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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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import org.distorted.library.type.Static2D;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObjectMovement
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{
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float[] mPoint, mCamera, mTouch;
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int mRotationVect, mLastTouchedAxis;
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private float[] mDiff;
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private int mLastTouchedLR;
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private int mNumAxis, mNumFacesPerAxis;
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private int[] mPossible;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract boolean faceIsVisible(int axis, int lr);
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abstract void castTouchPointOntoFace(int axis, int lr, float[] output);
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abstract boolean isInsideFace(float[] point);
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abstract void fillPossibleRotations(int axis, int[] output);
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abstract float fillUpRotationVectAndOffset(float[] vect, int[] possible);
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abstract float returnAngle(float[] vect, int[] possible);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikObjectMovement(int numAxis, int numFacesPerAxis)
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{
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mPoint = new float[3];
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mCamera= new float[3];
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mDiff = new float[3];
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mTouch = new float[3];
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mNumAxis = numAxis;
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mNumFacesPerAxis = numFacesPerAxis;
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mPossible = new int[mNumAxis-1];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[0] = rotatedCamera.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[1] = rotatedCamera.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[2] = rotatedCamera.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++)
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{
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for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++)
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{
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if( faceIsVisible(mLastTouchedAxis, mLastTouchedLR) )
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{
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mTouch);
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if( isInsideFace(mTouch) )
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{
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fillPossibleRotations(mLastTouchedAxis, mPossible);
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return true;
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}
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}
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}
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static2D newRotation(Static4D rotatedTouchPoint)
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mDiff);
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mDiff[0] -= mTouch[0];
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mDiff[1] -= mTouch[1];
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mDiff[2] -= mTouch[2];
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float offset = fillUpRotationVectAndOffset(mDiff, mPossible);
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mTouch[0] = mPoint[0];
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mTouch[1] = mPoint[1];
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mTouch[2] = mPoint[2];
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return new Static2D(mRotationVect,offset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float continueRotation(Static4D rotatedTouchPoint)
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{
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mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[0];
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mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[1];
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mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[2];
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return (mLastTouchedLR-0.5f)*returnAngle(mDiff, mPossible);
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}
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}
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