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Revision ad38d800

Added by Leszek Koltunski over 3 years ago

Introduce separate ROT_AXIS and FACE_AXIS ( step 1 )

View differences:

src/main/java/org/distorted/main/RubikSurfaceView.java
34 34
import org.distorted.library.type.Static3D;
35 35
import org.distorted.library.type.Static4D;
36 36
import org.distorted.objects.RubikObject;
37
import org.distorted.objects.RubikObjectMovement;
37
import org.distorted.objects.RubikMovementObject;
38 38
import org.distorted.solvers.SolverMain;
39 39
import org.distorted.states.RubikState;
40 40
import org.distorted.states.RubikStatePlay;
......
71 71

  
72 72
    private RubikRenderer mRenderer;
73 73
    private RubikPreRender mPreRender;
74
    private RubikObjectMovement mMovement;
74
    private RubikMovementObject mMovement;
75 75
    private boolean mDragging, mBeginningRotation, mContinuingRotation;
76 76
    private int mScreenWidth, mScreenHeight, mScreenMin;
77 77

  
......
140 140

  
141 141
///////////////////////////////////////////////////////////////////////////////////////////////////
142 142

  
143
    void setMovement(RubikObjectMovement movement)
143
    void setMovement(RubikMovementObject movement)
144 144
      {
145 145
      mMovement = movement;
146 146
      }
src/main/java/org/distorted/objects/RubikCube.java
43 43
  static final float SQ2 = (float)Math.sqrt(2);
44 44

  
45 45
  // the three rotation axis of a RubikCube. Must be normalized.
46
  static final Static3D[] AXIS = new Static3D[]
46
  static final Static3D[] ROT_AXIS = new Static3D[]
47 47
         {
48 48
           new Static3D(1,0,0),
49 49
           new Static3D(0,1,0),
50 50
           new Static3D(0,0,1)
51 51
         };
52 52

  
53
  // the six axis that determine the faces
54
  static final Static3D[] FACE_AXIS = new Static3D[]
55
         {
56
           new Static3D(1,0,0), new Static3D(-1,0,0),
57
           new Static3D(0,1,0), new Static3D(0,-1,0),
58
           new Static3D(0,0,1), new Static3D(0,0,-1)
59
         };
60

  
53 61
  private static final int[] FACE_COLORS = new int[]
54 62
         {
55
           0xffffff00, 0xffffffff,   // AXIS[0]right (right-YELLOW) AXIS[0]left (left  -WHITE)
56
           0xff0000ff, 0xff00ff00,   // AXIS[1]right (top  -BLUE  ) AXIS[1]left (bottom-GREEN)
57
           0xffff0000, 0xffb5651d    // AXIS[2]right (front-RED   ) AXIS[2]left (back  -BROWN)
63
           0xffffff00, 0xffffffff,   // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left  -WHITE)
64
           0xff0000ff, 0xff00ff00,   // FACE_AXIS[2] (top  -BLUE  ) FACE_AXIS[3] (bottom-GREEN)
65
           0xffff0000, 0xffb5651d    // FACE_AXIS[4] (front-RED   ) FACE_AXIS[5] (back  -BROWN)
58 66
         };
59 67

  
60 68
  // All legal rotation quats of a RubikCube of any size.
......
304 312

  
305 313
  public Static3D[] getRotationAxis()
306 314
    {
307
    return AXIS;
315
    return ROT_AXIS;
308 316
    }
309 317

  
310 318
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/objects/RubikCubeMovement.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23

  
24
class RubikCubeMovement extends RubikObjectMovement
25
{
26
  RubikCubeMovement()
27
    {
28
    super(RubikCube.AXIS, 2, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
  boolean isInsideFace(float[] p)
34
    {
35
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
36
    }
37
}
src/main/java/org/distorted/objects/RubikDino.java
51 51
  private static final float ANGLE_FACES = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron
52 52

  
53 53
  // the four rotation axis of a RubikDino. Must be normalized.
54
  static final Static3D[] AXIS = new Static3D[]
54
  static final Static3D[] ROT_AXIS = new Static3D[]
55 55
         {
56 56
           new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
57 57
           new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
......
59 59
           new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
60 60
         };
61 61

  
62
  // the six axis that determine the faces
63
  static final Static3D[] FACE_AXIS = new Static3D[]
64
         {
65
           new Static3D(1,0,0), new Static3D(-1,0,0),
66
           new Static3D(0,1,0), new Static3D(0,-1,0),
67
           new Static3D(0,0,1), new Static3D(0,0,-1)
68
         };
69

  
62 70
  private static final int[] FACE_COLORS = new int[]
63 71
         {
64
           0xffffff00, 0xffffffff,   // (right-YELLOW) (left  -WHITE)
65
           0xff0000ff, 0xff00ff00,   // (top  -BLUE  ) (bottom-GREEN)
66
           0xffff0000, 0xffb5651d    // (front-RED   ) (back  -BROWN)
72
           0xffffff00, 0xffffffff,   // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left  -WHITE)
73
           0xff0000ff, 0xff00ff00,   // FACE_AXIS[2] (top  -BLUE  ) FACE_AXIS[3] (bottom-GREEN)
74
           0xffff0000, 0xffb5651d    // FACE_AXIS[4] (front-RED   ) FACE_AXIS[5] (back  -BROWN)
67 75
         };
68 76

  
69 77
  // All legal rotation quats of a RubikDino
......
328 336

  
329 337
  public Static3D[] getRotationAxis()
330 338
    {
331
    return AXIS;
339
    return ROT_AXIS;
332 340
    }
333 341

  
334 342
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/objects/RubikDinoMovement.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23

  
24
class RubikDinoMovement extends RubikObjectMovement
25
{
26
  RubikDinoMovement()
27
    {
28
    super(RubikDino.AXIS, 1.5f, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
  boolean isInsideFace(float[] p)
34
    {
35
    return false;//( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
36
    }
37
}
src/main/java/org/distorted/objects/RubikMovementCube.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23

  
24
class RubikMovementCube extends RubikMovementObject
25
{
26
  RubikMovementCube()
27
    {
28
    super(RubikCube.ROT_AXIS, RubikCube.FACE_AXIS, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
  boolean isInsideFace(float[] p)
34
    {
35
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
36
    }
37
}
src/main/java/org/distorted/objects/RubikMovementDino.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23

  
24
class RubikMovementDino extends RubikMovementObject
25
{
26
  RubikMovementDino()
27
    {
28
    super(RubikDino.ROT_AXIS, RubikDino.FACE_AXIS, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
  boolean isInsideFace(float[] p)
34
    {
35
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
36
    }
37
}
src/main/java/org/distorted/objects/RubikMovementObject.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
import org.distorted.library.type.Static2D;
23
import org.distorted.library.type.Static3D;
24
import org.distorted.library.type.Static4D;
25

  
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27

  
28
public abstract class RubikMovementObject
29
  {
30
  private int mLastTouchedAxis;
31
  private float[] mPoint, mCamera, mTouch;
32
  private float[] mPoint2D, mMove2D;
33
  private float[][][] mCastAxis;
34
  private int mLastTouchedLR;
35
  private int mNumRotAxis, mNumFaceAxis, mNumFacesPerAxis;
36
  private float mDistanceCenterFace3D, mDistanceCenterFace2D;
37
  private Static3D[] mRotAxis, mFaceAxis;
38

  
39
///////////////////////////////////////////////////////////////////////////////////////////////////
40

  
41
  abstract boolean isInsideFace(float[] point);
42

  
43
///////////////////////////////////////////////////////////////////////////////////////////////////
44

  
45
  RubikMovementObject(Static3D[] rotAxis, Static3D[] faceAxis, float distance3D, float distance2D)
46
    {
47
    mPoint = new float[3];
48
    mCamera= new float[3];
49
    mTouch = new float[3];
50

  
51
    mPoint2D = new float[2];
52
    mMove2D  = new float[2];
53

  
54
    mRotAxis    = rotAxis;
55
    mNumRotAxis = mRotAxis.length;
56
    mFaceAxis   = faceAxis;
57
    mNumFaceAxis= mFaceAxis.length;
58

  
59
    mNumFacesPerAxis = mNumFaceAxis / mNumRotAxis;
60
    mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces
61
    mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge
62

  
63
    // mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the
64
    // 1st pair (axis,lr)
65
    mCastAxis = new float[mNumFaceAxis][mNumRotAxis][2];
66

  
67
    for( int casted=0; casted<mNumRotAxis; casted++)
68
      {
69
      Static3D a = mRotAxis[casted];
70
      mPoint[0]= a.get0();
71
      mPoint[1]= a.get1();
72
      mPoint[2]= a.get2();
73

  
74
      for( int surface=0; surface<mNumRotAxis; surface++)
75
        for(int lr=0; lr<mNumFacesPerAxis; lr++)
76
          {
77
          int index = surface*mNumFacesPerAxis + lr;
78

  
79
          if( casted!=surface )
80
            {
81
            convertTo2Dcoords( mPoint, mRotAxis[surface], lr, mPoint2D);
82
            mCastAxis[index][casted][0] = mPoint2D[0];
83
            mCastAxis[index][casted][1] = mPoint2D[1];
84
            normalize2D(mCastAxis[index][casted]);
85
            }
86
          else
87
            {
88
            mCastAxis[index][casted][0] = 0;
89
            mCastAxis[index][casted][1] = 0;
90
            }
91
          }
92
      }
93
    }
94

  
95
///////////////////////////////////////////////////////////////////////////////////////////////////
96

  
97
  private void normalize2D(float[] vect)
98
    {
99
    float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
100
    vect[0] /= len;
101
    vect[1] /= len;
102
    }
103

  
104
///////////////////////////////////////////////////////////////////////////////////////////////////
105
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
106

  
107
  private int computeRotationIndex(int axis, int lr, float[] move2D)
108
    {
109
    float cosAngle, minCosAngle = Float.MAX_VALUE;
110
    int minIndex=-1;
111
    int index = axis*mNumFacesPerAxis + lr;
112
    float m0 = move2D[0];
113
    float m1 = move2D[1];
114
    float len = (float)Math.sqrt(m0*m0 + m1*m1);
115

  
116
    if( len!=0.0f )
117
      {
118
      m0 /= len;
119
      m1 /= len;
120
      }
121
    else
122
      {
123
      m0 = 1.0f;  // arbitrarily
124
      m1 = 0.0f;  //
125
      }
126

  
127
    for(int i=0; i<mNumRotAxis; i++)
128
      {
129
      if( axis != i )
130
        {
131
        cosAngle = m0*mCastAxis[index][i][0] +  m1*mCastAxis[index][i][1];
132
        if( cosAngle<0 ) cosAngle = -cosAngle;
133

  
134
        if( cosAngle<minCosAngle )
135
          {
136
          minCosAngle=cosAngle;
137
          minIndex = i;
138
          }
139
        }
140
      }
141

  
142
    return minIndex;
143
    }
144

  
145
///////////////////////////////////////////////////////////////////////////////////////////////////
146

  
147
  private float computeOffset(float[] point, float[] axis)
148
    {
149
    return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D;
150
    }
151

  
152
///////////////////////////////////////////////////////////////////////////////////////////////////
153

  
154
  private boolean faceIsVisible(Static3D axis, int lr)
155
    {
156
    float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2();
157
    return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace3D;
158
    }
159

  
160
///////////////////////////////////////////////////////////////////////////////////////////////////
161
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
162
// compute point 'output[]' which:
163
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this
164
//    distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of
165
//    the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace)
166
// 2) is co-linear with mCamera and mPoint
167
//
168
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
169

  
170
  private void castTouchPointOntoFace(Static3D axis, int lr, float[] output)
171
    {
172
    float d0 = mPoint[0]-mCamera[0];
173
    float d1 = mPoint[1]-mCamera[1];
174
    float d2 = mPoint[2]-mCamera[2];
175
    float a0 = axis.get0();
176
    float a1 = axis.get1();
177
    float a2 = axis.get2();
178

  
179
    float denom = a0*d0 + a1*d1 + a2*d2;
180

  
181
    if( denom != 0.0f )
182
      {
183
      float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
184
      float distance = (2*lr-1)*mDistanceCenterFace3D;
185
      float alpha = (distance-axisCam)/denom;
186

  
187
      output[0] = mCamera[0] + d0*alpha;
188
      output[1] = mCamera[1] + d1*alpha;
189
      output[2] = mCamera[2] + d2*alpha;
190
      }
191
    }
192

  
193
///////////////////////////////////////////////////////////////////////////////////////////////////
194
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
195
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
196
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
197
// original 3D Y axis and our 2D in-plane origin.
198
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
199
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
200
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
201
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
202

  
203
  private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output)
204
    {
205
    float y0,y1,y2; // base Y vector of the 2D coord system
206
    float a0 = axis.get0();
207
    float a1 = axis.get1();
208
    float a2 = axis.get2();
209

  
210
    if( lr==0 )
211
      {
212
      a0=-a0; a1=-a1; a2=-a2;
213
      }
214

  
215
    if( a0==0.0f && a2==0.0f )
216
      {
217
      y0=0; y1=0; y2=-a1;
218
      }
219
    else if( a1==0.0f )
220
      {
221
      y0=0; y1=1; y2=0;
222
      }
223
    else
224
      {
225
      float norm = (float)(-a1/Math.sqrt(1-a1*a1));
226
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
227
      }
228

  
229
    float x0 = y1*a2 - y2*a1;  //
230
    float x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
231
    float x2 = y0*a1 - y1*a0;  //
232

  
233
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
234

  
235
    float origin0 = originAlpha*a0; // coords of the point where axis
236
    float origin1 = originAlpha*a1; // intersects surface plane i.e.
237
    float origin2 = originAlpha*a2; // the origin of our 2D coord system
238

  
239
    float v0 = point3D[0] - origin0;
240
    float v1 = point3D[1] - origin1;
241
    float v2 = point3D[2] - origin2;
242

  
243
    output[0] = v0*x0 + v1*x1 + v2*x2;
244
    output[1] = v0*y0 + v1*y1 + v2*y2;
245
    }
246

  
247
///////////////////////////////////////////////////////////////////////////////////////////////////
248
// PUBLIC API
249
///////////////////////////////////////////////////////////////////////////////////////////////////
250

  
251
  public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
252
    {
253
    float objectRatio = RubikObject.getObjectRatio();
254

  
255
    mPoint[0]  = rotatedTouchPoint.get0()/objectRatio;
256
    mPoint[1]  = rotatedTouchPoint.get1()/objectRatio;
257
    mPoint[2]  = rotatedTouchPoint.get2()/objectRatio;
258

  
259
    mCamera[0] = rotatedCamera.get0()/objectRatio;
260
    mCamera[1] = rotatedCamera.get1()/objectRatio;
261
    mCamera[2] = rotatedCamera.get2()/objectRatio;
262

  
263
    for( mLastTouchedAxis=0; mLastTouchedAxis<mNumRotAxis; mLastTouchedAxis++)
264
      {
265
      for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++)
266
        {
267
        if( faceIsVisible(mRotAxis[mLastTouchedAxis], mLastTouchedLR) )
268
          {
269
          castTouchPointOntoFace(mRotAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
270
          convertTo2Dcoords(mTouch, mRotAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D);
271

  
272
          if( isInsideFace(mPoint2D) ) return true;
273
          }
274
        }
275
      }
276

  
277
    return false;
278
    }
279

  
280
///////////////////////////////////////////////////////////////////////////////////////////////////
281

  
282
  public Static2D newRotation(Static4D rotatedTouchPoint)
283
    {
284
    float objectRatio = RubikObject.getObjectRatio();
285

  
286
    mPoint[0] = rotatedTouchPoint.get0()/objectRatio;
287
    mPoint[1] = rotatedTouchPoint.get1()/objectRatio;
288
    mPoint[2] = rotatedTouchPoint.get2()/objectRatio;
289

  
290
    castTouchPointOntoFace(mRotAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
291
    convertTo2Dcoords(mTouch, mRotAxis[mLastTouchedAxis], mLastTouchedLR, mMove2D);
292

  
293
    mMove2D[0] -= mPoint2D[0];
294
    mMove2D[1] -= mPoint2D[1];
295

  
296
    int rotIndex = computeRotationIndex(mLastTouchedAxis, mLastTouchedLR, mMove2D);
297
    int index    = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR;
298
    float offset = computeOffset(mPoint2D, mCastAxis[index][rotIndex]);
299

  
300
    return new Static2D(rotIndex,offset);
301
    }
302

  
303
///////////////////////////////////////////////////////////////////////////////////////////////////
304

  
305
  public int getTouchedFace()
306
    {
307
    return mNumFacesPerAxis==2 ? 2*mLastTouchedAxis + 1 - mLastTouchedLR : mLastTouchedAxis;
308
    }
309

  
310
///////////////////////////////////////////////////////////////////////////////////////////////////
311

  
312
  public float[] getTouchedPoint3D()
313
    {
314
    return mTouch;
315
    }
316
  }
src/main/java/org/distorted/objects/RubikMovementPyraminx.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
///////////////////////////////////////////////////////////////////////////////////////////////////
23

  
24
class RubikMovementPyraminx extends RubikMovementObject
25
{
26
  private static final float SQ6 = (float)Math.sqrt(6);
27
  private static final float SQ3 = (float)Math.sqrt(3);
28

  
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30

  
31
  RubikMovementPyraminx()
32
    {
33
    super(RubikPyraminx.ROT_AXIS, RubikPyraminx.FACE_AXIS, SQ6/12, SQ3/6);
34
    }
35

  
36
///////////////////////////////////////////////////////////////////////////////////////////////////
37

  
38
  boolean isInsideFace(float[] p)
39
    {
40
    boolean a1 = p[1] >= -SQ3/6;
41
    boolean a2 = p[1] <=  SQ3*(1.0f/3 + p[0]);
42
    boolean a3 = p[1] <=  SQ3*(1.0f/3 - p[0]);
43

  
44
    return a1 && a2 && a3;
45
    }
46
}
src/main/java/org/distorted/objects/RubikObjectList.java
42 42
                       {5 , 24, R.raw.cube5, R.drawable.ui_small_cube5, R.drawable.ui_medium_cube5, R.drawable.ui_big_cube5, R.drawable.ui_huge_cube5}
43 43
                     },
44 44
         RubikCube.class,
45
         new RubikCubeMovement()
45
         new RubikMovementCube()
46 46
       ),
47 47

  
48 48
  PYRA (
......
52 52
                       {5 , 20, R.raw.pyra5, R.drawable.ui_small_pyra5, R.drawable.ui_medium_pyra5, R.drawable.ui_big_pyra5, R.drawable.ui_huge_pyra5}
53 53
                     },
54 54
         RubikPyraminx.class,
55
         new RubikPyraminxMovement()
55
         new RubikMovementPyraminx()
56 56
       ),
57 57

  
58 58
  DINO (
......
60 60
                       {3 , 10, R.raw.pyra3, R.drawable.ui_small_dino, R.drawable.ui_medium_dino, R.drawable.ui_big_dino, R.drawable.ui_huge_dino} ,
61 61
                     },
62 62
         RubikDino.class,
63
         new RubikDinoMovement()
63
         new RubikMovementDino()
64 64
       ),
65 65
  ;
66 66

  
......
71 71

  
72 72
  private final int[] mObjectSizes, mMaxLevels, mSmallIconIDs, mMediumIconIDs, mBigIconIDs, mHugeIconIDs, mResourceIDs;
73 73
  private final Class<? extends RubikObject> mObjectClass;
74
  private final RubikObjectMovement mObjectMovementClass;
74
  private final RubikMovementObject mObjectMovementClass;
75 75
  private static final RubikObjectList[] objects;
76 76
  private static int mNumAll;
77 77

  
......
283 283

  
284 284
///////////////////////////////////////////////////////////////////////////////////////////////////
285 285

  
286
  RubikObjectList(int[][] info, Class<? extends RubikObject> object , RubikObjectMovement movement)
286
  RubikObjectList(int[][] info, Class<? extends RubikObject> object , RubikMovementObject movement)
287 287
    {
288 288
    int length = info.length;
289 289

  
......
373 373

  
374 374
///////////////////////////////////////////////////////////////////////////////////////////////////
375 375

  
376
  public RubikObjectMovement getObjectMovementClass()
376
  public RubikMovementObject getObjectMovementClass()
377 377
    {
378 378
    return mObjectMovementClass;
379 379
    }
src/main/java/org/distorted/objects/RubikObjectMovement.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

  
20
package org.distorted.objects;
21

  
22
import org.distorted.library.type.Static2D;
23
import org.distorted.library.type.Static3D;
24
import org.distorted.library.type.Static4D;
25

  
26
///////////////////////////////////////////////////////////////////////////////////////////////////
27

  
28
public abstract class RubikObjectMovement
29
  {
30
  private int mLastTouchedAxis;
31
  private float[] mPoint, mCamera, mTouch;
32
  private float[] mPoint2D, mMove2D;
33
  private float[][][] mCastAxis;
34
  private int mLastTouchedLR;
35
  private int mNumAxis, mNumFacesPerAxis;
36
  private float mDistanceCenterFace3D, mDistanceCenterFace2D;
37
  private Static3D[] mAxis;
38

  
39
///////////////////////////////////////////////////////////////////////////////////////////////////
40

  
41
  abstract boolean isInsideFace(float[] point);
42

  
43
///////////////////////////////////////////////////////////////////////////////////////////////////
44

  
45
  RubikObjectMovement(Static3D[] axis, float numFacesPerAxis, float distance3D, float distance2D)
46
    {
47
    mPoint = new float[3];
48
    mCamera= new float[3];
49
    mTouch = new float[3];
50

  
51
    mPoint2D = new float[2];
52
    mMove2D  = new float[2];
53

  
54
    mAxis = axis;
55
    mNumAxis = mAxis.length;
56
    mNumFacesPerAxis = (int)numFacesPerAxis;  // TODO
57
    mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces
58
    mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge
59

  
60
    // mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the
61
    // 1st pair (axis,lr)
62
    mCastAxis = new float[mNumAxis*mNumFacesPerAxis][mNumAxis][2];
63

  
64
    for( int casted=0; casted<mNumAxis; casted++)
65
      {
66
      Static3D a = mAxis[casted];
67
      mPoint[0]= a.get0();
68
      mPoint[1]= a.get1();
69
      mPoint[2]= a.get2();
70

  
71
      for( int surface=0; surface<mNumAxis; surface++)
72
        for(int lr=0; lr<mNumFacesPerAxis; lr++)
73
          {
74
          int index = surface*mNumFacesPerAxis + lr;
75

  
76
          if( casted!=surface )
77
            {
78
            convertTo2Dcoords( mPoint, mAxis[surface], lr, mPoint2D);
79
            mCastAxis[index][casted][0] = mPoint2D[0];
80
            mCastAxis[index][casted][1] = mPoint2D[1];
81
            normalize2D(mCastAxis[index][casted]);
82
            }
83
          else
84
            {
85
            mCastAxis[index][casted][0] = 0;
86
            mCastAxis[index][casted][1] = 0;
87
            }
88
          }
89
      }
90
    }
91

  
92
///////////////////////////////////////////////////////////////////////////////////////////////////
93

  
94
  private void normalize2D(float[] vect)
95
    {
96
    float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
97
    vect[0] /= len;
98
    vect[1] /= len;
99
    }
100

  
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
103

  
104
  private int computeRotationIndex(int axis, int lr, float[] move2D)
105
    {
106
    float cosAngle, minCosAngle = Float.MAX_VALUE;
107
    int minIndex=-1;
108
    int index = axis*mNumFacesPerAxis + lr;
109
    float m0 = move2D[0];
110
    float m1 = move2D[1];
111
    float len = (float)Math.sqrt(m0*m0 + m1*m1);
112

  
113
    if( len!=0.0f )
114
      {
115
      m0 /= len;
116
      m1 /= len;
117
      }
118
    else
119
      {
120
      m0 = 1.0f;  // arbitrarily
121
      m1 = 0.0f;  //
122
      }
123

  
124
    for(int i=0; i<mNumAxis; i++)
125
      {
126
      if( axis != i )
127
        {
128
        cosAngle = m0*mCastAxis[index][i][0] +  m1*mCastAxis[index][i][1];
129
        if( cosAngle<0 ) cosAngle = -cosAngle;
130

  
131
        if( cosAngle<minCosAngle )
132
          {
133
          minCosAngle=cosAngle;
134
          minIndex = i;
135
          }
136
        }
137
      }
138

  
139
    return minIndex;
140
    }
141

  
142
///////////////////////////////////////////////////////////////////////////////////////////////////
143

  
144
  private float computeOffset(float[] point, float[] axis)
145
    {
146
    return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D;
147
    }
148

  
149
///////////////////////////////////////////////////////////////////////////////////////////////////
150

  
151
  private boolean faceIsVisible(Static3D axis, int lr)
152
    {
153
    float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2();
154
    return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace3D;
155
    }
156

  
157
///////////////////////////////////////////////////////////////////////////////////////////////////
158
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
159
// compute point 'output[]' which:
160
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this
161
//    distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of
162
//    the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace)
163
// 2) is co-linear with mCamera and mPoint
164
//
165
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
166

  
167
  private void castTouchPointOntoFace(Static3D axis, int lr, float[] output)
168
    {
169
    float d0 = mPoint[0]-mCamera[0];
170
    float d1 = mPoint[1]-mCamera[1];
171
    float d2 = mPoint[2]-mCamera[2];
172
    float a0 = axis.get0();
173
    float a1 = axis.get1();
174
    float a2 = axis.get2();
175

  
176
    float denom = a0*d0 + a1*d1 + a2*d2;
177

  
178
    if( denom != 0.0f )
179
      {
180
      float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
181
      float distance = (2*lr-1)*mDistanceCenterFace3D;
182
      float alpha = (distance-axisCam)/denom;
183

  
184
      output[0] = mCamera[0] + d0*alpha;
185
      output[1] = mCamera[1] + d1*alpha;
186
      output[2] = mCamera[2] + d2*alpha;
187
      }
188
    }
189

  
190
///////////////////////////////////////////////////////////////////////////////////////////////////
191
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
192
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
193
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
194
// original 3D Y axis and our 2D in-plane origin.
195
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
196
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
197
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
198
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
199

  
200
  private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output)
201
    {
202
    float y0,y1,y2; // base Y vector of the 2D coord system
203
    float a0 = axis.get0();
204
    float a1 = axis.get1();
205
    float a2 = axis.get2();
206

  
207
    if( lr==0 )
208
      {
209
      a0=-a0; a1=-a1; a2=-a2;
210
      }
211

  
212
    if( a0==0.0f && a2==0.0f )
213
      {
214
      y0=0; y1=0; y2=-a1;
215
      }
216
    else if( a1==0.0f )
217
      {
218
      y0=0; y1=1; y2=0;
219
      }
220
    else
221
      {
222
      float norm = (float)(-a1/Math.sqrt(1-a1*a1));
223
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
224
      }
225

  
226
    float x0 = y1*a2 - y2*a1;  //
227
    float x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
228
    float x2 = y0*a1 - y1*a0;  //
229

  
230
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
231

  
232
    float origin0 = originAlpha*a0; // coords of the point where axis
233
    float origin1 = originAlpha*a1; // intersects surface plane i.e.
234
    float origin2 = originAlpha*a2; // the origin of our 2D coord system
235

  
236
    float v0 = point3D[0] - origin0;
237
    float v1 = point3D[1] - origin1;
238
    float v2 = point3D[2] - origin2;
239

  
240
    output[0] = v0*x0 + v1*x1 + v2*x2;
241
    output[1] = v0*y0 + v1*y1 + v2*y2;
242
    }
243

  
244
///////////////////////////////////////////////////////////////////////////////////////////////////
245
// PUBLIC API
246
///////////////////////////////////////////////////////////////////////////////////////////////////
247

  
248
  public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
249
    {
250
    float objectRatio = RubikObject.getObjectRatio();
251

  
252
    mPoint[0]  = rotatedTouchPoint.get0()/objectRatio;
253
    mPoint[1]  = rotatedTouchPoint.get1()/objectRatio;
254
    mPoint[2]  = rotatedTouchPoint.get2()/objectRatio;
255

  
256
    mCamera[0] = rotatedCamera.get0()/objectRatio;
257
    mCamera[1] = rotatedCamera.get1()/objectRatio;
258
    mCamera[2] = rotatedCamera.get2()/objectRatio;
259

  
260
    for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++)
261
      {
262
      for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++)
263
        {
264
        if( faceIsVisible(mAxis[mLastTouchedAxis], mLastTouchedLR) )
265
          {
266
          castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
267
          convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D);
268

  
269
          if( isInsideFace(mPoint2D) ) return true;
270
          }
271
        }
272
      }
273

  
274
    return false;
275
    }
276

  
277
///////////////////////////////////////////////////////////////////////////////////////////////////
278

  
279
  public Static2D newRotation(Static4D rotatedTouchPoint)
280
    {
281
    float objectRatio = RubikObject.getObjectRatio();
282

  
283
    mPoint[0] = rotatedTouchPoint.get0()/objectRatio;
284
    mPoint[1] = rotatedTouchPoint.get1()/objectRatio;
285
    mPoint[2] = rotatedTouchPoint.get2()/objectRatio;
286

  
287
    castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
288
    convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mMove2D);
289

  
290
    mMove2D[0] -= mPoint2D[0];
291
    mMove2D[1] -= mPoint2D[1];
292

  
293
    int rotIndex = computeRotationIndex(mLastTouchedAxis, mLastTouchedLR, mMove2D);
294
    int index    = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR;
295
    float offset = computeOffset(mPoint2D, mCastAxis[index][rotIndex]);
296

  
297
    return new Static2D(rotIndex,offset);
298
    }
299

  
300
///////////////////////////////////////////////////////////////////////////////////////////////////
301

  
302
  public int getTouchedFace()
303
    {
304
    return mNumFacesPerAxis==2 ? 2*mLastTouchedAxis + 1 - mLastTouchedLR : mLastTouchedAxis;
305
    }
306

  
307
///////////////////////////////////////////////////////////////////////////////////////////////////
308

  
309
  public float[] getTouchedPoint3D()
310
    {
311
    return mTouch;
312
    }
313
  }
src/main/java/org/distorted/objects/RubikPyraminx.java
46 46
  private static final float SQ3 = (float)Math.sqrt(3);
47 47
  private static final float SQ6 = (float)Math.sqrt(6);
48 48

  
49
  static final Static3D[] AXIS = new Static3D[]
49
  static final Static3D[] ROT_AXIS = new Static3D[]
50 50
         {
51 51
           new Static3D(         0,        1,       0 ),
52 52
           new Static3D(         0,  -1.0f/3, 2*SQ2/3 ),
......
54 54
           new Static3D( SQ2*SQ3/3,  -1.0f/3,  -SQ2/3 )
55 55
         };
56 56

  
57
  static final Static3D[] FACE_AXIS = new Static3D[]
58
         {
59
           new Static3D(         0,      -1,       0 ),
60
           new Static3D(         0,  1.0f/3,-2*SQ2/3 ),
61
           new Static3D( SQ2*SQ3/3,  1.0f/3,   SQ2/3 ),
62
           new Static3D(-SQ2*SQ3/3,  1.0f/3,   SQ2/3 )
63
         };
64

  
57 65
  private static final int[] FACE_COLORS = new int[]
58 66
         {
59
           0xff00ff00, 0xffffff00,  // AXIS[0]right (GREEN ) AXIS[1]right (YELLOW )
60
           0xff0000ff, 0xffff0000   // AXIS[2]right (BLUE  ) AXIS[3]right (RED    )
67
           0xff00ff00, 0xffffff00,  // FACE_AXIS[0] (GREEN ) FACE_AXIS[1] (YELLOW )
68
           0xff0000ff, 0xffff0000   // FACE_AXIS[2] (BLUE  ) FACE_AXIS[3] (RED    )
61 69
         };
62 70

  
63 71
  // computed with res/raw/compute_quats.c
......
81 89
  private static VertexEffectRotate[] ROTATION;
82 90

  
83 91
  private static MeshBase mMesh =null;
84
  private static MeshBase[] mMeshRotated = new MeshBase[AXIS.length];
92
  private static MeshBase[] mMeshRotated = new MeshBase[ROT_AXIS.length];
85 93

  
86 94
  static
87 95
    {
88 96
    Static3D center = new Static3D(0,0,0);
89 97
    Static1D angle  = new Static1D(180.0f);
90 98

  
91
    ROTATION = new VertexEffectRotate[AXIS.length];
99
    ROTATION = new VertexEffectRotate[ROT_AXIS.length];
92 100

  
93
    for(int i=0; i<AXIS.length; i++)
101
    for(int i = 0; i< ROT_AXIS.length; i++)
94 102
      {
95
      ROTATION[i] = new VertexEffectRotate( angle, AXIS[i], center);
103
      ROTATION[i] = new VertexEffectRotate( angle, ROT_AXIS[i], center);
96 104
      mMeshRotated[i] = null;
97 105
      }
98 106
    }
......
388 396

  
389 397
  public Static3D[] getRotationAxis()
390 398
    {
391
    return AXIS;
399
    return ROT_AXIS;
392 400
    }
393 401

  
394 402
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/objects/RubikPyraminxMovement.java
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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 RubikPyraminxMovement extends RubikObjectMovement
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{
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  private static final float SQ6 = (float)Math.sqrt(6);
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  private static final float SQ3 = (float)Math.sqrt(3);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  RubikPyraminxMovement()
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    {
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    super(RubikPyraminx.AXIS, 1, SQ6/12, SQ3/6);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  boolean isInsideFace(float[] p)
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    {
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    boolean a1 = p[1] >= -SQ3/6;
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    boolean a2 = p[1] <=  SQ3*(1.0f/3 + p[0]);
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    boolean a3 = p[1] <=  SQ3*(1.0f/3 - p[0]);
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    return a1 && a2 && a3;
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    }
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}

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