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magiccube / src / main / java / org / distorted / object / RubikCubeMovement.java @ dd65ead3

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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(3,2);
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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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  boolean faceIsVisible(int axis, int lr)
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    {
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    return (2*lr-1)*mCamera[axis] > 0.5f;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
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// cast this touch point onto the surface defined by the 'face' and write the cast coords to 'output'.
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// Center of the 'face' = (0,0), third coord always +- cubeHalfSize.
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  void castTouchPointOntoFace(int axis, int lr, float[] output)
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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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  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 && p[2]<=0.5f && p[2]>=-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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