Revision dd65ead3
Added by Leszek Koltunski about 4 years ago
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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} |
Also available in: Unified diff
Big progress with generalizing the Movement classes.