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distorted-objectlib / src / main / java / org / distorted / objectlib / touchcontrol / TouchControl.java @ 644c217a

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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 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.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class TouchControl
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  {
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  // it doesn't matter where we touch a face - the list of enabled rotAxis will always be the same
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  public static final int TYPE_NOT_SPLIT      = 0;
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  // each face is split into several parts by lines coming from its center to the midpoints of each edge
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  public static final int TYPE_SPLIT_EDGE     = 1;
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  // each face is split into several parts by lines coming from its center to the vertices
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  public static final int TYPE_SPLIT_CORNER   = 2;
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  // each face is split into several parts by lines coming from its center to the midpoints of each edge,
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  // and also it has an inscribed circle [ see coin tetrahedron!)
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  public static final int TYPE_SPLIT_EDGE_COIN= 3;
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  public static final int TC_HEXAHEDRON        =   6;
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  public static final int TC_TETRAHEDRON       =   4;
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  public static final int TC_OCTAHEDRON        =   8;
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  public static final int TC_DODECAHEDRON      =  12;
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  public static final int TC_ICOSAHEDRON       =  20;
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  public static final int TC_CUBOID            =   0;
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  public static final int TC_BALL              =   1;
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  public static final int TC_CHANGING_MIRROR   = 100;
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  public static final int TC_CHANGING_SQUARE   = 101;
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  public static final int TC_CHANGING_SHAPEMOD = 102;
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  float mObjectRatio;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public TouchControl(float ratio)
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    {
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    mObjectRatio = ratio;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public void setObjectRatio(float ratio)
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    {
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    mObjectRatio = ratio;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Convert the 3D point3D into a 2D point on the same face surface, but in a different
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// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
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// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
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// original 3D Y axis and our 2D in-plane origin.
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// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
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// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
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// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
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// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
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// (ax,ay,az) - vector normal to the face surface.
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  void convertTo2Dcoords(float[] point3D, float ax, float ay, float az , float[] output)
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    {
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    float y0,y1,y2; // base Y vector of the 2D coord system
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    if( ax==0.0f && az==0.0f )
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      {
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      y0=0; y1=0; y2=-ay;
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      }
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    else if( ay==0.0f )
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      {
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      y0=0; y1=1; y2=0;
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      }
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    else
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      {
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      float norm = (float)(-ay/Math.sqrt(1-ay*ay));
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      y0 = norm*ax; y1= norm*(ay-1/ay); y2=norm*az;
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      }
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    float x0 = y1*az - y2*ay;  //
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    float x1 = y2*ax - y0*az;  // (2D coord baseY) x (axis) = 2D coord baseX
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    float x2 = y0*ay - y1*ax;  //
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    float originAlpha = point3D[0]*ax + point3D[1]*ay + point3D[2]*az;
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    float origin0 = originAlpha*ax; // coords of the point where axis
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    float origin1 = originAlpha*ay; // intersects surface plane i.e.
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    float origin2 = originAlpha*az; // the origin of our 2D coord system
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    float v0 = point3D[0] - origin0;
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    float v1 = point3D[1] - origin1;
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    float v2 = point3D[2] - origin2;
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    output[0] = v0*x0 + v1*x1 + v2*x2;
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    output[1] = v0*y0 + v1*y1 + v2*y2;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
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  int computeRotationIndex(float[][] rotAxis, float[] move2D, int[] enabled)
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    {
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    float cosAngle, minCosAngle = Float.MAX_VALUE;
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    int minIndex=0, index;
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    float m0 = move2D[0];
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    float m1 = move2D[1];
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    int numAxis = enabled[0];
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    for(int axis=1; axis<=numAxis; axis++)
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      {
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      index = enabled[axis];
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      cosAngle = m0*rotAxis[index][0] + m1*rotAxis[index][1];
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      if( cosAngle<0 ) cosAngle = -cosAngle;
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      if( cosAngle<minCosAngle )
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        {
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        minCosAngle=cosAngle;
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        minIndex = index;
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        }
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      }
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    return minIndex;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public abstract boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera);
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  public abstract void newRotation(int[] output, Static4D rotatedTouchPoint, Static4D quat);
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  public abstract void getCastedRotAxis(float[] output, Static4D quat, int rotIndex);
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  public abstract int getTouchedCubitFace();
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  public abstract int getTouchedCubit();
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  public abstract float[] getTouchedPuzzleCenter();
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  public abstract float returnRotationFactor(int[] numLayers, int row);
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  }
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