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be7c9190
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Leszek Koltunski
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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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c7a98f94
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Leszek Koltunski
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// Tetrahedral objects: map the 2D swipes of user's fingers to 3D rotations
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be7c9190
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Leszek Koltunski
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abstract class Movement4 extends Movement
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{
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static final float DIST3D = SQ6/12;
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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( 0,+SQ3/3,+SQ6/3),
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new Static3D( 0,+SQ3/3,-SQ6/3),
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new Static3D(-SQ6/3,-SQ3/3, 0),
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new Static3D(+SQ6/3,-SQ3/3, 0),
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Movement4(Static3D[] rotAxis)
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{
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super(rotAxis, FACE_AXIS, DIST3D, DIST2D);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c7a98f94
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Leszek Koltunski
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// Jing has nL=2
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be7c9190
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Leszek Koltunski
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public float returnRotationFactor(int numLayers, int row)
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{
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c7a98f94
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Leszek Koltunski
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return numLayers==2 ? 1.0f : ((float)numLayers)/(numLayers-row);
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be7c9190
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Leszek Koltunski
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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 > 1 ? 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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