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ab31cf6f
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Leszek Koltunski
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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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// Cuboids
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public class MovementC extends Movement
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{
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private final float[] mDist3D;
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public static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), new Static3D(0,0,-1)
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public MovementC(Static3D[] rotAxis, float[][] cuts, boolean[][] rotatable, float size, int type,
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int[][][] enabled, float[] dist3D)
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{
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super(rotAxis, FACE_AXIS, cuts, rotatable, dist3D, size, type, enabled);
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mDist3D = dist3D;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int returnPart(int type, int face, float[] touchPoint)
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(int[] numLayers, int row)
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{
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return 1.0f;
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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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switch(face/2)
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{
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case 0: return ( p[0]<=mDist3D[4] && p[0]>=-mDist3D[4] && p[1]<=mDist3D[2] && p[1]>=-mDist3D[2] );
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case 1: return ( p[0]<=mDist3D[0] && p[0]>=-mDist3D[0] && p[1]<=mDist3D[4] && p[1]>=-mDist3D[4] );
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case 2: return ( p[0]<=mDist3D[0] && p[0]>=-mDist3D[0] && p[1]<=mDist3D[2] && p[1]>=-mDist3D[2] );
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}
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return false;
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}
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}
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