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distorted-objectlib / src / main / java / org / distorted / objectlib / touchcontrol / TouchControlIcosahedron.java @ fb1e9a31

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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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  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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  private int partEdge(float[] point, int face)
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    {
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    float y = (isFaceInverted(face) ? point[1] : -point[1]);
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    float x = point[0];
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    boolean e0 = x>0;
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    boolean e1 = y>( SQ3/3)*x;
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    boolean e2 = y>(-SQ3/3)*x;
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    if(  e1 && e2 ) return 0;
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    if( !e1 && e0 ) return 1;
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    return 2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int partCorner(float[] point, int face)
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    {
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    float y2 = (isFaceInverted(face) ? point[1] : -point[1]);
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    float x2 = point[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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    return 2;
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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[] point)
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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     : return partEdge(point,face);
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      case TYPE_SPLIT_CORNER   : return partCorner(point,face);
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      case TYPE_SPLIT_EDGE_COIN: float y = point[1];
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                                 float x = point[0];
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                                 float dist = D_TRIANGLE*DIST2D;
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                                 return partEdge(point,face) + (x*x+y*y < dist*dist ? 0:3 );
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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[] point)
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    {
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    float y = (isFaceInverted(face) ? point[1] : -point[1]);
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    float x = point[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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