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Revision 815687bb

Added by Leszek Koltunski about 8 years ago

Progress with 'Wind'

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src/main/java/org/distorted/examples/wind/WindEffectsManager.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 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.wind;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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import org.distorted.library.DistortedObject;
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class WindEffectsManager
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  {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  void apply(DistortedObject obj, int wind)
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    {
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    }
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  }
src/main/java/org/distorted/examples/wind/WindRenderer.java
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import org.distorted.library.DistortedCubes;
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import org.distorted.library.DistortedObject;
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import org.distorted.library.EffectTypes;
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import org.distorted.library.type.DynamicQuat;
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import org.distorted.library.type.Static1D;
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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 java.io.IOException;
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import java.io.InputStream;
......
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{
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   private GLSurfaceView mView;
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   private DistortedObject mObject;
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   private DynamicQuat mQuatInt1, mQuatInt2;
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   private int mWind;
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   private WindEffectsManager mEffects;
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   private int mObjWidth, mObjHeight;
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   Static4D mQuat1, mQuat2;
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   int mScreenMin;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   WindRenderer(GLSurfaceView view)
......
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      mView = view;
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      mObject = new DistortedCubes(50,30,10,false);
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      mEffects = new WindEffectsManager();
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      mObjWidth = mObject.getWidth();
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      mObjHeight= mObject.getHeight();
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      mQuat1 = new Static4D(           0,         0,           0,          1);  // unity quaternion
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      mQuat2 = new Static4D(-0.25189602f,0.3546389f,0.009657208f,0.90038127f);  // something semi-random that looks good
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      mQuatInt1 = new DynamicQuat(0,0.5f);
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      mQuatInt2 = new DynamicQuat(0,0.5f);
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      mQuatInt1.add(mQuat1);
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      mQuatInt2.add(mQuat2);
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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   void setWind(int wind)
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      {
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      mWind = wind;
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      mEffects.apply(mObject,wind);
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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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      mScreenMin = width<height ? width:height;
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      mObject.abortEffects(EffectTypes.MATRIX);
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      float factor;
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      float factor = 0.8f*(width<height? width:height)/mObjWidth;
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      if( width*mObjHeight > height*mObjWidth ) // screen is more 'horizontal' than the Object
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        {
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        factor = (0.8f*height)/mObjHeight;
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        }
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      else
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        {
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        factor = (0.8f*width)/mObjWidth;
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        }
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      mObject.move( new Static3D( (width-factor*mObjWidth)/2 , (height-factor*mObjHeight)/2 , 0) );
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      mObject.move( new Static3D( (width-factor*mObjWidth)/2 + width/8 , (height-factor*mObjHeight)/2 -height/4 , 0) );
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      mObject.scale(factor);
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      Static3D center = new Static3D(mObjWidth/2,mObjHeight/2, 0);
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      mObject.quaternion(mQuatInt1, center);
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      mObject.quaternion(mQuatInt2, center);
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      Static1D angle = new Static1D(-45);
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      Static3D axis  = new Static3D(0,0,1);
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      Static3D center= new Static3D(0,mObjHeight/2,0);
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      mObject.rotate(angle, axis, center);
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      Distorted.onSurfaceChanged(width, height);
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      }
src/main/java/org/distorted/examples/wind/WindSurfaceView.java
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class WindSurfaceView extends GLSurfaceView
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{
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    private int mX, mY;
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    private WindRenderer mRenderer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
......
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      {
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      super(c, attrs);
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      mX = -1;
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      mY = -1;
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      if(!isInEditMode())
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        {
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        setEGLContextClientVersion(2);
......
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      {
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      return mRenderer;
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      }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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    @Override public boolean onTouchEvent(MotionEvent event)
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      {
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      int action = event.getAction();
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      int x = (int)event.getX();
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      int y = (int)event.getY();
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      switch(action)
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         {
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         case MotionEvent.ACTION_DOWN: mX = x;
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                                       mY = y;
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                                       break;
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         case MotionEvent.ACTION_MOVE: if( mX>=0 && mY>= 0 )
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                                         {
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                                         float px = mY-y;
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                                         float py = mX-x;
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                                         float pz = 0;
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                                         float plen = (float)Math.sqrt(px*px + py*py + pz*pz);
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                                         if( plen>0 )
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                                           {
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                                           px /= plen;
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                                           py /= plen;
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                                           pz /= plen;
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                                           float cosA = (float)Math.cos(plen*3.14f/mRenderer.mScreenMin);
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                                           float sinA = (float)Math.sqrt(1-cosA*cosA);
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                                           mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA);
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                                           }
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                                         }
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                                       break;
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         case MotionEvent.ACTION_UP  : mX = -1;
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                                       mY = -1;
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                                       float qx = mRenderer.mQuat1.getX();
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                                       float qy = mRenderer.mQuat1.getY();
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                                       float qz = mRenderer.mQuat1.getZ();
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                                       float qw = mRenderer.mQuat1.getW();
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                                       float rx = mRenderer.mQuat2.getX();
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                                       float ry = mRenderer.mQuat2.getY();
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                                       float rz = mRenderer.mQuat2.getZ();
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                                       float rw = mRenderer.mQuat2.getW();
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                                       // This is quaternion multiplication. (tx.ty.tz.tw)
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                                       // is now equal to (qx,qy,qz,qw)*(rx,ry,rz,rw)
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                                       float tx = rw*qx - rz*qy + ry*qz + rx*qw;
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                                       float ty = rw*qy + rz*qx + ry*qw - rx*qz;
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                                       float tz = rw*qz + rz*qw - ry*qx + rx*qy;
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                                       float tw = rw*qw - rz*qz - ry*qy - rx*qx;
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                                       // The point of this is so that there are always
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                                       // exactly 2 quaternions: Quat1 representing the rotation
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                                       // accumulating only since the last screen touch, and Quat2
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                                       // which remembers the combined effect of all previous
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                                       // swipes.
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                                       // We cannot be accumulating an ever-growing list of quaternions
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                                       // and add a new one every time user swipes the screen - there
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                                       // is a limited number of slots in the EffectQueueMatrix!
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                                       mRenderer.mQuat1.set(0f, 0f, 0f, 1f);
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                                       mRenderer.mQuat2.set(tx, ty, tz, tw);
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                                       break;
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         }
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      return true;
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      }
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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