Revision 815687bb
Added by Leszek Koltunski almost 9 years ago
| 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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} |
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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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