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distorted-objectlib / src / main / java / org / distorted / objectlib / main / Movement4.java @ ab31cf6f

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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 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.objectlib.main;
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import org.distorted.library.type.Static3D;
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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 Movement4 extends Movement
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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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  private 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 Movement4(Static3D[] rotAxis,float[][] cuts, boolean[][] rotatable, float size, int type, int[][][] enabled)
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    {
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    super(rotAxis, FACE_AXIS, cuts, rotatable, D3D, size, type, enabled);
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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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  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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      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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      }
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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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}