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distorted-objectlib / src / main / java / org / distorted / objectlib / touchcontrol / TouchControlTetrahedron.java @ 9a7e8b98

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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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  private static final float DIST3D = SQ6/12;
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  private 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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// 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[] touchPoint)
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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     : float y1 = (face > 1 ? touchPoint[1] : -touchPoint[1]);
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                                 float x1 = touchPoint[0];
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                                 boolean e0 = x1>0;
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                                 boolean e1 = y1>( SQ3/3)*x1;
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                                 boolean e2 = y1>(-SQ3/3)*x1;
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                                 if(  e1 && e2 ) return 0;
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                                 if( !e1 && e0 ) return 1;
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                                 if( !e0 &&!e2 ) return 2;
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                                 return 0;
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      case TYPE_SPLIT_CORNER:    float y2 = (face > 1 ? touchPoint[1] : -touchPoint[1]);
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                                 float x2 = touchPoint[0];
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                                 boolean c0 = x2>0;
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                                 boolean c1 = y2>( SQ3/3)*x2;
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                                 boolean c2 = y2>(-SQ3/3)*x2;
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                                 if(  c0 && c2 ) return 0;
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                                 if( !c1 &&!c2 ) return 1;
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                                 if( !c0 && c1 ) return 2;
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                                 return 0;
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      case TYPE_SPLIT_EDGE_COIN: float y3 = (face > 1 ? touchPoint[1] : -touchPoint[1]);
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                                 float x3 = touchPoint[0];
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                                 boolean s0 = x3>0;
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                                 boolean s1 = y3>( SQ3/3)*x3;
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                                 boolean s2 = y3>(-SQ3/3)*x3;
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                                 int add = (x3*x3+y3*y3<DIST2D*DIST2D ? 0:3 );
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                                 if(  s1 && s2 ) return add;
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                                 if( !s1 && s0 ) return add+1;
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                                 if( !s0 &&!s2 ) return add+2;
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                                 return 0;
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      }
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    return 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Jing has nL=2
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  public float returnRotationFactor(int[] numLayers, int row)
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    {
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    int numL = numLayers[0];
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    return numL==2 ? 1.0f : ((float)numL)/(numL-row);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  boolean isInsideFace(int face, float[] p)
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    {
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    float y = (face > 1 ? p[1] : -p[1]);
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    float x = p[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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