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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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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 returnRotationFactor(int[] numLayers, int row);
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}
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