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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted 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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// Distorted 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 Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.examples.rubik;
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import android.opengl.GLSurfaceView;
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import org.distorted.library.effect.VertexEffectSink;
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import org.distorted.library.main.Distorted;
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import org.distorted.library.main.DistortedScreen;
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import org.distorted.library.message.EffectListener;
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import org.distorted.library.message.EffectMessage;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikRenderer implements GLSurfaceView.Renderer, EffectListener
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{
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private static final float CUBE_SCREEN_RATIO = 0.5f;
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private static final float CAMERA_DISTANCE = 0.6f; // 0.6 of the length of max(scrHeight,scrWidth)
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private RubikSurfaceView mView;
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private DistortedScreen mScreen;
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private Static3D mMove, mScale;
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private Static4D mQuatCurrent, mQuatAccumulated;
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private Static4D mTempCurrent, mTempAccumulated;
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private float mCubeSizeInScreenSpace;
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private boolean mFinishRotation, mRemoveRotation, mFinishDragCurrent, mFinishDragAccumulated;
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private boolean mCanRotate;
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private RubikCube mCube;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikRenderer(RubikSurfaceView v)
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{
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mView = v;
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mScreen = new DistortedScreen();
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mTempCurrent = new Static4D(0,0,0,1);
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mTempAccumulated = initializeQuat();
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mQuatCurrent = new Static4D(0,0,0,1);
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mQuatAccumulated = initializeQuat();
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mMove = new Static3D(0,0,0);
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mScale = new Static3D(1,1,1);
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mFinishRotation = false;
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mRemoveRotation = false;
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mFinishDragCurrent = false;
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mFinishDragAccumulated = false;
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mCanRotate = true;
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mCube = new RubikCube( RubikActivity.DEFAULT_CUBE_SIZE, mMove, mScale, mQuatCurrent, mQuatAccumulated);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// various things are done here delayed, 'after the next render' as not to be done mid-render and
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// cause artifacts.
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public void onDrawFrame(GL10 glUnused)
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{
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mScreen.render( System.currentTimeMillis() );
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if( mFinishDragCurrent )
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{
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mFinishDragCurrent = false;
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mQuatCurrent.set(mTempCurrent);
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}
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if( mFinishDragAccumulated )
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{
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mFinishDragAccumulated = false;
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mQuatAccumulated.set(mTempAccumulated);
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}
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if( mFinishRotation )
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{
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mCanRotate = false;
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mFinishRotation=false;
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mCube.finishRotationCalledOnNextRender(this);
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}
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if( mRemoveRotation )
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{
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mRemoveRotation=false;
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mCube.removeRotationCalledOnNextRender(this);
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mCanRotate = true;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// EffectListener. The library sends a message to us when it's time to call 'removeRotation'
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public void effectMessage(final EffectMessage em, final long effectID, final long objectID)
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{
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switch(em)
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{
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case EFFECT_FINISHED: mRemoveRotation = true; break;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void onSurfaceChanged(GL10 glUnused, int width, int height)
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{
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float cameraDistance = CAMERA_DISTANCE*(width>height ? width:height);
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float fovInDegrees = computeFOV(cameraDistance,height);
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mScreen.setProjection( fovInDegrees, 0.1f);
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mView.setScreenSize(width,height);
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mView.setCameraDist(cameraDistance);
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mCubeSizeInScreenSpace = CUBE_SCREEN_RATIO*(width>height ? height:width);
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float texSize = mCube.getTextureSize();
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float scaleFactor = mCubeSizeInScreenSpace/(texSize*mCube.getSize());
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mMove.set( (width-scaleFactor*texSize)/2 , (height-scaleFactor*texSize)/2 , -scaleFactor*texSize/2 );
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mScale.set(scaleFactor,scaleFactor,scaleFactor);
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mScreen.resize(width, height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
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{
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mCube.createTexture();
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mScreen.detachAll();
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mCube.attachToScreen(mScreen);
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VertexEffectSink.enable();
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try
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{
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Distorted.onCreate(mView.getContext());
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}
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catch(Exception ex)
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{
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android.util.Log.e("Rubik", ex.getMessage() );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float computeFOV(float cameraDistance, int screenHeight)
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{
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double halfFOVInRadians = Math.atan( screenHeight/(2*cameraDistance) );
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return (float)(2*halfFOVInRadians*(180/Math.PI));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// no this will not race with onDrawFrame
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void finishRotation()
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{
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mFinishRotation = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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float returnCubeSizeInScreenSpace()
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{
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return mCubeSizeInScreenSpace;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean canRotate()
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{
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return mCanRotate;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCube getCube()
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{
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return mCube;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Initial rotation of the cube. Something semi-random that looks good.
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Static4D initializeQuat()
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{
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return new Static4D(-0.25189602f,0.3546389f,0.009657208f,0.90038127f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setQuatCurrent(Static4D current)
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{
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mTempCurrent.set(current);
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mFinishDragCurrent = true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setQuatAccumulated(Static4D accumulated)
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{
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mTempAccumulated.set(accumulated);
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mFinishDragAccumulated = true;
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}
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}
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