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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.touchcontrol;
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import org.distorted.library.main.QuatHelper;
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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 org.distorted.objectlib.main.TwistyObject;
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import static org.distorted.objectlib.main.TwistyObject.SQ2;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Ball-shaped objects: map the 2D swipes of user's fingers to 3D rotations
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public class TouchControlBall extends TouchControl
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{
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private static final float MIN_LEN = 0.35f;
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private static final float[] mTmp = new float[4];
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private final Static3D[] mRotAxis;
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private final float[] mPoint, mCamera, mTouch;
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private final int[] mEnabledRotAxis;
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private final int[][][] mEnabled;
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private final float[] mMove2D;
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private final float[][] mCastedRotAxis;
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private float[][] mTouchBorders;
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private float mLongitude, mLatitude;
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private float mX, mY, mZ;
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private static final float X = (float)Math.sqrt( (2-SQ2)/(6+SQ2) );
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private static final float Y = (float)Math.sqrt( (2+SQ2)/(6+SQ2) );
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public static final Static3D[] FACE_AXIS = new Static3D[]
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{
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new Static3D( X, Y, Y),
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new Static3D( X,-Y, Y),
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new Static3D( Y, Y, X),
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new Static3D( Y,-Y, X),
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new Static3D( Y, Y,-X),
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new Static3D( Y,-Y,-X),
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new Static3D( X, Y,-Y),
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new Static3D( X,-Y,-Y),
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new Static3D(-X, Y,-Y),
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new Static3D(-X,-Y,-Y),
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new Static3D(-Y, Y,-X),
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new Static3D(-Y,-Y,-X),
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new Static3D(-Y, Y, X),
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new Static3D(-Y,-Y, X),
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new Static3D(-X, Y, Y),
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new Static3D(-X,-Y, Y),
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TouchControlBall(TwistyObject object)
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{
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super(object.getObjectRatio());
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int[] numLayers = object.getNumLayers();
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float[][] cuts = object.getCuts(numLayers);
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boolean[][] rotatable = object.getLayerRotatable(numLayers);
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float size = object.getSize();
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mRotAxis = object.getRotationAxis();
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mEnabled = object.getEnabled();
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mMove2D = new float[2];
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mPoint = new float[3];
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mCamera= new float[3];
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mTouch = new float[3];
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int numRotAxis = mRotAxis.length;
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mEnabledRotAxis = new int[numRotAxis+1];
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mCastedRotAxis = new float[numRotAxis][2];
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computeBorders(cuts,rotatable,size);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[] computeBorder(float[] cuts, boolean[] rotatable, float size)
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{
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if( cuts==null ) return null;
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int len = cuts.length;
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float[] border = new float[len];
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for(int i=0; i<len; i++)
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{
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if( !rotatable[i] )
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{
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border[i] = i>0 ? border[i-1] : -Float.MAX_VALUE;
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}
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else
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{
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if( rotatable[i+1] ) border[i] = cuts[i]/size;
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else
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{
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int found = -1;
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for(int j=i+2; j<=len; j++)
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{
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if( rotatable[j] )
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{
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found=j;
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break;
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}
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}
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border[i] = found>0 ? (cuts[i]+cuts[found-1])/(2*size) : Float.MAX_VALUE;
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}
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}
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}
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return border;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// size, not numLayers (see Master Skewb where size!=numLayers) - also cuboids.
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void computeBorders(float[][] cuts, boolean[][] rotatable, float size)
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{
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int numCuts = cuts.length;
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mTouchBorders = new float[numCuts][];
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for(int axis=0; axis<numCuts; axis++)
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{
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mTouchBorders[axis] = computeBorder(cuts[axis],rotatable[axis],size);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeRowFromOffset(int axisIndex, float offset)
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{
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float[] borders = mTouchBorders[axisIndex];
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if( borders==null ) return 0;
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int len = borders.length;
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for(int i=0; i<len; i++)
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{
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if( offset<borders[i] ) return i;
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}
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return len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Longitude spans from 0 (at Guinea Bay) increasing to the east all the way to 2PI
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// Latitude - from -PI/2 (South Pole) to +PI/2 (North Pole)
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private void computeLongitudeAndLatitude(float A, float B, float C)
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{
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float sqrt = (float)Math.sqrt(B*B - 4*A*C);
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float alpha= (-B+sqrt)/(2*A); // this is the closer point
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float cx = mCamera[0];
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float cy = mCamera[1];
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float cz = mCamera[2];
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float vx = mCamera[0]-mPoint[0];
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float vy = mCamera[1]-mPoint[1];
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float vz = mCamera[2]-mPoint[2];
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mX = cx + alpha*vx;
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mY = cy + alpha*vy;
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mZ = cz + alpha*vz;
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mLongitude = mZ==0 ? 0 : (float)Math.atan(mX/mZ);
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mLatitude = (float)Math.asin(2*mY);
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if( mZ<0 ) mLongitude += Math.PI;
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else if( mX<0 ) mLongitude += 2*Math.PI;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this is Masterball-specific. See TwistyMasterball.getEnabled()
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private int returnTouchedFace()
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{
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float t = (float)(mLongitude + Math.PI/8);
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if( t>2*Math.PI ) t-=(2*Math.PI);
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int ret = (int)(t/(Math.PI/4));
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return ret<8 ? ret : 7;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// this is Masterball-specific. No parts in any faces.
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private int returnTouchedPart()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float computeOffset(int rotIndex)
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{
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Static3D axis = mRotAxis[rotIndex];
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return mX*axis.get0() + mY*axis.get1() + mZ*axis.get2();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeEnabledAxis()
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{
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int face = returnTouchedFace();
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int part = returnTouchedPart();
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int num = mEnabled[face][0].length;
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mEnabledRotAxis[0] = num;
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System.arraycopy(mEnabled[face][part], 0, mEnabledRotAxis, 1, num);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float returnRotationFactor(int[] numLayers, int row)
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{
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return 1.0f;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchedCubitFace()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int getTouchedCubit()
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
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{
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mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
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mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
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mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
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mCamera[0] = rotatedCamera.get0()/mObjectRatio;
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mCamera[1] = rotatedCamera.get1()/mObjectRatio;
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mCamera[2] = rotatedCamera.get2()/mObjectRatio;
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float vx = mCamera[0]-mPoint[0];
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float vy = mCamera[1]-mPoint[1];
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float vz = mCamera[2]-mPoint[2];
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float R = 0.5f;
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float A = vx*vx + vy*vy + vz*vz;
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float B = 2*(vx*mCamera[0] + vy*mCamera[1] + vz*mCamera[2]);
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float C = (mCamera[0]*mCamera[0] + mCamera[1]*mCamera[1] + mCamera[2]*mCamera[2]) - R*R;
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if( B*B >= 4*A*C )
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{
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computeLongitudeAndLatitude(A,B,C);
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void newRotation(int[] output, Static4D rotatedTouchPoint, Static4D quat)
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{
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computeEnabledAxis();
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mTouch[0] = rotatedTouchPoint.get0()/mObjectRatio;
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mTouch[1] = rotatedTouchPoint.get1()/mObjectRatio;
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mTouch[2] = rotatedTouchPoint.get2()/mObjectRatio;
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float x = mTouch[0]-mPoint[0];
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float y = mTouch[1]-mPoint[1];
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float z = mTouch[2]-mPoint[2];
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QuatHelper.rotateVectorByQuat(mTmp,x,y,z,0,quat);
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mMove2D[0] = mTmp[0];
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mMove2D[1] = mTmp[1];
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for(int i=1; i<=mEnabledRotAxis[0]; i++)
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{
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int enabled = mEnabledRotAxis[i];
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Static3D axis = mRotAxis[enabled];
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float[] vector = mCastedRotAxis[enabled];
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float bx = axis.get0();
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float by = axis.get1();
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float bz = axis.get2();
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QuatHelper.rotateVectorByQuat(mTmp,bx,by,bz,0,quat);
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float len = (float)Math.sqrt(mTmp[0]*mTmp[0] + mTmp[1]*mTmp[1]);
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if( len<MIN_LEN )
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{
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vector[0] = 1000f; // switch off the axis because when casted
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vector[1] = 1000f; // onto the screen it is too short
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}
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else
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{
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vector[0] = mTmp[0]/len;
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vector[1] = mTmp[1]/len;
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}
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}
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int rotIndex = computeRotationIndex( mCastedRotAxis, mMove2D, mEnabledRotAxis);
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float offset = computeOffset(rotIndex);
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int row = computeRowFromOffset(rotIndex,offset);
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output[0] = rotIndex;
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output[1] = row;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// simply cast the appropriate rotational axis of the object to the screen surface.
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public void getCastedRotAxis(float[] output, Static4D quat, int axisIndex)
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{
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Static3D a = mRotAxis[axisIndex];
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Static4D result = QuatHelper.rotateVectorByQuat(a.get0(),a.get1(),a.get2(),0,quat);
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float cx = result.get0();
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float cy = result.get1();
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float len= (float)Math.sqrt(cx*cx+cy*cy);
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if( len!=0 )
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{
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output[0] = cx/len;
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output[1] = cy/len;
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}
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else
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{
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output[0] = 1;
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output[1] = 0;
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}
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}
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}
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