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cd2e8d4c
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 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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71f8a172
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Leszek Koltunski
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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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cd2e8d4c
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Leszek Koltunski
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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.Static4D;
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import org.distorted.objectlib.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TouchControlShapemod extends TouchControlShapeChanging
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{
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public TouchControlShapemod(TwistyObject object)
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{
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super(object);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeDisabledAxis(Static4D quat)
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{
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final float D = 0.2f;
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float minLen = 1.0f;
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float sumLens = 0.0f;
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int minIndex = -1;
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for(int axis=0; axis<mNumAxis; axis++)
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{
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float x = mRotAxis[axis].get0();;
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float y = mRotAxis[axis].get1();
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float z = mRotAxis[axis].get2();
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float w = 0.0f;
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QuatHelper.rotateVectorByQuat(mTmp,x,y,z,w,quat);
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float rx = mTmp[0];
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float ry = mTmp[1];
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float rz = mTmp[2];
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float len = rx*rx + ry*ry;
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sumLens += len;
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if( len<minLen )
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{
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minLen = len;
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minIndex = axis;
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}
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}
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1a6003a6
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Leszek Koltunski
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cd2e8d4c
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Leszek Koltunski
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return ( minLen < D*sumLens ) ? minIndex : -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeRotationIndex(int disabled, float dx, float dy, float dz)
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{
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float min = Float.MAX_VALUE;
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int minAxis = -1;
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for(int axis=0; axis<mNumAxis; axis++)
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if( axis!=disabled )
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{
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float ax = mRotAxis[axis].get0();
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float ay = mRotAxis[axis].get1();
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float az = mRotAxis[axis].get2();
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float angle = dx*ax + dy*ay + dz*az;
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if( angle<0 ) angle=-angle;
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if( angle<min )
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{
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min=angle;
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minAxis = axis;
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}
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}
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return minAxis;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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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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float dx = mPoint[0] - rotatedTouchPoint.get0()/mObjectRatio;
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float dy = mPoint[1] - rotatedTouchPoint.get1()/mObjectRatio;
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float dz = mPoint[2] - rotatedTouchPoint.get2()/mObjectRatio;
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int disabledAxis = computeDisabledAxis(quat);
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int rotIndex = computeRotationIndex(disabledAxis,dx,dy,dz);
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int row = computeRow(mTouchedCubit,rotIndex);
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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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