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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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// 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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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 TouchControlMirror extends TouchControlShapeChanging
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{
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public TouchControlMirror(TwistyObject object)
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{
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super(object);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// We want to avoid the situation when we grab by one of the inside, black faces and that makes us
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// compute an incorrect 'disabled' ax.
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// If the touched face is black, return one of the 'not black' faces of the current touched cubit
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// - the one which is the most flat with the screen, i.e. the one whose normal makes the smallest
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// angle with the camera vector.
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private int correctTouchedFace(int cubit, int face, float[] quat)
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{
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int[] numLayers = mObject.getNumLayers();
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int variant = mObject.getCubitVariant(cubit,numLayers);
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int color = mObject.getVariantFaceColor(variant,face);
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if( color>=0 ) return face;
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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 len = (float)Math.sqrt(cx*cx+cy*cy+cz*cz);
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cx /= len;
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cy /= len;
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cz /= len;
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float[] normal = mInfos[mTouchedCubit][face].getNormal();
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QuatHelper.rotateVectorByQuat(mTmp,normal,quat);
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int maxFace= 0;
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float maxAngle = -1.0f;
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for(int i=0; i<6; i++)
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if( i!=face )
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{
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color = mObject.getVariantFaceColor(variant,i);
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if( color>=0 )
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{
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normal = mInfos[mTouchedCubit][i].getNormal();
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QuatHelper.rotateVectorByQuat(mTmp,normal,quat);
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float angle = cx*mTmp[0] + cy*mTmp[1] + cz*mTmp[2];
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if( angle>maxAngle )
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{
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maxAngle= angle;
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maxFace = i;
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}
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}
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}
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return maxFace;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int computeDisabledAxis()
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{
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int quatIndex = mObject.getCubitQuatIndex(mTouchedCubit);
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float[] quat = mQuats[quatIndex];
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int face = correctTouchedFace(mTouchedCubit,mTouchedFace,quat);
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float[] normal = mInfos[mTouchedCubit][face].getNormal();
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QuatHelper.rotateVectorByQuat(mTmp,normal,quat);
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float cx = mTmp[0];
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float cy = mTmp[1];
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float cz = mTmp[2];
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float max = -1.0f;
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int maxAxis = -1;
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for(int axis=0; axis<mNumAxis; axis++)
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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 = ax*cx + ay*cy + az*cz;
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if( angle<0 ) angle = -angle;
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if( angle>max )
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{
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max=angle;
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maxAxis = axis;
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}
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}
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return maxAxis;
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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();
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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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