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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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import static org.distorted.objects.TwistyObject.SQ2;
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import org.distorted.library.type.Static3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Hexahedral objects: map the 2D swipes of user's fingers to 3D rotations
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abstract class Movement6 extends Movement
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{
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static final float DIST3D = 0.5f;
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static final float DIST2D = 0.5f;
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static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D(1,0,0), new Static3D(-1,0,0),
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new Static3D(0,1,0), new Static3D(0,-1,0),
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new Static3D(0,0,1), new Static3D(0,0,-1)
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};
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private final float[][] mTouchBorders;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Movement6(Static3D[] rotAxis,float[][] cuts, boolean[][] rotatable, int numLayers)
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{
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super(rotAxis, FACE_AXIS, DIST3D, DIST2D);
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float scale = 1.0f/numLayers; // 1.0 is (2*DIST3D)/(2*DIST2D)
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mTouchBorders = computeBorders(scale,cuts,rotatable);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int computeRowFromOffset(int face, int axisIndex, int numLayers, float offset)
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{
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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<borders[i] ) return i;
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}
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return len;
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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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return ( p[0]<=DIST2D && p[0]>=-DIST2D && p[1]<=DIST2D && p[1]>=-DIST2D );
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}
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}
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