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be7c9190
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Leszek Koltunski
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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.objects;
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ef018c1b
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Leszek Koltunski
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import static org.distorted.objects.TwistyObject.SQ2;
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be7c9190
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Leszek Koltunski
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c7a98f94
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Leszek Koltunski
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// Octahedral objects: map the 2D swipes of user's fingers to 3D rotations
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be7c9190
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Leszek Koltunski
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abstract class Movement8 extends Movement
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{
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static final float DIST3D = SQ6/6;
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static final float DIST2D = SQ3/6;
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(+SQ6/3,+SQ3/3, 0), new Static3D(-SQ6/3,-SQ3/3, 0),
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new Static3D(-SQ6/3,+SQ3/3, 0), new Static3D(+SQ6/3,-SQ3/3, 0),
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new Static3D( 0,+SQ3/3,+SQ6/3), new Static3D( 0,-SQ3/3,-SQ6/3),
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new Static3D( 0,+SQ3/3,-SQ6/3), new Static3D( 0,-SQ3/3,+SQ6/3)
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};
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ef018c1b
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Leszek Koltunski
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private final float[][] mTouchBorders;
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be7c9190
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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ef018c1b
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Leszek Koltunski
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Movement8(Static3D[] rotAxis,float[][] cuts, boolean[][] rotatable, int numLayers)
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be7c9190
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Leszek Koltunski
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{
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super(rotAxis, FACE_AXIS, DIST3D, DIST2D);
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ef018c1b
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Leszek Koltunski
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float scale = (3*SQ2/4)/numLayers; // 3*SQ2/4 is 1/cos(dihedral-90)
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mTouchBorders = computeBorders(scale,cuts,rotatable);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We have either one of the four faces (1,3,4,6) which, when the retAxis are cast onto it, they
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// point the right way (and so the triangle then spans from offset=-SQ3/6 to offset=+SQ3/3 with
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// midpoint at SQ3/12) or one of the other face when the cast rotAxis are the wrong way round (and
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// the triangle spans then from 0 to SQ3/2 with midpoint at SQ3/4).
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//
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// This is only true if the rotAxis connect the centers of opposing faces!
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int computeRowFromOffset(int face, int axisIndex, int numLayers, float offset)
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{
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float off = ( face==1 || face==3 || face==4 || face==6 ) ? DIST2D/2 : -DIST2D/2;
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float[] borders = mTouchBorders[axisIndex];
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int len = borders.length;
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for(int i=0; i<len; i++)
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{
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if( offset+off<borders[i] ) return i;
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}
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return len;
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be7c9190
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Leszek Koltunski
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(int numLayers, int row)
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isInsideFace(int face, float[] p)
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{
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float y = (face%2 == 0 ? p[1] : -p[1]);
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float x = p[0];
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return (y >= -DIST2D) && (y <= DIST2D*(2-6*x)) && (y <= DIST2D*(2+6*x));
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}
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}
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