Revision ea9b68db
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/examples/meshjoin/MeshJoinSurfaceView.java | ||
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class MeshJoinSurfaceView extends GLSurfaceView |
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{ |
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private final static int DIRECTION_SENSITIVITY= 12; |
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private int mX, mY; |
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private MeshJoinRenderer mRenderer; |
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... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void resetQuats() |
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{ |
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float qx = mRenderer.mQuat1.get0(); |
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float qy = mRenderer.mQuat1.get1(); |
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float qz = mRenderer.mQuat1.get2(); |
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float qw = mRenderer.mQuat1.get3(); |
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float rx = mRenderer.mQuat2.get0(); |
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float ry = mRenderer.mQuat2.get1(); |
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float rz = mRenderer.mQuat2.get2(); |
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float rw = mRenderer.mQuat2.get3(); |
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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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} |
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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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mRenderer.mQuat1.set(px*sinA, py*sinA, pz*sinA, cosA); |
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} |
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} |
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} |
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if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > mRenderer.mScreenMin*mRenderer.mScreenMin/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) ) |
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{ |
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mX = x; |
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mY = y; |
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resetQuats(); |
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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.get0(); |
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float qy = mRenderer.mQuat1.get1(); |
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float qz = mRenderer.mQuat1.get2(); |
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float qw = mRenderer.mQuat1.get3(); |
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float rx = mRenderer.mQuat2.get0(); |
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float ry = mRenderer.mQuat2.get1(); |
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float rz = mRenderer.mQuat2.get2(); |
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float rw = mRenderer.mQuat2.get3(); |
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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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resetQuats(); |
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break; |
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} |
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Also available in: Unified diff
Progress with MeshJoin app.
Fix rotating in some apps.