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magiccube / src / main / java / org / distorted / objects / MovementUltimate.java @ 1b32d001

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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.objects;
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import org.distorted.library.type.Static3D;
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import static org.distorted.objects.TwistyMinx.C2;
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import static org.distorted.objects.TwistyMinx.COS54;
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import static org.distorted.objects.TwistyMinx.LEN;
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import static org.distorted.objects.TwistyMinx.SIN54;
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import static org.distorted.objects.TwistyObject.SQ5;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class MovementUltimate extends Movement
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{
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  static final float DIST3D = (float)Math.sqrt(0.625f+0.275f*SQ5);
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  static final float DIST2D = (SIN54/COS54)/2;
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  static final Static3D[] FACE_AXIS = new Static3D[]
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         {
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           new Static3D(    C2/LEN, SIN54/LEN,    0      ),
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           new Static3D(    C2/LEN,-SIN54/LEN,    0      ),
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           new Static3D(   -C2/LEN, SIN54/LEN,    0      ),
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           new Static3D(   -C2/LEN,-SIN54/LEN,    0      ),
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           new Static3D( 0        ,    C2/LEN, SIN54/LEN ),
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           new Static3D( 0        ,    C2/LEN,-SIN54/LEN ),
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           new Static3D( 0        ,   -C2/LEN, SIN54/LEN ),
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           new Static3D( 0        ,   -C2/LEN,-SIN54/LEN ),
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           new Static3D( SIN54/LEN,    0     ,    C2/LEN ),
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           new Static3D( SIN54/LEN,    0     ,   -C2/LEN ),
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           new Static3D(-SIN54/LEN,    0     ,    C2/LEN ),
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           new Static3D(-SIN54/LEN,    0     ,   -C2/LEN )
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         };
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  MovementUltimate()
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    {
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    super(TwistyUltimate.ROT_AXIS, FACE_AXIS, DIST3D, DIST2D);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  int computeRowFromOffset(int face, int axisIndex, int numLayers, float offset)
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    {
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    return offset<DIST2D ? 0:1;
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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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// return angle (in radians) that the line connecting the center C of the pentagonal face and the
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// first vertex of the pentagon makes with a vertical line coming upwards from the center C.
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  private float returnAngle(int face)
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    {
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    switch(face)
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      {
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      case  0:
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      case  2:
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      case  6:
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      case  7: return 0.0f;
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      case  1:
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      case  3:
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      case  4:
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      case  5: return (float)(36*Math.PI/180);
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      case  9:
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      case 10: return (float)(54*Math.PI/180);
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      case  8:
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      case 11: return (float)(18*Math.PI/180);
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      }
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    return 0.0f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// The pair (distance,angle) defines a point P in R^2 in polar coordinate system. Let V be the vector
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// from the center of the coordinate system to P.
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// Let P' be the point defined by polar (distance,angle+PI/2). Let Lh be the half-line starting at
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// P' and going in the direction of V.
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// Return true iff point 'point' lies on the left of Lh, i.e. when we rotate (using the center of
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// the coordinate system as the center of rotation) 'point' and Lh in such a way that Lh points
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// directly upwards, is 'point' on the left or the right of it?
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  private boolean isOnTheLeft(float[] point, float distance, float angle)
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    {
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    float sin = (float)Math.sin(angle);
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    float cos = (float)Math.cos(angle);
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    float vx = point[0] + sin*distance;
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    float vy = point[1] - cos*distance;
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    return vx*sin < vy*cos;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  private int returnPartOfThePentagon(float[] point, int face)
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    {
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    float angle = returnAngle(face);
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    float A = (float)(Math.PI/5);
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    for(int i=0; i<5; i++)
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      {
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      if( isOnTheLeft(point, DIST2D, (9-2*i)*A-angle) ) return 0;
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      }
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    return 1;
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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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    return returnPartOfThePentagon(p,face) > 0;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
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    {
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    enabled[0] = 2;
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    switch(face)
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      {
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      case  0: enabled[1] = 2; enabled[2] = 3; break;
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      case  1: enabled[1] = 1; enabled[2] = 3; break;
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      case  2: enabled[1] = 1; enabled[2] = 3; break;
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      case  3: enabled[1] = 2; enabled[2] = 3; break;
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      case  4: enabled[1] = 0; enabled[2] = 3; break;
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      case  5: enabled[1] = 0; enabled[2] = 2; break;
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      case  6: enabled[1] = 0; enabled[2] = 2; break;
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      case  7: enabled[1] = 0; enabled[2] = 3; break;
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      case  8: enabled[1] = 1; enabled[2] = 2; break;
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      case  9: enabled[1] = 0; enabled[2] = 1; break;
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      case 10: enabled[1] = 0; enabled[2] = 1; break;
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      case 11: enabled[1] = 1; enabled[2] = 2; break;
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      }
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    }
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}
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