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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 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 static org.distorted.objectlib.main.TwistyObject.SQ2;
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import static org.distorted.objectlib.main.TwistyObject.SQ5;
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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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// Icosahedral objects: map the 2D swipes of user's fingers to 3D rotations
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public class TouchControlIcosahedron extends TouchControlShapeConstant
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{
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public static final float DIST3D = (3+SQ5)*SQ3/12;
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private static final float DIST2D = SQ3/6;
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public static final float[] D3D = { DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
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DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
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DIST3D,DIST3D,DIST3D,DIST3D,DIST3D,
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DIST3D,DIST3D,DIST3D,DIST3D,DIST3D };
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// VEC_0: topmost one. Then 3 vertices from the second-topmost-layer,
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// front one and two ones to the right.
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private static final float Z = (float)Math.sqrt(5+SQ5);
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private static final float VEC_0_X = 0;
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private static final float VEC_0_Y = Z*(SQ2/4);
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private static final float VEC_0_Z = 0;
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private static final float VEC_1_X = 0;
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private static final float VEC_1_Y = Z*(SQ2*SQ5/20);
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private static final float VEC_1_Z = Z*(SQ2*SQ5/10);
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private static final float VEC_2_X = (SQ5+1)/4;
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private static final float VEC_2_Y = Z*(SQ2*SQ5/20);
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private static final float VEC_2_Z = Z*(SQ5-1)/(4*SQ2*SQ5);
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private static final float VEC_3_X = 0.5f;
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private static final float VEC_3_Y = Z*(SQ2*SQ5/20);
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private static final float VEC_3_Z =-Z*(SQ5+1)/(4*SQ2*SQ5);
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private static final float X1 = VEC_2_X/3;
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private static final float X2 = (VEC_2_X + VEC_3_X)/3;
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private static final float X3 = (2*VEC_2_X + VEC_3_X)/3;
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private static final float X4 = (VEC_2_X + VEC_3_X)/3;
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private static final float Y1 = (VEC_0_Y + 2*VEC_1_Y)/3;
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private static final float Y2 = VEC_1_Y/3;
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private static final float Z1 = (VEC_1_Z + VEC_2_Z)/3;
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private static final float Z2 = (VEC_2_Z + VEC_3_Z)/3;
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private static final float Z3 = 2*VEC_3_Z/3;
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private static final float Z4 = (VEC_1_Z - 2*VEC_3_Z)/3;
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private static final float Z5 = -VEC_3_Z/3;
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private static final float Z6 = (VEC_3_Z - VEC_1_Z - VEC_2_Z)/3;
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public static final float[][] VEC = new float[][]
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{
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{ VEC_0_X, VEC_0_Y, VEC_0_Z},
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{ VEC_1_X, VEC_1_Y, VEC_1_Z},
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{ VEC_2_X, VEC_2_Y, VEC_2_Z},
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{ VEC_3_X, VEC_3_Y, VEC_3_Z},
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{-VEC_3_X, VEC_3_Y, VEC_3_Z},
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{-VEC_2_X, VEC_2_Y, VEC_2_Z},
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{-VEC_1_X,-VEC_1_Y,-VEC_1_Z},
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{-VEC_2_X,-VEC_2_Y,-VEC_2_Z},
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{-VEC_3_X,-VEC_3_Y,-VEC_3_Z},
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{ VEC_3_X,-VEC_3_Y,-VEC_3_Z},
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{ VEC_2_X,-VEC_2_Y,-VEC_2_Z},
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{-VEC_0_X,-VEC_0_Y,-VEC_0_Z},
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};
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public static final int[][] EDGE_INDICES = new int[][]
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{
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{0,1}, {0,2}, {0,3}, {0,4}, {0,5},
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{1,2}, {2,3}, {3,4}, {4,5}, {5,1},
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{1,9}, {9,2}, {2,10}, {10,3}, {3,6}, {6,4}, {4,7}, {7,5}, {5,8}, {8,1},
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{6,7}, {7,8}, {8,9}, {9,10}, {10,6},
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{11,6}, {11,7}, {11,8}, {11,9}, {11,10}
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};
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public static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D( X1/DIST3D, Y1/DIST3D, Z1/DIST3D ),
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new Static3D( X2/DIST3D, Y1/DIST3D, Z2/DIST3D ),
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new Static3D( 0/DIST3D, Y1/DIST3D, Z3/DIST3D ),
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new Static3D( -X2/DIST3D, Y1/DIST3D, Z2/DIST3D ),
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new Static3D( -X1/DIST3D, Y1/DIST3D, Z1/DIST3D ),
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new Static3D( 0/DIST3D,-Y2/DIST3D, Z4/DIST3D ),
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new Static3D( X3/DIST3D,-Y2/DIST3D, Z5/DIST3D ),
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new Static3D( X4/DIST3D,-Y2/DIST3D, Z6/DIST3D ),
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new Static3D( -X4/DIST3D,-Y2/DIST3D, Z6/DIST3D ),
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new Static3D( -X3/DIST3D,-Y2/DIST3D, Z5/DIST3D ),
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new Static3D( 0/DIST3D, Y2/DIST3D,-Z4/DIST3D ),
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new Static3D( -X3/DIST3D, Y2/DIST3D,-Z5/DIST3D ),
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new Static3D( -X4/DIST3D, Y2/DIST3D,-Z6/DIST3D ),
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new Static3D( X4/DIST3D, Y2/DIST3D,-Z6/DIST3D ),
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new Static3D( X3/DIST3D, Y2/DIST3D,-Z5/DIST3D ),
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new Static3D( -X1/DIST3D,-Y1/DIST3D,-Z1/DIST3D ),
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new Static3D( -X2/DIST3D,-Y1/DIST3D,-Z2/DIST3D ),
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new Static3D( 0/DIST3D,-Y1/DIST3D,-Z3/DIST3D ),
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new Static3D( X2/DIST3D,-Y1/DIST3D,-Z2/DIST3D ),
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new Static3D( X1/DIST3D,-Y1/DIST3D,-Z1/DIST3D ),
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TouchControlIcosahedron(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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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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private boolean isFaceInverted(int face)
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{
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return face<10;
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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 = (isFaceInverted(face) ? 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 = (isFaceInverted(face) ? 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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boolean isInsideFace(int face, float[] p)
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{
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float y = (isFaceInverted(face) ? 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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