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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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class MovementIvy extends Movement
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{
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static final float DIST3D = 0.25f;
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static final float DIST2D = 0.25f;
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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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MovementIvy()
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{
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super(TwistyIvy.ROT_AXIS, FACE_AXIS, DIST3D, DIST2D);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeRowFromOffset(int face, int size, 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 size, 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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// faces 0,1,2,3 --> /
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// faces 4,5 --> \
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private boolean isTopHalf(int face, float[] touchPoint)
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{
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if( face==4 || face==5 ) return touchPoint[1] >=-touchPoint[0];
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else return touchPoint[1] >= touchPoint[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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return ( p[0]<=DIST2D && p[0]>=-DIST2D && p[1]<=DIST2D && p[1]>=-DIST2D );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// 0 +++
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// 1 ++-
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// 2 +-+
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// 3 +--
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void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
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{
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enabled[0] = 1;
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boolean isTop = isTopHalf(face,touchPoint);
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switch(face)
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{
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case 0: enabled[1] = isTop ? 0:3; break;
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case 1: enabled[1] = isTop ? 2:1; break;
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case 2: enabled[1] = isTop ? 2:0; break;
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case 3: enabled[1] = isTop ? 1:3; break;
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case 4: enabled[1] = isTop ? 0:1; break;
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case 5: enabled[1] = isTop ? 2:3; break;
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}
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}
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}
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