1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2021 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.objectlib.touchcontrol;
|
21
|
|
22
|
import org.distorted.library.main.QuatHelper;
|
23
|
import org.distorted.library.type.Static4D;
|
24
|
import org.distorted.objectlib.helpers.ObjectShape;
|
25
|
import org.distorted.objectlib.main.TwistyObject;
|
26
|
|
27
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
28
|
|
29
|
public class TouchControlShapeChanging extends TouchControl
|
30
|
{
|
31
|
private static final float NOT_TOUCHED = 1000000.0f;
|
32
|
private static final float[] mTmp = new float[4];
|
33
|
|
34
|
private static class FaceInfo
|
35
|
{
|
36
|
private final float[] vector;
|
37
|
private final float distance;
|
38
|
private final float[][] vertices;
|
39
|
private final float[][] rotated;
|
40
|
|
41
|
FaceInfo(float[][] verts, float size)
|
42
|
{
|
43
|
int numV = verts.length;
|
44
|
|
45
|
vertices = new float[numV][];
|
46
|
rotated = new float[numV][];
|
47
|
|
48
|
for(int i=0; i<numV; i++)
|
49
|
{
|
50
|
int len = verts[i].length;
|
51
|
vertices[i]= new float[len];
|
52
|
rotated[i] = new float[len];
|
53
|
|
54
|
for(int j=0; j<len; j++) vertices[i][j] = verts[i][j]/size;
|
55
|
}
|
56
|
|
57
|
// assuming the first three vertices are linearly independent
|
58
|
float a1 = vertices[0][0] - vertices[1][0];
|
59
|
float a2 = vertices[0][1] - vertices[1][1];
|
60
|
float a3 = vertices[0][2] - vertices[1][2];
|
61
|
float b1 = vertices[1][0] - vertices[2][0];
|
62
|
float b2 = vertices[1][1] - vertices[2][1];
|
63
|
float b3 = vertices[1][2] - vertices[2][2];
|
64
|
|
65
|
float vx = a2*b3-a3*b2;
|
66
|
float vy = a3*b1-a1*b3;
|
67
|
float vz = a1*b2-a2*b1;
|
68
|
|
69
|
float len = (float)Math.sqrt(vx*vx+vy*vy+vz*vz);
|
70
|
|
71
|
vx/=len;
|
72
|
vy/=len;
|
73
|
vz/=len;
|
74
|
|
75
|
float dist = vx*vertices[0][0] + vy*vertices[0][1] + vz*vertices[0][2];
|
76
|
|
77
|
if( dist<0 )
|
78
|
{
|
79
|
dist = -dist;
|
80
|
vx = -vx;
|
81
|
vy = -vy;
|
82
|
vz = -vz;
|
83
|
}
|
84
|
|
85
|
vector = new float[4];
|
86
|
vector[0] = vx;
|
87
|
vector[1] = vy;
|
88
|
vector[2] = vz;
|
89
|
vector[3] = 0.0f;
|
90
|
|
91
|
distance = dist;
|
92
|
}
|
93
|
}
|
94
|
|
95
|
private final float[] mPoint, mCamera, mTouch;
|
96
|
private final TwistyObject mObject;
|
97
|
|
98
|
private float[][] mQuats;
|
99
|
private int mNumCubits;
|
100
|
private int[] mNumFaces;
|
101
|
private boolean mPreparationDone;
|
102
|
private FaceInfo[][] mInfos;
|
103
|
private int mTouchedCubit;
|
104
|
private int mTouchedFace;
|
105
|
|
106
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
107
|
|
108
|
public TouchControlShapeChanging(TwistyObject object)
|
109
|
{
|
110
|
super(object.getObjectRatio());
|
111
|
|
112
|
mPoint = new float[3];
|
113
|
mCamera= new float[3];
|
114
|
mTouch = new float[3];
|
115
|
mObject= object;
|
116
|
mPreparationDone = false;
|
117
|
}
|
118
|
|
119
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
120
|
|
121
|
private FaceInfo[] computeInfos(float[][] vertices, int[][] indices, float[] position, Static4D quat, float size)
|
122
|
{
|
123
|
int numFaces = indices.length;
|
124
|
|
125
|
int len = position.length/3;
|
126
|
float avgX = 0.0f;
|
127
|
float avgY = 0.0f;
|
128
|
float avgZ = 0.0f;
|
129
|
|
130
|
for(int i=0; i<len; i++)
|
131
|
{
|
132
|
avgX += position[3*i ];
|
133
|
avgY += position[3*i+1];
|
134
|
avgZ += position[3*i+2];
|
135
|
}
|
136
|
|
137
|
avgX /= len;
|
138
|
avgY /= len;
|
139
|
avgZ /= len;
|
140
|
|
141
|
FaceInfo[] infos = new FaceInfo[numFaces];
|
142
|
Static4D tmp;
|
143
|
|
144
|
for(int i=0; i<numFaces; i++)
|
145
|
{
|
146
|
int numVerts = indices[i].length;
|
147
|
float[][] verts = new float[numVerts][4];
|
148
|
|
149
|
for(int j=0; j<numVerts; j++)
|
150
|
{
|
151
|
int index = indices[i][j];
|
152
|
float x = vertices[index][0];
|
153
|
float y = vertices[index][1];
|
154
|
float z = vertices[index][2];
|
155
|
float w = 1.0f;
|
156
|
|
157
|
tmp = QuatHelper.rotateVectorByQuat(x,y,z,w,quat);
|
158
|
|
159
|
verts[j][0] = tmp.get0() + avgX;
|
160
|
verts[j][1] = tmp.get1() + avgY;
|
161
|
verts[j][2] = tmp.get2() + avgZ;
|
162
|
verts[j][3] = 1.0f;
|
163
|
}
|
164
|
|
165
|
infos[i] = new FaceInfo(verts,size);
|
166
|
}
|
167
|
|
168
|
return infos;
|
169
|
}
|
170
|
|
171
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
172
|
|
173
|
private void prepare()
|
174
|
{
|
175
|
int[] numLayers = mObject.getNumLayers();
|
176
|
float[][] positions = mObject.getCubitPositions(numLayers);
|
177
|
float size = mObject.getSize();
|
178
|
mNumCubits = positions.length;
|
179
|
mNumFaces = new int[mNumCubits];
|
180
|
|
181
|
mInfos = new FaceInfo[mNumCubits][];
|
182
|
|
183
|
for(int i=0; i<mNumCubits; i++)
|
184
|
{
|
185
|
int variant = mObject.getCubitVariant(i,numLayers);
|
186
|
ObjectShape shape = mObject.getObjectShape(variant);
|
187
|
Static4D quat = mObject.getQuat(i,numLayers);
|
188
|
float[][] vertices = shape.getVertices();
|
189
|
int[][] indices = shape.getVertIndices();
|
190
|
mInfos[i] = computeInfos(vertices,indices,positions[i],quat,size);
|
191
|
mNumFaces[i] = indices.length;
|
192
|
}
|
193
|
|
194
|
Static4D[] quats = mObject.getQuats();
|
195
|
int numQuats = quats.length;
|
196
|
|
197
|
mQuats = new float[numQuats][4];
|
198
|
|
199
|
for(int i=0; i<numQuats; i++)
|
200
|
{
|
201
|
Static4D q = quats[i];
|
202
|
mQuats[i][0] = q.get0();
|
203
|
mQuats[i][1] = q.get1();
|
204
|
mQuats[i][2] = q.get2();
|
205
|
mQuats[i][3] = q.get3();
|
206
|
}
|
207
|
|
208
|
mPreparationDone = true;
|
209
|
}
|
210
|
|
211
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
212
|
// input: four co-planar points in 3D. Guaranteed point1 != point2 != p2
|
213
|
//
|
214
|
// Draw a line through point1 and point2. This line splits the plana into two parts.
|
215
|
// Return true iff points 'p1' and 'p2' are located in different parts.
|
216
|
//
|
217
|
// Points 'p1' and 'p2' are in different parts iff vectors
|
218
|
// (p1-point2)x(point2-point1) and (p2-point2)x(point2-point1)
|
219
|
// (which should be parallel because they are both normal to the plane) point in different directions.
|
220
|
//
|
221
|
// Two (almost) parallel vectors 'v1' and 'v2' point in different directions iff |v1+v2| < |v1-v2|
|
222
|
|
223
|
private boolean areOnDifferentSides(float[] p1, float[] p2, float[] point1, float[] point2 )
|
224
|
{
|
225
|
float a1 = point2[0] - point1[0];
|
226
|
float a2 = point2[1] - point1[1];
|
227
|
float a3 = point2[2] - point1[2];
|
228
|
float b1 = p1[0] - point2[0];
|
229
|
float b2 = p1[1] - point2[1];
|
230
|
float b3 = p1[2] - point2[2];
|
231
|
float c1 = p2[0] - point2[0];
|
232
|
float c2 = p2[1] - point2[1];
|
233
|
float c3 = p2[2] - point2[2];
|
234
|
|
235
|
float vx1 = a2*b3-a3*b2;
|
236
|
float vy1 = a3*b1-a1*b3;
|
237
|
float vz1 = a1*b2-a2*b1;
|
238
|
|
239
|
float vx2 = a2*c3-a3*c2;
|
240
|
float vy2 = a3*c1-a1*c3;
|
241
|
float vz2 = a1*c2-a2*c1;
|
242
|
|
243
|
float sx = vx1+vx2;
|
244
|
float sy = vy1+vy2;
|
245
|
float sz = vz1+vz2;
|
246
|
|
247
|
float dx = vx1-vx2;
|
248
|
float dy = vy1-vy2;
|
249
|
float dz = vz1-vz2;
|
250
|
|
251
|
return sx*sx+sy*sy+sz*sz < dx*dx+dy*dy+dz*dz;
|
252
|
}
|
253
|
|
254
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
255
|
// vertices are counterclockwise
|
256
|
|
257
|
private boolean isInside(float[] point, float[][] vertices)
|
258
|
{
|
259
|
int numVert = vertices.length;
|
260
|
|
261
|
for(int i=0; i<numVert; i++)
|
262
|
{
|
263
|
int index1= i==numVert-1 ? 0 : i+1;
|
264
|
int index2= i==0 ? numVert-1 : i-1;
|
265
|
if( areOnDifferentSides(point,vertices[index2],vertices[i],vertices[index1]) ) return false;
|
266
|
}
|
267
|
|
268
|
return true;
|
269
|
}
|
270
|
|
271
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
272
|
|
273
|
private void rotateVertices(float[][] points, float[][] rotated, float[] quat)
|
274
|
{
|
275
|
int numPoints = points.length;
|
276
|
|
277
|
for(int i=0; i<numPoints; i++)
|
278
|
{
|
279
|
QuatHelper.rotateVectorByQuat(rotated[i],points[i],quat);
|
280
|
}
|
281
|
}
|
282
|
|
283
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
284
|
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
|
285
|
// a normalVec (nx,ny,nz) and distance (which together define a plane) compute point 'output[]' which:
|
286
|
// 1) lies on this plane
|
287
|
// 2) is co-linear with mCamera and mPoint
|
288
|
//
|
289
|
// output = camera + alpha*(point-camera), where alpha = [dist-normalVec*camera] / [normalVec*(point-camera)]
|
290
|
|
291
|
private void castTouchPointOntoFace(float nx, float ny, float nz, float distance, float[] output)
|
292
|
{
|
293
|
float d0 = mPoint[0]-mCamera[0];
|
294
|
float d1 = mPoint[1]-mCamera[1];
|
295
|
float d2 = mPoint[2]-mCamera[2];
|
296
|
|
297
|
float denom = nx*d0 + ny*d1 + nz*d2;
|
298
|
|
299
|
if( denom != 0.0f )
|
300
|
{
|
301
|
float axisCam = nx*mCamera[0] + ny*mCamera[1] + nz*mCamera[2];
|
302
|
float alpha = (distance-axisCam)/denom;
|
303
|
|
304
|
output[0] = mCamera[0] + d0*alpha;
|
305
|
output[1] = mCamera[1] + d1*alpha;
|
306
|
output[2] = mCamera[2] + d2*alpha;
|
307
|
}
|
308
|
}
|
309
|
|
310
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
311
|
|
312
|
private boolean faceIsVisible(float nx, float ny, float nz, float distance)
|
313
|
{
|
314
|
return mCamera[0]*nx + mCamera[1]*ny + mCamera[2]*nz > distance;
|
315
|
}
|
316
|
|
317
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
318
|
// FaceInfo defines a 3D plane (by means of a unit normal vector 'vector' and distance from the origin
|
319
|
// 'distance') and a list of points on the plane ('vertices').
|
320
|
//
|
321
|
// 0) rotate the face normal vector by quat
|
322
|
// 1) see if the face is visible. If not, return NOT_TOUCHED
|
323
|
// 2) else, cast the line passing through mPoint and mCamera onto this plane
|
324
|
// 3) if Z of this point is further from us than the already computed closestSoFar, return NOT_TOUCHED
|
325
|
// 4) else, rotate 'vertices' by quat and see if the casted point lies inside the polygon defined by them
|
326
|
// 5) if yes, return its Z; otherwise, return NOT_TOUCHED
|
327
|
|
328
|
private float cubitFaceTouched(FaceInfo info, float[] quat, float closestSoFar)
|
329
|
{
|
330
|
QuatHelper.rotateVectorByQuat(mTmp,info.vector,quat);
|
331
|
float nx = mTmp[0];
|
332
|
float ny = mTmp[1];
|
333
|
float nz = mTmp[2];
|
334
|
|
335
|
if( faceIsVisible(nx,ny,nz,info.distance) )
|
336
|
{
|
337
|
castTouchPointOntoFace(nx,ny,nz,info.distance,mTouch);
|
338
|
|
339
|
float dx = mTouch[0]-mCamera[0];
|
340
|
float dy = mTouch[1]-mCamera[1];
|
341
|
float dz = mTouch[2]-mCamera[2];
|
342
|
float dist = dx*dx + dy*dy + dz*dz;
|
343
|
|
344
|
if( dist<closestSoFar )
|
345
|
{
|
346
|
rotateVertices(info.vertices,info.rotated,quat);
|
347
|
if( isInside(mTouch,info.rotated) ) return dist;
|
348
|
}
|
349
|
}
|
350
|
|
351
|
return NOT_TOUCHED;
|
352
|
}
|
353
|
|
354
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
355
|
// PUBLIC API
|
356
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
357
|
|
358
|
public boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
|
359
|
{
|
360
|
if( !mPreparationDone ) prepare();
|
361
|
|
362
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
363
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
364
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
365
|
|
366
|
mCamera[0] = rotatedCamera.get0()/mObjectRatio;
|
367
|
mCamera[1] = rotatedCamera.get1()/mObjectRatio;
|
368
|
mCamera[2] = rotatedCamera.get2()/mObjectRatio;
|
369
|
|
370
|
float closestSoFar = NOT_TOUCHED;
|
371
|
mTouchedCubit = -1;
|
372
|
mTouchedFace = -1;
|
373
|
|
374
|
for(int cubit=0; cubit<mNumCubits; cubit++)
|
375
|
{
|
376
|
int quatIndex = mObject.getCubitQuatIndex(cubit);
|
377
|
float[] quat = mQuats[quatIndex];
|
378
|
|
379
|
for(int face=0; face<mNumFaces[cubit]; face++)
|
380
|
{
|
381
|
float dist = cubitFaceTouched(mInfos[cubit][face],quat,closestSoFar);
|
382
|
|
383
|
if( dist!=NOT_TOUCHED )
|
384
|
{
|
385
|
mTouchedCubit= cubit;
|
386
|
mTouchedFace = face;
|
387
|
closestSoFar = dist;
|
388
|
}
|
389
|
}
|
390
|
}
|
391
|
/*
|
392
|
if( closestSoFar!=NOT_TOUCHED )
|
393
|
{
|
394
|
android.util.Log.e("D", "cubit="+mTouchedCubit+" face="+mTouchedFace+" result: "+closestSoFar);
|
395
|
}
|
396
|
*/
|
397
|
return closestSoFar!=NOT_TOUCHED;
|
398
|
}
|
399
|
|
400
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
401
|
// TODO
|
402
|
|
403
|
public void newRotation(int[] output, Static4D rotatedTouchPoint)
|
404
|
{
|
405
|
if( !mPreparationDone ) prepare();
|
406
|
|
407
|
int rotIndex = 0;
|
408
|
int row = 0;
|
409
|
|
410
|
output[0] = rotIndex;
|
411
|
output[1] = row;
|
412
|
}
|
413
|
|
414
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
415
|
// TODO
|
416
|
|
417
|
public void getCastedRotAxis(float[] output, Static4D quat, int rotIndex)
|
418
|
{
|
419
|
output[0] = 1.0f;
|
420
|
output[1] = 0.0f;
|
421
|
}
|
422
|
|
423
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
424
|
|
425
|
public int getTouchedCubitFace()
|
426
|
{
|
427
|
return mTouchedFace;
|
428
|
}
|
429
|
|
430
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
431
|
|
432
|
public int getTouchedCubit()
|
433
|
{
|
434
|
return mTouchedCubit;
|
435
|
}
|
436
|
|
437
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
438
|
|
439
|
public float returnRotationFactor(int[] numLayers, int row)
|
440
|
{
|
441
|
return 1.0f;
|
442
|
}
|
443
|
}
|