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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 RubikPyraminxMovement extends RubikObjectMovement
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{
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private static final float SQ2 = (float)Math.sqrt(2);
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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,SQ2*SQ3/12);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// ( 0, 1, 0 ) BOTTOM
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// ( 0, -1.0f/3, 2*SQ2/3 ) BACK
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// (-SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) LEFT
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// ( SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) RIGHT
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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]=3; output[1]=1; output[2]=2; break; // (RIGHT,BACK,LEFT) when looking at BOTTOM
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case 1: output[0]=2; output[1]=0; output[2]=3; break; // (LEFT,BOTTOM,RIGHT) when looking at BACK
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case 2: output[0]=3; output[1]=0; output[2]=1; break; // (RIGHT,BOTTOM,BACK) when looking at LEFT
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case 3: output[0]=1; output[1]=0; output[2]=2; break; // (BACK,BOTTOM,LEFT) when looking at RIGHT
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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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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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// TODO
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float fillUpRotationVectAndOffset(float[] v, float[] touch, 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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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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float returnAngle(float[] v, int[] possible)
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{
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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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return 0;
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}
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}
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