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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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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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package org.distorted.examples.rubik;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.opengl.GLSurfaceView;
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import org.distorted.library.effect.MatrixEffectMove;
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import org.distorted.library.effect.MatrixEffectQuaternion;
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import org.distorted.library.effect.MatrixEffectRotate;
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import org.distorted.library.effect.MatrixEffectScale;
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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.DistortedEffects;
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import org.distorted.library.main.DistortedScreen;
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import org.distorted.library.main.DistortedTexture;
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import org.distorted.library.mesh.MeshCubes;
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import org.distorted.library.type.Dynamic1D;
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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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class RubikRenderer implements GLSurfaceView.Renderer
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{
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static final int NUM_CUBES = 4;
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private static final int SIZE = 200;
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static final int NUM_CUBES = 4;
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private static final float CUBE_SCREEN_RATIO = 0.5f;
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private static final Static3D VectX = new Static3D(1,0,0);
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private static final Static3D VectY = new Static3D(0,1,0);
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private static final Static3D VectZ = new Static3D(0,0,1);
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private GLSurfaceView mView;
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private DistortedTexture mTexture;
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private DistortedScreen mScreen;
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private Static3D mMove, mScale, mCenter;
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private MeshCubes[][][] mCubes;
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private DistortedEffects[][][] mEffects;
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private Static4D[][][] mQuatScramble;
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private Static3D[][][] mRotationAxis;
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private Dynamic1D[][][] mRotationAngle;
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private Static3D[][][] mCurrentPosition;
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private Static1D mRotationAngleStatic;
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private int mRotAxis, mRotRow;
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private int mScreenWidth, mScreenHeight;
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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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int mScreenMin;
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private float mScaleFactor;
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private int mScreenWidth, mScreenHeight;
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private boolean mFinishRotation, mFinishDragCurrent, mFinishDragAccumulated;
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private RubikCube mCube;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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mView = v;
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mScreen = new DistortedScreen();
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mScreen.setProjection(90.0f, 0.1f);
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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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mCubes = new MeshCubes[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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mEffects = new DistortedEffects[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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Static3D[][][] cubeVectors = new Static3D[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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mQuatScramble = new Static4D[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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mRotationAxis = new Static3D[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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mRotationAngle = new Dynamic1D[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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mCurrentPosition= new Static3D[NUM_CUBES][NUM_CUBES][NUM_CUBES];
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float sinkDegree = 3.0f - 1.8f/NUM_CUBES; // f(1)=1.2, f(inf)=3
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VertexEffectSink sink = new VertexEffectSink( new Static1D(sinkDegree),
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new Static3D(SIZE*0.5f, SIZE*0.5f, SIZE*0.5f),
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new Static4D(0,0,0, SIZE*0.72f) );
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mMove = new Static3D(0,0,0);
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mScale = new Static3D(1,1,1);
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mCenter= new Static3D(0,0,0);
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mRotationAngleStatic = new Static1D(0);
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mRotAxis= RubikSurfaceView.VECTN;
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MatrixEffectMove move = new MatrixEffectMove(mMove);
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MatrixEffectScale scale = new MatrixEffectScale(mScale);
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MatrixEffectQuaternion quat1 = new MatrixEffectQuaternion(mQuatCurrent , mCenter);
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MatrixEffectQuaternion quat2 = new MatrixEffectQuaternion(mQuatAccumulated, mCenter);
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// 3x2 bitmap = 6 squares:
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//
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// RED GREEN BLUE
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// YELLOW WHITE BROWN
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final float ze = 0.0f;
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final float ot = 1.0f/3.0f;
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final float tt = 2.0f/3.0f;
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final float oh = 1.0f/2.0f;
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final float of = 1.0f/40.0f;
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final Static4D mapFront = new Static4D(ze,oh, ze+ot,oh+oh);
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final Static4D mapBack = new Static4D(tt,ze, tt+ot,ze+oh);
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final Static4D mapLeft = new Static4D(ot,ze, ot+ot,ze+oh);
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final Static4D mapRight = new Static4D(ze,ze, ze+ot,ze+oh);
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final Static4D mapTop = new Static4D(tt,oh, tt+ot,oh+oh);
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final Static4D mapBottom= new Static4D(ot,oh, ot+ot,oh+oh);
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final Static4D mapBlack = new Static4D(ze,ze, ze+of,ze+of);
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Static4D tmpFront, tmpBack, tmpLeft, tmpRight, tmpTop, tmpBottom;
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float nc = 0.5f*(NUM_CUBES-1);
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int vertices = (int)(24.0f/NUM_CUBES + 2.0f);
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for(int x = 0; x< NUM_CUBES; x++)
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for(int y = 0; y< NUM_CUBES; y++)
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for(int z = 0; z< NUM_CUBES; z++)
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{
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if( x==0 || x==NUM_CUBES-1 || y==0 || y==NUM_CUBES-1 || z==0 || z==NUM_CUBES-1 ) // only the external walls
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{
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tmpLeft = (x== 0 ? mapLeft :mapBlack);
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tmpRight = (x== NUM_CUBES -1 ? mapRight :mapBlack);
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tmpFront = (z== NUM_CUBES -1 ? mapFront :mapBlack);
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tmpBack = (z== 0 ? mapBack :mapBlack);
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tmpTop = (y== NUM_CUBES -1 ? mapTop :mapBlack);
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tmpBottom= (y== 0 ? mapBottom:mapBlack);
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mCubes[x][y][z] = new MeshCubes(vertices,vertices,vertices, tmpFront, tmpBack, tmpLeft, tmpRight, tmpTop, tmpBottom);
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cubeVectors[x][y][z] = new Static3D( SIZE*(x-nc), SIZE*(y-nc), SIZE*(z-nc) );
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mQuatScramble[x][y][z] = new Static4D(0,0,0,1);
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mRotationAngle[x][y][z] = new Dynamic1D();
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mRotationAxis[x][y][z] = new Static3D(1,0,0);
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mCurrentPosition[x][y][z] = new Static3D(x,y,z);
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mEffects[x][y][z] = new DistortedEffects();
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mEffects[x][y][z].apply(sink);
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mEffects[x][y][z].apply(move);
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mEffects[x][y][z].apply(scale);
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mEffects[x][y][z].apply(quat1);
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mEffects[x][y][z].apply(quat2);
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mEffects[x][y][z].apply( new MatrixEffectRotate( mRotationAngle[x][y][z], mRotationAxis[x][y][z], mCenter));
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mEffects[x][y][z].apply( new MatrixEffectQuaternion(mQuatScramble[x][y][z], mCenter));
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mEffects[x][y][z].apply( new MatrixEffectMove(cubeVectors[x][y][z]) );
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}
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}
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mFinishRotation = false;
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mFinishDragCurrent = false;
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mFinishDragAccumulated = false;
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mCube = new RubikCube(NUM_CUBES, mMove, mScale, mQuatCurrent, mQuatAccumulated);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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{
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mScreen.render( System.currentTimeMillis() );
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mQuatCurrent.set(mTempCurrent);
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mQuatAccumulated.set(mTempAccumulated);
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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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mFinishRotation=false;
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mCube.finishRotationCalledOnNextRender();
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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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mScreen.setProjection( width>height ? 60.0f : 90.0f, 0.1f);
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mScreenWidth = width;
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mScreenHeight= height;
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mScreenMin = width<height ? width:height;
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float w = mTexture.getWidth();
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float h = mTexture.getHeight();
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float d = mTexture.getDepth(mCubes[0][0][0]);
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float w = mCube.getWidth();
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float h = mCube.getHeight();
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float d = mCube.getDepth();
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float factor = CUBE_SCREEN_RATIO*(width>height ? height/h:width/w)/ NUM_CUBES;
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mScaleFactor = CUBE_SCREEN_RATIO*(width>height ? height/h:width/w)/ NUM_CUBES;
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mCenter.set(w/2,h/2,d/2);
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mMove.set( (width-factor*w)/2 , (height-factor*h)/2 , -factor*d/2 );
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mScale.set(factor,factor,factor);
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mMove.set( (width-mScaleFactor*w)/2 , (height-mScaleFactor*h)/2 , -mScaleFactor*d/2 );
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mScale.set(mScaleFactor,mScaleFactor,mScaleFactor);
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mScreen.resize(width, height);
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}
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
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{
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Bitmap bitmap;
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final int S = 128;
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final int W = 3*S;
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final int H = 2*S;
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final int R = S/10;
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final int M = S/20;
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Paint paint = new Paint();
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bitmap = Bitmap.createBitmap(W,H, Bitmap.Config.ARGB_8888);
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Canvas canvas = new Canvas(bitmap);
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paint.setAntiAlias(true);
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paint.setTextAlign(Paint.Align.CENTER);
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paint.setStyle(Paint.Style.FILL);
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// 3x2 bitmap = 6 squares:
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//
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// RED GREEN BLUE
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// YELLOW WHITE BROWN
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paint.setColor(0xff000000); // BLACK BACKGROUND
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canvas.drawRect(0, 0, W, H, paint); //
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paint.setColor(0xffff0000); // RED
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canvas.drawRoundRect( M, M, S-M, S-M, R, R, paint); //
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paint.setColor(0xff00ff00); // GREEN
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canvas.drawRoundRect( S+M, M, 2*S-M, S-M, R, R, paint); //
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paint.setColor(0xff0000ff); // BLUE
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canvas.drawRoundRect(2*S+M, M, 3*S-M, S-M, R, R, paint); //
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paint.setColor(0xffffff00); // YELLOW
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canvas.drawRoundRect( M, S+M, S-M, 2*S-M, R, R, paint); //
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paint.setColor(0xffffffff); // WHITE
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canvas.drawRoundRect( S+M, S+M, 2*S-M, 2*S-M, R, R, paint); //
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paint.setColor(0xffb5651d); // BROWN
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canvas.drawRoundRect(2*S+M, S+M, 3*S-M, 2*S-M, R, R, paint); //
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if( mTexture==null ) mTexture = new DistortedTexture(SIZE,SIZE);
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mTexture.setTexture(bitmap);
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mCube.createTexture();
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mScreen.detachAll();
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for(int x = 0; x< NUM_CUBES; x++)
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for(int y = 0; y< NUM_CUBES; y++)
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for(int z = 0; z< NUM_CUBES; z++)
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if( x==0 || x==NUM_CUBES-1 || y==0 || y==NUM_CUBES-1 || z==0 || z==NUM_CUBES-1 ) // only the external walls
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{
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mScreen.attach(mTexture,mEffects[x][y][z],mCubes[x][y][z]);
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}
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mCube.attachToScreen(mScreen);
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VertexEffectSink.enable();
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}
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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 returnCameraDistance()
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// NUM_CUBES individual little cubes, each SIZE in size, times 'scaleFactor' (see onSurfaceChanged)
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// NUM_CUBES individual little cubes, each TEXTURE_SIZE in size, times 'scaleFactor' (see onSurfaceChanged)
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float returnCubeSize()
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{
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float w = mTexture.getWidth();
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float h = mTexture.getHeight();
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float max = (mScreenWidth>mScreenHeight ? mScreenHeight/h:mScreenWidth/w);
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float scaleFactor = CUBE_SCREEN_RATIO*max/NUM_CUBES;
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return scaleFactor*NUM_CUBES*SIZE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void addNewRotation(int vector, int row )
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{
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Static3D axis = VectX;
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switch(vector)
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{
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case RubikSurfaceView.VECTX: axis = VectX; break;
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case RubikSurfaceView.VECTY: axis = VectY; break;
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case RubikSurfaceView.VECTZ: axis = VectZ; break;
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}
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mRotAxis = vector;
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mRotRow = row;
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mRotationAngleStatic.set1(0.0f);
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for(int x = 0; x< NUM_CUBES; x++)
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for(int y = 0; y< NUM_CUBES; y++)
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for(int z = 0; z< NUM_CUBES; z++)
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if( x==0 || x==NUM_CUBES-1 || y==0 || y==NUM_CUBES-1 || z==0 || z==NUM_CUBES-1 )
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{
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if( belongsToRotation(x,y,z,vector,row) )
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{
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mRotationAxis[x][y][z].set(axis);
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mRotationAngle[x][y][z].add(mRotationAngleStatic);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void continueRotation(float angle)
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{
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mRotationAngleStatic.set1(200.0f*angle/mScreenMin);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void finishRotation()
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{
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float nearestAngle = (mRotationAngleStatic.get1()+45.0f)/90.0f;
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if( nearestAngle<0 ) nearestAngle-=1.0f;
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int nearestAngleInDegrees = 90*(4-((int)nearestAngle+4)%4);
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double nearestAngleInRadians = nearestAngleInDegrees*Math.PI/180;
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float sinA = (float)Math.sin(nearestAngleInRadians*0.5);
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float cosA = (float)Math.cos(nearestAngleInRadians*0.5);
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mRotationAngleStatic.set1(0);
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float qx=0,qy=0,qz=0;
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switch(mRotAxis)
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{
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case RubikSurfaceView.VECTX: qx=1; break;
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case RubikSurfaceView.VECTY: qy=1; break;
|
351 |
|
case RubikSurfaceView.VECTZ: qz=1; break;
|
352 |
|
}
|
353 |
|
|
354 |
|
Static4D quat = new Static4D(qx*sinA, qy*sinA, qz*sinA, cosA);
|
355 |
|
|
356 |
|
for(int x = 0; x< NUM_CUBES; x++)
|
357 |
|
for(int y = 0; y< NUM_CUBES; y++)
|
358 |
|
for(int z = 0; z< NUM_CUBES; z++)
|
359 |
|
if( x==0 || x==NUM_CUBES-1 || y==0 || y==NUM_CUBES-1 || z==0 || z==NUM_CUBES-1 )
|
360 |
|
{
|
361 |
|
if( belongsToRotation(x,y,z,mRotAxis,mRotRow) )
|
362 |
|
{
|
363 |
|
mRotationAngle[x][y][z].removeAll();
|
364 |
|
mQuatScramble[x][y][z].set(RubikSurfaceView.quatMultiply(quat,mQuatScramble[x][y][z]));
|
365 |
|
modifyCurrentPosition(x,y,z,quat);
|
366 |
|
}
|
367 |
|
}
|
|
163 |
return mScaleFactor*NUM_CUBES*RubikCube.TEXTURE_SIZE;
|
368 |
164 |
}
|
369 |
165 |
|
370 |
166 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
371 |
167 |
|
372 |
|
private boolean belongsToRotation(int x, int y, int z, int vector, int row)
|
|
168 |
float getScreenWidth()
|
373 |
169 |
{
|
374 |
|
switch(vector)
|
375 |
|
{
|
376 |
|
case RubikSurfaceView.VECTX: return mCurrentPosition[x][y][z].get1()==row;
|
377 |
|
case RubikSurfaceView.VECTY: return mCurrentPosition[x][y][z].get2()==row;
|
378 |
|
case RubikSurfaceView.VECTZ: return mCurrentPosition[x][y][z].get3()==row;
|
379 |
|
}
|
380 |
|
|
381 |
|
return false;
|
|
170 |
return mScreenWidth;
|
382 |
171 |
}
|
383 |
172 |
|
384 |
173 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
385 |
174 |
|
386 |
|
private void modifyCurrentPosition(int x, int y, int z, Static4D quat)
|
|
175 |
float getScreenHeight()
|
387 |
176 |
{
|
388 |
|
Static3D current = mCurrentPosition[x][y][z];
|
389 |
|
float beforeX = current.get1();
|
390 |
|
float beforeY = current.get2();
|
391 |
|
float beforeZ = current.get3();
|
392 |
|
|
393 |
|
float diff = 0.5f*(NUM_CUBES-1);
|
394 |
|
|
395 |
|
float cubitCenterX = beforeX - diff;
|
396 |
|
float cubitCenterY = beforeY - diff;
|
397 |
|
float cubitCenterZ = beforeZ - diff;
|
398 |
|
|
399 |
|
Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
|
400 |
|
Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
|
401 |
|
|
402 |
|
float rotatedX = rotatedCenter.get1() + diff;
|
403 |
|
float rotatedY = rotatedCenter.get2() + diff;
|
404 |
|
float rotatedZ = rotatedCenter.get3() + diff;
|
405 |
|
|
406 |
|
int roundedX = (int)(rotatedX+0.1f);
|
407 |
|
int roundedY = (int)(rotatedY+0.1f);
|
408 |
|
int roundedZ = (int)(rotatedZ+0.1f);
|
409 |
|
|
410 |
|
//android.util.Log.e("rubik", "before: ("+((int)beforeX)+","+((int)beforeY)+","+((int)beforeZ)+") after: ("+roundedX+","+roundedY+","+roundedZ+")");
|
411 |
|
|
412 |
|
mCurrentPosition[x][y][z].set1(roundedX);
|
413 |
|
mCurrentPosition[x][y][z].set2(roundedY);
|
414 |
|
mCurrentPosition[x][y][z].set3(roundedZ);
|
|
177 |
return mScreenHeight;
|
415 |
178 |
}
|
416 |
179 |
|
417 |
180 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418 |
181 |
|
419 |
|
float getScreenWidth()
|
|
182 |
RubikCube getCube()
|
420 |
183 |
{
|
421 |
|
return mScreenWidth;
|
|
184 |
return mCube;
|
422 |
185 |
}
|
423 |
186 |
|
424 |
187 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
425 |
188 |
|
426 |
|
float getScreenHeight()
|
|
189 |
int getScreenMin()
|
427 |
190 |
{
|
428 |
|
return mScreenHeight;
|
|
191 |
return mScreenWidth<mScreenHeight ? mScreenWidth:mScreenHeight;
|
429 |
192 |
}
|
430 |
193 |
|
431 |
194 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
... | ... | |
441 |
204 |
void setQuatCurrent(Static4D current)
|
442 |
205 |
{
|
443 |
206 |
mTempCurrent.set(current);
|
|
207 |
mFinishDragCurrent = true;
|
444 |
208 |
}
|
445 |
209 |
|
446 |
210 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
... | ... | |
448 |
212 |
void setQuatAccumulated(Static4D accumulated)
|
449 |
213 |
{
|
450 |
214 |
mTempAccumulated.set(accumulated);
|
|
215 |
mFinishDragAccumulated = true;
|
451 |
216 |
}
|
452 |
217 |
}
|
Improve the architecture of the Rubik App: new RubikCube class.