return 1;
|
128
|
if( !e0 &&!e2 ) return 2;
|
129
|
|
130
|
case TYPE_SPLIT_CORNER: float y2 = (isFaceInverted(face) ? touchPoint[1] : -touchPoint[1]);
|
131
|
float x2 = touchPoint[0];
|
132
|
|
133
|
boolean c0 = x2>0;
|
134
|
boolean c1 = y2>( SQ3/3)*x2;
|
135
|
boolean c2 = y2>(-SQ3/3)*x2;
|
136
|
|
137
|
if( c0 && c2 ) return 0;
|
138
|
if( !c1 &&!c2 ) return 1;
|
139
|
if( !c0 && c1 ) return 2;
|
140
|
}
|
141
|
|
142
|
return 0;
|
143
|
}
|
144
|
|
145
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
146
|
|
147
|
boolean isInsideFace(int face, float[] p)
|
148
|
{
|
149
|
float y = (isFaceInverted(face) ? p[1] : -p[1]);
|
150
|
float x = p[0];
|
151
|
return (y >= -DIST2D) && (y <= DIST2D*(2-6*x)) && (y <= DIST2D*(2+6*x));
|
152
|
}
|
153
|
}
|