Revision b62eb334
Added by Leszek Koltunski about 5 years ago
src/main/java/org/distorted/examples/rubik/RubikRenderer.java | ||
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class RubikRenderer implements GLSurfaceView.Renderer |
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class RubikRenderer implements GLSurfaceView.Renderer, EffectListener
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{ |
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private 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 float CAMERA_DISTANCE = 0.5f; // 0.5 of the length of max(scrHeight,scrWidth)
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private static final float CAMERA_DISTANCE = 0.5f; // 0.5 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 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, mFinishDragCurrent, mFinishDragAccumulated; |
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private boolean mFinishRotation, mRemoveRotation, mFinishDragCurrent, mFinishDragAccumulated;
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private RubikCube mCube; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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} |
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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( mFinishRotation ) |
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{ |
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mFinishRotation=false; |
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mCube.finishRotationCalledOnNextRender(); |
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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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} |
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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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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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float fovInDegrees = (float)(2*halfFOVInRadians*(180/Math.PI)); |
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return fovInDegrees; |
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return (float)(2*halfFOVInRadians*(180/Math.PI)); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Many things.
1) make the Dynamic.setDuration() able to be called AFTER the Dynamic has already been run. (and rename it to 'makeRunNowFor()' )
2) remove the automatic removal of zero Effects from EffectQueues.
3) adjust several Apps to cope with 2)
4) add post-rotation to Rubik (still not finished)