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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.object;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCubeMovement extends RubikObjectMovement
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{
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RubikCubeMovement()
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{
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super(RubikCube.AXIS,2,0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isVertical(float x, float y)
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{
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return (y>x) ? (y>=-x) : (y< -x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void fillPossibleRotations(int axis, int[] output)
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{
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switch(axis)
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{
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case 0: output[0]=2; output[1]=1; break; // (Z,Y) when looking at LEFT or RIGHT
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case 1: output[0]=0; output[1]=2; break; // (X,Z) when looking at BOTTOM or TOP
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case 2: output[0]=0; output[1]=1; break; // (X,Y) when looking at FRONT or BACK
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}
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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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float fillUpRotationVectAndOffset(float[] v, int[] possible)
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{
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mRotationVect = isVertical(v[possible[0]],v[possible[1]]) ? possible[0] : possible[1];
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return mTouch[mRotationVect]+0.5f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnAngle(float[] v, int[] possible)
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{
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float angle= (mRotationVect==possible[0] ? v[possible[1]] : -v[possible[0]]);
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if( mLastTouchedAxis==2 ) angle = -angle;
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return angle;
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}
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}
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