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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikMovementCube extends RubikMovement
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{
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RubikMovementCube()
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{
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super(RubikCube.ROT_AXIS, RubikCube.FACE_AXIS, 0.5f, 0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isInsideFace(float[] p)
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{
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return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
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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:
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case 1: enabled[1]=1; enabled[2]=2; break;
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case 2:
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case 3: enabled[1]=0; enabled[2]=2; break;
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case 4:
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case 5: enabled[1]=0; enabled[2]=1; break;
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}
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}
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}
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