1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2020 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.Static3D;
|
24
|
import org.distorted.library.type.Static4D;
|
25
|
import org.distorted.objectlib.main.TwistyObject;
|
26
|
|
27
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
28
|
|
29
|
public abstract class TouchControlShapeConstant extends TouchControl
|
30
|
{
|
31
|
static final float SQ3 = (float)Math.sqrt(3);
|
32
|
static final float SQ6 = (float)Math.sqrt(6);
|
33
|
|
34
|
private final int mNumFaceAxis;
|
35
|
private final float[] mPoint, mCamera, mTouch;
|
36
|
private final float[] mPoint2D, mMove2D;
|
37
|
private final int[] mEnabledRotAxis;
|
38
|
private final float[] mDistanceCenterFace3D;
|
39
|
private final Static3D[] mFaceAxis;
|
40
|
|
41
|
private int mLastTouchedFace;
|
42
|
private float[][][] mCastedRotAxis;
|
43
|
private Static4D[][] mCastedRotAxis4D;
|
44
|
private float[][] mTouchBorders, mA, mB;
|
45
|
|
46
|
private final int mSplit;
|
47
|
private final int[][][] mEnabled;
|
48
|
|
49
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
50
|
|
51
|
abstract int returnPart(int type, int face, float[] touchPoint);
|
52
|
abstract boolean isInsideFace(int face, float[] point);
|
53
|
|
54
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
55
|
|
56
|
TouchControlShapeConstant(TwistyObject object, float[] distance3D, Static3D[] faceAxis)
|
57
|
{
|
58
|
int[] numLayers = object.getNumLayers();
|
59
|
float[][] cuts = object.getCuts(numLayers);
|
60
|
boolean[][] rotatable = object.getLayerRotatable(numLayers);
|
61
|
float size = object.getSize();
|
62
|
Static3D[] rotAxis = object.getRotationAxis();
|
63
|
|
64
|
mPoint = new float[3];
|
65
|
mCamera= new float[3];
|
66
|
mTouch = new float[3];
|
67
|
|
68
|
mPoint2D = new float[2];
|
69
|
mMove2D = new float[2];
|
70
|
|
71
|
mSplit = object.getMovementSplit();
|
72
|
mEnabled = object.getEnabled();
|
73
|
mFaceAxis = faceAxis;
|
74
|
mNumFaceAxis= mFaceAxis.length;
|
75
|
|
76
|
mEnabledRotAxis = new int[rotAxis.length+1];
|
77
|
|
78
|
mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces
|
79
|
|
80
|
computeCastedAxis(rotAxis);
|
81
|
computeBorders(cuts,rotatable,size);
|
82
|
computeLinear(rotAxis,faceAxis);
|
83
|
}
|
84
|
|
85
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
86
|
// mCastedRotAxis[1][2]{0,1} are the 2D coords of the 2nd rotAxis cast onto the face defined by the
|
87
|
// 1st faceAxis.
|
88
|
|
89
|
private void computeCastedAxis(Static3D[] rotAxis)
|
90
|
{
|
91
|
mCastedRotAxis = new float[mNumFaceAxis][rotAxis.length][2];
|
92
|
mCastedRotAxis4D = new Static4D[mNumFaceAxis][rotAxis.length];
|
93
|
|
94
|
float fx,fy,fz,f;
|
95
|
|
96
|
for( int casted=0; casted<rotAxis.length; casted++)
|
97
|
{
|
98
|
Static3D a = rotAxis[casted];
|
99
|
mPoint[0]= a.get0();
|
100
|
mPoint[1]= a.get1();
|
101
|
mPoint[2]= a.get2();
|
102
|
|
103
|
for( int face=0; face<mNumFaceAxis; face++)
|
104
|
{
|
105
|
convertTo2Dcoords( mPoint, face, mCastedRotAxis[face][casted]);
|
106
|
normalize2D(mCastedRotAxis[face][casted]);
|
107
|
|
108
|
fx = mFaceAxis[face].get0();
|
109
|
fy = mFaceAxis[face].get1();
|
110
|
fz = mFaceAxis[face].get2();
|
111
|
f = mPoint[0]*fx + mPoint[1]*fy + mPoint[2]*fz;
|
112
|
mCastedRotAxis4D[face][casted] = new Static4D( mPoint[0]-f*fx, mPoint[1]-f*fy, mPoint[2]-f*fz, 0);
|
113
|
}
|
114
|
}
|
115
|
}
|
116
|
|
117
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
118
|
|
119
|
private void normalize2D(float[] vect)
|
120
|
{
|
121
|
float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
|
122
|
vect[0] /= len;
|
123
|
vect[1] /= len;
|
124
|
}
|
125
|
|
126
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
127
|
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
|
128
|
|
129
|
private int computeRotationIndex(int faceAxis, float[] move2D, int[] enabled)
|
130
|
{
|
131
|
float cosAngle, minCosAngle = Float.MAX_VALUE;
|
132
|
int minIndex=0, index;
|
133
|
float m0 = move2D[0];
|
134
|
float m1 = move2D[1];
|
135
|
float len = (float)Math.sqrt(m0*m0 + m1*m1);
|
136
|
|
137
|
if( len!=0.0f )
|
138
|
{
|
139
|
m0 /= len;
|
140
|
m1 /= len;
|
141
|
}
|
142
|
else
|
143
|
{
|
144
|
m0 = 1.0f; // arbitrarily
|
145
|
m1 = 0.0f; //
|
146
|
}
|
147
|
|
148
|
int numAxis = enabled[0];
|
149
|
|
150
|
for(int axis=1; axis<=numAxis; axis++)
|
151
|
{
|
152
|
index = enabled[axis];
|
153
|
cosAngle = m0*mCastedRotAxis[faceAxis][index][0] + m1*mCastedRotAxis[faceAxis][index][1];
|
154
|
if( cosAngle<0 ) cosAngle = -cosAngle;
|
155
|
|
156
|
if( cosAngle<minCosAngle )
|
157
|
{
|
158
|
minCosAngle=cosAngle;
|
159
|
minIndex = index;
|
160
|
}
|
161
|
}
|
162
|
|
163
|
return minIndex;
|
164
|
}
|
165
|
|
166
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
167
|
// in the center of the face offset is always 0 regardless of the axis
|
168
|
|
169
|
private float computeOffset(float[] point, float[] axis)
|
170
|
{
|
171
|
return point[0]*axis[0] + point[1]*axis[1];
|
172
|
}
|
173
|
|
174
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
175
|
|
176
|
private boolean faceIsVisible(int index)
|
177
|
{
|
178
|
Static3D faceAxis = mFaceAxis[index];
|
179
|
float castCameraOnAxis = mCamera[0]*faceAxis.get0() + mCamera[1]*faceAxis.get1() + mCamera[2]*faceAxis.get2();
|
180
|
return castCameraOnAxis > mDistanceCenterFace3D[index];
|
181
|
}
|
182
|
|
183
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
184
|
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
|
185
|
// compute point 'output[]' which:
|
186
|
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0))
|
187
|
// 2) is co-linear with mCamera and mPoint
|
188
|
//
|
189
|
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
|
190
|
|
191
|
private void castTouchPointOntoFace(int index, float[] output)
|
192
|
{
|
193
|
Static3D faceAxis = mFaceAxis[index];
|
194
|
|
195
|
float d0 = mPoint[0]-mCamera[0];
|
196
|
float d1 = mPoint[1]-mCamera[1];
|
197
|
float d2 = mPoint[2]-mCamera[2];
|
198
|
float a0 = faceAxis.get0();
|
199
|
float a1 = faceAxis.get1();
|
200
|
float a2 = faceAxis.get2();
|
201
|
|
202
|
float denom = a0*d0 + a1*d1 + a2*d2;
|
203
|
|
204
|
if( denom != 0.0f )
|
205
|
{
|
206
|
float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
|
207
|
float alpha = (mDistanceCenterFace3D[index]-axisCam)/denom;
|
208
|
|
209
|
output[0] = mCamera[0] + d0*alpha;
|
210
|
output[1] = mCamera[1] + d1*alpha;
|
211
|
output[2] = mCamera[2] + d2*alpha;
|
212
|
}
|
213
|
}
|
214
|
|
215
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
216
|
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
|
217
|
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
|
218
|
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
|
219
|
// original 3D Y axis and our 2D in-plane origin.
|
220
|
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
|
221
|
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
|
222
|
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
|
223
|
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
|
224
|
|
225
|
private void convertTo2Dcoords(float[] point3D, int index , float[] output)
|
226
|
{
|
227
|
Static3D faceAxis = mFaceAxis[index];
|
228
|
|
229
|
float y0,y1,y2; // base Y vector of the 2D coord system
|
230
|
float a0 = faceAxis.get0();
|
231
|
float a1 = faceAxis.get1();
|
232
|
float a2 = faceAxis.get2();
|
233
|
|
234
|
if( a0==0.0f && a2==0.0f )
|
235
|
{
|
236
|
y0=0; y1=0; y2=-a1;
|
237
|
}
|
238
|
else if( a1==0.0f )
|
239
|
{
|
240
|
y0=0; y1=1; y2=0;
|
241
|
}
|
242
|
else
|
243
|
{
|
244
|
float norm = (float)(-a1/Math.sqrt(1-a1*a1));
|
245
|
y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
|
246
|
}
|
247
|
|
248
|
float x0 = y1*a2 - y2*a1; //
|
249
|
float x1 = y2*a0 - y0*a2; // (2D coord baseY) x (axis) = 2D coord baseX
|
250
|
float x2 = y0*a1 - y1*a0; //
|
251
|
|
252
|
float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
|
253
|
|
254
|
float origin0 = originAlpha*a0; // coords of the point where axis
|
255
|
float origin1 = originAlpha*a1; // intersects surface plane i.e.
|
256
|
float origin2 = originAlpha*a2; // the origin of our 2D coord system
|
257
|
|
258
|
float v0 = point3D[0] - origin0;
|
259
|
float v1 = point3D[1] - origin1;
|
260
|
float v2 = point3D[2] - origin2;
|
261
|
|
262
|
output[0] = v0*x0 + v1*x1 + v2*x2;
|
263
|
output[1] = v0*y0 + v1*y1 + v2*y2;
|
264
|
}
|
265
|
|
266
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
267
|
|
268
|
private float[] computeBorder(float[] cuts, boolean[] rotatable, float size)
|
269
|
{
|
270
|
if( cuts==null ) return null;
|
271
|
|
272
|
int len = cuts.length;
|
273
|
float[] border = new float[len];
|
274
|
|
275
|
for(int i=0; i<len; i++)
|
276
|
{
|
277
|
if( !rotatable[i] )
|
278
|
{
|
279
|
border[i] = i>0 ? border[i-1] : -Float.MAX_VALUE;
|
280
|
}
|
281
|
else
|
282
|
{
|
283
|
if( rotatable[i+1] ) border[i] = cuts[i]/size;
|
284
|
else
|
285
|
{
|
286
|
int found = -1;
|
287
|
|
288
|
for(int j=i+2; j<=len; j++)
|
289
|
{
|
290
|
if( rotatable[j] )
|
291
|
{
|
292
|
found=j;
|
293
|
break;
|
294
|
}
|
295
|
}
|
296
|
|
297
|
border[i] = found>0 ? (cuts[i]+cuts[found-1])/(2*size) : Float.MAX_VALUE;
|
298
|
}
|
299
|
}
|
300
|
}
|
301
|
|
302
|
return border;
|
303
|
}
|
304
|
|
305
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
306
|
// size, not numLayers (see Master Skewb where size!=numLayers) - also cuboids.
|
307
|
|
308
|
void computeBorders(float[][] cuts, boolean[][] rotatable, float size)
|
309
|
{
|
310
|
int numCuts = cuts.length;
|
311
|
mTouchBorders = new float[numCuts][];
|
312
|
|
313
|
for(int axis=0; axis<numCuts; axis++)
|
314
|
{
|
315
|
mTouchBorders[axis] = computeBorder(cuts[axis],rotatable[axis],size);
|
316
|
}
|
317
|
}
|
318
|
|
319
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
320
|
|
321
|
private int computeSign(Static3D a, Static3D b)
|
322
|
{
|
323
|
float a1 = a.get0();
|
324
|
float a2 = a.get1();
|
325
|
float a3 = a.get2();
|
326
|
float b1 = b.get0();
|
327
|
float b2 = b.get1();
|
328
|
float b3 = b.get2();
|
329
|
|
330
|
return a1*b1+a2*b2+a3*b3 < 0 ? 1:-1;
|
331
|
}
|
332
|
|
333
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
334
|
|
335
|
private float crossProductLen(Static3D a, Static3D b)
|
336
|
{
|
337
|
float a1 = a.get0();
|
338
|
float a2 = a.get1();
|
339
|
float a3 = a.get2();
|
340
|
float b1 = b.get0();
|
341
|
float b2 = b.get1();
|
342
|
float b3 = b.get2();
|
343
|
|
344
|
float x1 = a2*b3-a3*b2;
|
345
|
float x2 = a3*b1-a1*b3;
|
346
|
float x3 = a1*b2-a2*b1;
|
347
|
|
348
|
return (float)Math.sqrt(x1*x1 + x2*x2 + x3*x3);
|
349
|
}
|
350
|
|
351
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
352
|
// compute the array of 'A' and 'B' coeffs of the Ax+B linear function by which we need to multiply
|
353
|
// the 3D 'cuts' to translate it from 3D (i.e. with respect to the rotAxis) to 2D in-face (i.e. with
|
354
|
// respect to the 2D rotAxis cast into a particular face)
|
355
|
|
356
|
private void computeLinear(Static3D[] rotAxis, Static3D[] faceAxis)
|
357
|
{
|
358
|
int numFaces = faceAxis.length;
|
359
|
int numRot = rotAxis.length;
|
360
|
|
361
|
mA = new float[numFaces][numRot];
|
362
|
mB = new float[numFaces][numRot];
|
363
|
|
364
|
for(int i=0; i<numFaces; i++)
|
365
|
for(int j=0; j<numRot; j++)
|
366
|
{
|
367
|
mA[i][j] = crossProductLen(faceAxis[i],rotAxis[j]);
|
368
|
|
369
|
if( mA[i][j]!=0.0f )
|
370
|
{
|
371
|
float coeff = (float)Math.sqrt(1/(mA[i][j]*mA[i][j]) -1);
|
372
|
int sign = computeSign(faceAxis[i],rotAxis[j]);
|
373
|
mB[i][j] = sign*coeff*mDistanceCenterFace3D[i];
|
374
|
}
|
375
|
else mB[i][j] = 0.0f;
|
376
|
}
|
377
|
}
|
378
|
|
379
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
380
|
|
381
|
private int computeRowFromOffset(int face, int axisIndex, float offset)
|
382
|
{
|
383
|
float[] borders = mTouchBorders[axisIndex];
|
384
|
|
385
|
if( borders==null ) return 0;
|
386
|
|
387
|
int len = borders.length;
|
388
|
float A = mA[face][axisIndex];
|
389
|
|
390
|
if( A!=0.0f )
|
391
|
{
|
392
|
float B = mB[face][axisIndex];
|
393
|
|
394
|
for(int i=0; i<len; i++)
|
395
|
{
|
396
|
float translated = B + borders[i]/A;
|
397
|
if( offset<translated ) return i;
|
398
|
}
|
399
|
}
|
400
|
|
401
|
return len;
|
402
|
}
|
403
|
|
404
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
405
|
|
406
|
void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
|
407
|
{
|
408
|
int part = returnPart(mSplit,face,touchPoint);
|
409
|
|
410
|
int num = mEnabled[face][0].length;
|
411
|
enabled[0] = num;
|
412
|
System.arraycopy(mEnabled[face][part], 0, enabled, 1, num);
|
413
|
}
|
414
|
|
415
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
416
|
// PUBLIC API
|
417
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
418
|
|
419
|
public boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
|
420
|
{
|
421
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
422
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
423
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
424
|
|
425
|
mCamera[0] = rotatedCamera.get0()/mObjectRatio;
|
426
|
mCamera[1] = rotatedCamera.get1()/mObjectRatio;
|
427
|
mCamera[2] = rotatedCamera.get2()/mObjectRatio;
|
428
|
|
429
|
for( mLastTouchedFace=0; mLastTouchedFace<mNumFaceAxis; mLastTouchedFace++)
|
430
|
{
|
431
|
if( faceIsVisible(mLastTouchedFace) )
|
432
|
{
|
433
|
castTouchPointOntoFace(mLastTouchedFace, mTouch);
|
434
|
convertTo2Dcoords(mTouch, mLastTouchedFace, mPoint2D);
|
435
|
if( isInsideFace(mLastTouchedFace,mPoint2D) ) return true;
|
436
|
}
|
437
|
}
|
438
|
|
439
|
return false;
|
440
|
}
|
441
|
|
442
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
443
|
|
444
|
public void newRotation(int[] output, Static4D rotatedTouchPoint)
|
445
|
{
|
446
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
447
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
448
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
449
|
|
450
|
castTouchPointOntoFace(mLastTouchedFace, mTouch);
|
451
|
convertTo2Dcoords(mTouch, mLastTouchedFace, mMove2D);
|
452
|
|
453
|
mMove2D[0] -= mPoint2D[0];
|
454
|
mMove2D[1] -= mPoint2D[1];
|
455
|
|
456
|
computeEnabledAxis(mLastTouchedFace, mPoint2D, mEnabledRotAxis);
|
457
|
int rotIndex = computeRotationIndex(mLastTouchedFace, mMove2D, mEnabledRotAxis);
|
458
|
float offset = computeOffset(mPoint2D, mCastedRotAxis[mLastTouchedFace][rotIndex]);
|
459
|
int row = computeRowFromOffset(mLastTouchedFace,rotIndex,offset);
|
460
|
|
461
|
output[0] = rotIndex;
|
462
|
output[1] = row;
|
463
|
}
|
464
|
|
465
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
466
|
// cast the 3D axis we are currently rotating along (which is already casted to the surface of the
|
467
|
// currently touched face AND converted into a 4D vector - fourth 0) to a 2D in-screen-surface axis
|
468
|
|
469
|
public void getCastedRotAxis(float[] output, Static4D quat, int rotIndex)
|
470
|
{
|
471
|
Static4D axis = mCastedRotAxis4D[mLastTouchedFace][rotIndex];
|
472
|
Static4D result = QuatHelper.rotateVectorByQuat(axis, quat);
|
473
|
|
474
|
output[0] =result.get0();
|
475
|
output[1] =result.get1();
|
476
|
|
477
|
float len = (float)Math.sqrt(output[0]*output[0] + output[1]*output[1]);
|
478
|
output[0] /= len;
|
479
|
output[1] /= len;
|
480
|
}
|
481
|
|
482
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
483
|
|
484
|
public int getTouchedFace()
|
485
|
{
|
486
|
return mLastTouchedFace;
|
487
|
}
|
488
|
|
489
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
490
|
|
491
|
public float[] getTouchedPoint3D()
|
492
|
{
|
493
|
return mTouch;
|
494
|
}
|
495
|
}
|