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Revision dd65ead3

Added by Leszek Koltunski about 4 years ago

Big progress with generalizing the Movement classes.

View differences:

src/main/java/org/distorted/object/RubikPyraminxMovement.java
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package org.distorted.object;
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import org.distorted.library.type.Static2D;
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import org.distorted.library.type.Static4D;
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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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  RubikPyraminxMovement()
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    {
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    super(4,1);
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    }
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  boolean faceIsVisible(int axis, int lr)
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    {
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    return mCamera[axis] < -SQ2*SQ3/12;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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// TODO
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  void castTouchPointOntoFace(int axis, int lr, float[] output)
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    {
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    /*
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    float diff = mPoint[axis]-mCamera[axis];
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    float ratio= diff!=0.0f ? ((lr-0.5f)-mCamera[axis])/diff : 0.0f;
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    output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0];
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    output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1];
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    output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2];
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    */
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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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    public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
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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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      return false;
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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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// TODO
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    public Static2D newRotation(Static4D rotatedTouchPoint)
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      {
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      return null;
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      }
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  boolean isInsideFace(float[] p)
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    {
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    return false;//( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f && p[2]<=0.5f && p[2]>=-0.5f );
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO
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    public float continueRotation(Static4D rotatedTouchPoint)
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      {
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      return 0.0f;
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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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    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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