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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 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 free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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c9c71c3f
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Leszek Koltunski
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package org.distorted.objectlib.touchcontrol;
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29b82486
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Leszek Koltunski
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Leszek Koltunski
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import org.distorted.library.main.QuatHelper;
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29b82486
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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57ef6378
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Leszek Koltunski
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import org.distorted.objectlib.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Leszek Koltunski
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public abstract class TouchControlShapeConstant extends TouchControl
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{
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static final float SQ3 = (float)Math.sqrt(3);
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static final float SQ6 = (float)Math.sqrt(6);
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private final int mNumFaceAxis;
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private final float[] mPoint, mCamera, mTouch;
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private final float[] mPoint2D, mMove2D;
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private final int[] mEnabledRotAxis;
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private final float[] mDistanceCenterFace3D;
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private final Static3D[] mFaceAxis;
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private int mLastTouchedFace;
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private float[][][] mCastedRotAxis;
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private Static4D[][] mCastedRotAxis4D;
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private float[][] mTouchBorders, mA, mB;
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private final int mSplit;
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private final int[][][] mEnabled;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract int returnPart(int type, int face, float[] touchPoint);
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abstract boolean isInsideFace(int face, float[] point);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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TouchControlShapeConstant(TwistyObject object, float[] distance3D, Static3D[] faceAxis)
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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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Static3D[] rotAxis = object.getRotationAxis();
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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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mPoint2D = new float[2];
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mMove2D = new float[2];
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mSplit = object.getTouchControlSplit();
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mEnabled = object.getEnabled();
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mFaceAxis = faceAxis;
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mNumFaceAxis= mFaceAxis.length;
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mEnabledRotAxis = new int[rotAxis.length+1];
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mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces
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computeCastedAxis(rotAxis);
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computeBorders(cuts,rotatable,size);
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computeLinear(rotAxis,faceAxis);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// mCastedRotAxis[1][2]{0,1} are the 2D coords of the 2nd rotAxis cast onto the face defined by the
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// 1st faceAxis.
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private void computeCastedAxis(Static3D[] rotAxis)
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{
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mCastedRotAxis = new float[mNumFaceAxis][rotAxis.length][2];
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mCastedRotAxis4D = new Static4D[mNumFaceAxis][rotAxis.length];
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for( int casted=0; casted<rotAxis.length; casted++)
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{
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Static3D a = rotAxis[casted];
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mPoint[0]= a.get0();
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mPoint[1]= a.get1();
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mPoint[2]= a.get2();
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for( int face=0; face<mNumFaceAxis; face++)
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{
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float ax = mFaceAxis[face].get0();
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float ay = mFaceAxis[face].get1();
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float az = mFaceAxis[face].get2();
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convertTo2Dcoords( mPoint, ax,ay,az, mCastedRotAxis[face][casted]);
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normalize2D(mCastedRotAxis[face][casted]);
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float f = mPoint[0]*ax + mPoint[1]*ay + mPoint[2]*az;
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mCastedRotAxis4D[face][casted] = new Static4D( mPoint[0]-f*ax, mPoint[1]-f*ay, mPoint[2]-f*az, 0);
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29b82486
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Leszek Koltunski
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void normalize2D(float[] vect)
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{
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float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
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vect[0] /= len;
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vect[1] /= len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// in the center of the face offset is always 0 regardless of the axis
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private float computeOffset(float[] point, float[] axis)
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{
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return point[0]*axis[0] + point[1]*axis[1];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean faceIsVisible(int index)
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{
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Static3D faceAxis = mFaceAxis[index];
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float castCameraOnAxis = mCamera[0]*faceAxis.get0() + mCamera[1]*faceAxis.get1() + mCamera[2]*faceAxis.get2();
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return castCameraOnAxis > mDistanceCenterFace3D[index];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
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// compute point 'output[]' which:
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// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0))
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// 2) is co-linear with mCamera and mPoint
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//
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// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
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private void castTouchPointOntoFace(int index, float[] output)
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{
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Static3D faceAxis = mFaceAxis[index];
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29b82486
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float d0 = mPoint[0]-mCamera[0];
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float d1 = mPoint[1]-mCamera[1];
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float d2 = mPoint[2]-mCamera[2];
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float a0 = faceAxis.get0();
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float a1 = faceAxis.get1();
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float a2 = faceAxis.get2();
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float denom = a0*d0 + a1*d1 + a2*d2;
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if( denom != 0.0f )
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{
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float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
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float alpha = (mDistanceCenterFace3D[index]-axisCam)/denom;
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output[0] = mCamera[0] + d0*alpha;
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output[1] = mCamera[1] + d1*alpha;
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output[2] = mCamera[2] + d2*alpha;
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}
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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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ba6d9ee9
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// size, not numLayers (see Master Skewb where size!=numLayers) - also cuboids.
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ba6d9ee9
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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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ba6d9ee9
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for(int axis=0; axis<numCuts; axis++)
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29b82486
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{
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ba6d9ee9
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mTouchBorders[axis] = computeBorder(cuts[axis],rotatable[axis],size);
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29b82486
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeSign(Static3D a, Static3D b)
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{
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float a1 = a.get0();
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float a2 = a.get1();
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float a3 = a.get2();
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float b1 = b.get0();
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float b2 = b.get1();
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float b3 = b.get2();
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return a1*b1+a2*b2+a3*b3 < 0 ? 1:-1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float crossProductLen(Static3D a, Static3D b)
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{
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float a1 = a.get0();
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float a2 = a.get1();
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float a3 = a.get2();
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float b1 = b.get0();
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float b2 = b.get1();
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float b3 = b.get2();
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float x1 = a2*b3-a3*b2;
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float x2 = a3*b1-a1*b3;
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float x3 = a1*b2-a2*b1;
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return (float)Math.sqrt(x1*x1 + x2*x2 + x3*x3);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// compute the array of 'A' and 'B' coeffs of the Ax+B linear function by which we need to multiply
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// the 3D 'cuts' to translate it from 3D (i.e. with respect to the rotAxis) to 2D in-face (i.e. with
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// respect to the 2D rotAxis cast into a particular face)
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ab31cf6f
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Leszek Koltunski
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private void computeLinear(Static3D[] rotAxis, Static3D[] faceAxis)
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29b82486
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Leszek Koltunski
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{
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int numFaces = faceAxis.length;
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int numRot = rotAxis.length;
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mA = new float[numFaces][numRot];
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mB = new float[numFaces][numRot];
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for(int i=0; i<numFaces; i++)
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for(int j=0; j<numRot; j++)
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{
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mA[i][j] = crossProductLen(faceAxis[i],rotAxis[j]);
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if( mA[i][j]!=0.0f )
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{
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float coeff = (float)Math.sqrt(1/(mA[i][j]*mA[i][j]) -1);
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int sign = computeSign(faceAxis[i],rotAxis[j]);
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ab31cf6f
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Leszek Koltunski
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mB[i][j] = sign*coeff*mDistanceCenterFace3D[i];
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29b82486
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}
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else mB[i][j] = 0.0f;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeRowFromOffset(int face, int axisIndex, float offset)
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{
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float[] borders = mTouchBorders[axisIndex];
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Leszek Koltunski
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if( borders==null ) return 0;
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int len = borders.length;
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float A = mA[face][axisIndex];
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if( A!=0.0f )
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{
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float B = mB[face][axisIndex];
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for(int i=0; i<len; i++)
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{
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float translated = B + borders[i]/A;
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if( offset<translated ) return i;
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}
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}
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return len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
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317 |
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{
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318 |
57ef6378
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Leszek Koltunski
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int part = returnPart(mSplit,face,touchPoint);
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319 |
29b82486
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Leszek Koltunski
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int num = mEnabled[face][0].length;
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enabled[0] = num;
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System.arraycopy(mEnabled[face][part], 0, enabled, 1, num);
|
323 |
|
|
}
|
324 |
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|
325 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
326 |
|
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// PUBLIC API
|
327 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
328 |
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|
329 |
57ef6378
|
Leszek Koltunski
|
public boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
|
330 |
29b82486
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Leszek Koltunski
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{
|
331 |
23afe4c4
|
Leszek Koltunski
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
332 |
|
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
333 |
|
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
334 |
29b82486
|
Leszek Koltunski
|
|
335 |
23afe4c4
|
Leszek Koltunski
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mCamera[0] = rotatedCamera.get0()/mObjectRatio;
|
336 |
|
|
mCamera[1] = rotatedCamera.get1()/mObjectRatio;
|
337 |
|
|
mCamera[2] = rotatedCamera.get2()/mObjectRatio;
|
338 |
29b82486
|
Leszek Koltunski
|
|
339 |
|
|
for( mLastTouchedFace=0; mLastTouchedFace<mNumFaceAxis; mLastTouchedFace++)
|
340 |
|
|
{
|
341 |
8da6b1c9
|
Leszek Koltunski
|
if( faceIsVisible(mLastTouchedFace) )
|
342 |
29b82486
|
Leszek Koltunski
|
{
|
343 |
8da6b1c9
|
Leszek Koltunski
|
castTouchPointOntoFace(mLastTouchedFace, mTouch);
|
344 |
0c5d8bf7
|
Leszek Koltunski
|
|
345 |
|
|
float ax = mFaceAxis[mLastTouchedFace].get0();
|
346 |
|
|
float ay = mFaceAxis[mLastTouchedFace].get1();
|
347 |
|
|
float az = mFaceAxis[mLastTouchedFace].get2();
|
348 |
|
|
|
349 |
|
|
convertTo2Dcoords(mTouch, ax,ay,az, mPoint2D);
|
350 |
29b82486
|
Leszek Koltunski
|
if( isInsideFace(mLastTouchedFace,mPoint2D) ) return true;
|
351 |
|
|
}
|
352 |
|
|
}
|
353 |
|
|
|
354 |
|
|
return false;
|
355 |
|
|
}
|
356 |
|
|
|
357 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
358 |
|
|
|
359 |
cd2e8d4c
|
Leszek Koltunski
|
public void newRotation(int[] output, Static4D rotatedTouchPoint, Static4D quat)
|
360 |
29b82486
|
Leszek Koltunski
|
{
|
361 |
23afe4c4
|
Leszek Koltunski
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
362 |
|
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
363 |
|
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
364 |
29b82486
|
Leszek Koltunski
|
|
365 |
8da6b1c9
|
Leszek Koltunski
|
castTouchPointOntoFace(mLastTouchedFace, mTouch);
|
366 |
0c5d8bf7
|
Leszek Koltunski
|
|
367 |
|
|
float ax = mFaceAxis[mLastTouchedFace].get0();
|
368 |
|
|
float ay = mFaceAxis[mLastTouchedFace].get1();
|
369 |
|
|
float az = mFaceAxis[mLastTouchedFace].get2();
|
370 |
|
|
|
371 |
|
|
convertTo2Dcoords(mTouch, ax,ay,az, mMove2D);
|
372 |
29b82486
|
Leszek Koltunski
|
|
373 |
|
|
mMove2D[0] -= mPoint2D[0];
|
374 |
|
|
mMove2D[1] -= mPoint2D[1];
|
375 |
|
|
|
376 |
|
|
computeEnabledAxis(mLastTouchedFace, mPoint2D, mEnabledRotAxis);
|
377 |
92a6fc8b
|
Leszek Koltunski
|
int rotIndex = computeRotationIndex( mCastedRotAxis[mLastTouchedFace], mMove2D, mEnabledRotAxis);
|
378 |
29b82486
|
Leszek Koltunski
|
float offset = computeOffset(mPoint2D, mCastedRotAxis[mLastTouchedFace][rotIndex]);
|
379 |
|
|
int row = computeRowFromOffset(mLastTouchedFace,rotIndex,offset);
|
380 |
|
|
|
381 |
57ef6378
|
Leszek Koltunski
|
output[0] = rotIndex;
|
382 |
|
|
output[1] = row;
|
383 |
29b82486
|
Leszek Koltunski
|
}
|
384 |
|
|
|
385 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
386 |
57ef6378
|
Leszek Koltunski
|
// cast the 3D axis we are currently rotating along (which is already casted to the surface of the
|
387 |
|
|
// currently touched face AND converted into a 4D vector - fourth 0) to a 2D in-screen-surface axis
|
388 |
29b82486
|
Leszek Koltunski
|
|
389 |
57ef6378
|
Leszek Koltunski
|
public void getCastedRotAxis(float[] output, Static4D quat, int rotIndex)
|
390 |
29b82486
|
Leszek Koltunski
|
{
|
391 |
57ef6378
|
Leszek Koltunski
|
Static4D axis = mCastedRotAxis4D[mLastTouchedFace][rotIndex];
|
392 |
|
|
Static4D result = QuatHelper.rotateVectorByQuat(axis, quat);
|
393 |
|
|
|
394 |
|
|
output[0] =result.get0();
|
395 |
|
|
output[1] =result.get1();
|
396 |
|
|
|
397 |
|
|
float len = (float)Math.sqrt(output[0]*output[0] + output[1]*output[1]);
|
398 |
|
|
output[0] /= len;
|
399 |
|
|
output[1] /= len;
|
400 |
29b82486
|
Leszek Koltunski
|
}
|
401 |
|
|
|
402 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
403 |
|
|
|
404 |
11fa413d
|
Leszek Koltunski
|
public int getTouchedCubitFace()
|
405 |
29b82486
|
Leszek Koltunski
|
{
|
406 |
11fa413d
|
Leszek Koltunski
|
return 0;
|
407 |
29b82486
|
Leszek Koltunski
|
}
|
408 |
|
|
|
409 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
410 |
|
|
|
411 |
11fa413d
|
Leszek Koltunski
|
public int getTouchedCubit()
|
412 |
29b82486
|
Leszek Koltunski
|
{
|
413 |
11fa413d
|
Leszek Koltunski
|
return 0;
|
414 |
29b82486
|
Leszek Koltunski
|
}
|
415 |
|
|
}
|