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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 MovementDiamond extends Movement
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{
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static final float DIST3D = SQ6/6;
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static final float DIST2D = SQ3/6;
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(+SQ6/3,+SQ3/3, 0), new Static3D(-SQ6/3,-SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0), new Static3D(+SQ6/3,-SQ3/3, 0),
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new Static3D( 0,+SQ3/3,+SQ6/3), new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,+SQ3/3,-SQ6/3), new Static3D( 0,-SQ3/3,+SQ6/3)
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MovementDiamond()
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{
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super(TwistyDiamond.ROT_AXIS, FACE_AXIS, DIST3D, DIST2D);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have either one of the four faces (1,3,4,6) which, when the retAxis are cast onto it, they
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// point the right way (and so the triangle then spans from offset=-SQ3/6 to offset=+SQ3/3 with
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// midpoint at SQ3/12) or one of the other face when the cast rotAxis are the wrong way round (and
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// the triangle spans then from 0 to SQ3/2 with midpoint at SQ3/4).
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int computeRowFromOffset(int face, int axisIndex, int numLayers, float offset)
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{
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float off = ( face==1 || face==3 || face==4 || face==6 ) ? offset/SQ3 + 1.0f/6 : offset/SQ3;
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return (int)(2*numLayers*off);
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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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boolean isInsideFace(int face, float[] p)
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{
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float y = (face%2 == 0 ? 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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void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
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{
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enabled[0] = 3;
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switch(face/2)
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{
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case 0: enabled[1]=1; enabled[2]=2; enabled[3]=3; break;
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case 1: enabled[1]=0; enabled[2]=2; enabled[3]=3; break;
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case 2: enabled[1]=0; enabled[2]=1; enabled[3]=3; break;
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case 3: enabled[1]=0; enabled[2]=1; enabled[3]=2; break;
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}
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}
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}
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