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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 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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57ef6378
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.touchcontrol;
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import org.distorted.library.helpers.QuatHelper;
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import org.distorted.library.type.Static3D;
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import org.distorted.library.type.Static4D;
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import org.distorted.objectlib.helpers.FactoryCubit;
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import org.distorted.objectlib.helpers.ObjectShape;
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import org.distorted.objectlib.main.TwistyObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class TouchControlShapeChanging extends TouchControl
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{
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private static final float NOT_TOUCHED = 1000000.0f;
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static final float[] mTmp = new float[4];
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static class FaceInfo
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{
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private final float[] normal; // vector normal to the surface of the face, pointing outside.
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private final float distance; // distance from (0,0,0) to the surface of the face
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private final float[][] vertices; // vertices of the face. Already rotated by the initQuat and
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// moved by 'position' (arithmetic average of all positions)
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private final float[][] rotated; // temp array to store vertices times rotation quaternion.
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//////////////////////////////////////////////////////////
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FaceInfo(float[][] verts, float size)
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{
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int numV = verts.length;
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vertices = new float[numV][];
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rotated = new float[numV][];
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for(int i=0; i<numV; i++)
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{
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int len = verts[i].length;
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vertices[i]= new float[len];
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rotated[i] = new float[len];
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for(int j=0; j<len; j++) vertices[i][j] = verts[i][j]/size;
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}
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// assuming the first three vertices are linearly independent
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float[] v0 = vertices[0];
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float[] v1 = vertices[1];
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float[] v2 = vertices[2];
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float a1 = v0[0] - v1[0];
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float a2 = v0[1] - v1[1];
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float a3 = v0[2] - v1[2];
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float b1 = v1[0] - v2[0];
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float b2 = v1[1] - v2[1];
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float b3 = v1[2] - v2[2];
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float vx = a2*b3-a3*b2;
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float vy = a3*b1-a1*b3;
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float vz = a1*b2-a2*b1;
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float len = (float)Math.sqrt(vx*vx+vy*vy+vz*vz);
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vx/=len;
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vy/=len;
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vz/=len;
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normal = new float[4];
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normal[0] = vx;
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normal[1] = vy;
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normal[2] = vz;
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normal[3] = 0.0f;
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if( FactoryCubit.totalAngle(vertices,normal)<0 )
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{
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normal[0] *= -1;
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normal[1] *= -1;
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normal[2] *= -1;
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}
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distance = normal[0]*v0[0] + normal[1]*v0[1] + normal[2]*v0[2];
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}
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//////////////////////////////////////////////////////////
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public float[] getNormal()
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{
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return normal;
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}
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}
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////////////////////////////////////////////////////////////
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// end FaceInfo
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private final float[] mTouch, mLastT;
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private final Static4D mTmpAxis;
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private int mNumCubits;
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private int[] mNumFaces;
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private boolean mPreparationDone;
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private boolean[][] mRotatable;
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private float[][] mCuts;
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final float[] mCamera, mPoint;
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final Static3D[] mRotAxis;
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final TwistyObject mObject;
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int mTouchedCubit, mTouchedCubitFace, mNumAxis;
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FaceInfo[][] mInfos;
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float[][] mQuats;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public TouchControlShapeChanging(TwistyObject object)
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{
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super(object);
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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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mLastT = new float[3];
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mObject= object;
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mPreparationDone = false;
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mTmpAxis = new Static4D(0,0,0,0);
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mGhostAxisEnabled = -1;
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if( object!=null )
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{
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int[] numL = object.getNumLayers();
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mRotAxis = object.getRotationAxis() ;
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mNumAxis = mRotAxis.length;
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mRotatable = object.getLayerRotatable(numL);
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mCuts = object.getCuts(numL);
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float size = object.getSize();
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computeBorders(mCuts,mRotatable,size);
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}
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else
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{
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mRotAxis = null;
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mNumAxis = 0;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// mesh multigon
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private FaceInfo[] computeInfos(float[][] vertices, int[][][] indices, float[] position, Static4D quat, float size)
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{
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int len = position.length/3;
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float avgX = 0.0f;
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float avgY = 0.0f;
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float avgZ = 0.0f;
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for(int i=0; i<len; i++)
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{
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avgX += position[3*i ];
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avgY += position[3*i+1];
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avgZ += position[3*i+2];
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}
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avgX /= len;
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avgY /= len;
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avgZ /= len;
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int numFaces = indices.length;
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FaceInfo[] infos = new FaceInfo[numFaces];
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Static4D tmp;
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for(int f=0; f<numFaces; f++)
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{
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int[][] inds = indices[f];
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int numSegments = inds.length;
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int numVerts = 0;
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for(int[] ind : inds) numVerts += ind.length;
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float[][] verts = new float[numVerts][4];
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int pointer = 0;
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for(int s=0; s<numSegments; s++)
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{
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int numV = inds[s].length;
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for(int v=0; v<numV; v++)
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{
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int index = indices[f][s][v];
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float x = vertices[index][0];
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float y = vertices[index][1];
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float z = vertices[index][2];
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float w = 1.0f;
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tmp = QuatHelper.rotateVectorByQuat(x,y,z,w,quat);
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verts[pointer][0] = tmp.get0() + avgX;
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verts[pointer][1] = tmp.get1() + avgY;
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verts[pointer][2] = tmp.get2() + avgZ;
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verts[pointer][3] = 1.0f;
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pointer++;
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}
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}
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infos[f] = new FaceInfo(verts,size);
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}
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return infos;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// mesh polygon
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private FaceInfo[] computeInfos(float[][] vertices, int[][] indices, float[] position, Static4D quat, float size)
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{
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int len = position.length/3;
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float avgX = 0.0f;
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float avgY = 0.0f;
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float avgZ = 0.0f;
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for(int i=0; i<len; i++)
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{
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avgX += position[3*i ];
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avgY += position[3*i+1];
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avgZ += position[3*i+2];
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}
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avgX /= len;
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avgY /= len;
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avgZ /= len;
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int numFaces = indices.length;
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FaceInfo[] infos = new FaceInfo[numFaces];
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Static4D tmp;
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for(int f=0; f<numFaces; f++)
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{
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int numVerts = indices[f].length;
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float[][] verts = new float[numVerts][4];
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for(int v=0; v<numVerts; v++)
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{
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int index = indices[f][v];
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float x = vertices[index][0];
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float y = vertices[index][1];
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float z = vertices[index][2];
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float w = 1.0f;
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tmp = QuatHelper.rotateVectorByQuat(x,y,z,w,quat);
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verts[v][0] = tmp.get0() + avgX;
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verts[v][1] = tmp.get1() + avgY;
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verts[v][2] = tmp.get2() + avgZ;
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verts[v][3] = 1.0f;
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}
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infos[f] = new FaceInfo(verts,size);
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}
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return infos;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// software implementation of DistortedLibrary.mainVertexShader.degree() function.
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// (limited to regions centered at [0,0,0])
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private float computeVertexDegree(float radius, float[] vert)
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{
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float x = vert[0];
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float y = vert[1];
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float z = vert[2];
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float len = (float)Math.sqrt(x*x + y*y + z*z);
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return len>radius ? 0.0f : 1.0f-len/radius;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// software implementation of DistortedLibrary.VertexEffectSink
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private float[] adjustVert(float pillow, float radius, float[] vert)
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{
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float[] output = new float[3];
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float deg = computeVertexDegree(radius,vert);
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float t = 1.0f - deg*(1.0f-pillow)/pillow;
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output[0] = t*vert[0];
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output[1] = t*vert[1];
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output[2] = t*vert[2];
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return output;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] adjustVerticesForPillow(float pillow, float radius, float[][] verts)
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{
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int num = verts.length;
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float[][] output = new float[num][3];
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for(int i=0; i<num; i++) output[i] = adjustVert(pillow,radius,verts[i]);
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return output;
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}
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57ef6378
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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301 |
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private void prepare()
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{
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int[] numLayers = mObject.getNumLayers();
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float[][] positions = mObject.getCubitPositions(numLayers);
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306 |
ede746af
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Leszek Koltunski
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float size = mObject.getSize();
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307 |
57ef6378
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Leszek Koltunski
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mNumCubits = positions.length;
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mNumFaces = new int[mNumCubits];
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mInfos = new FaceInfo[mNumCubits][];
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311 |
b9c861cf
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float pillow = mObject.getPillowCoeff();
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312 |
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float radius = mObject.getCircumscribedRadius();
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313 |
57ef6378
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Leszek Koltunski
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for(int i=0; i<mNumCubits; i++)
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315 |
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{
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|
|
int variant = mObject.getCubitVariant(i,numLayers);
|
317 |
|
|
ObjectShape shape = mObject.getObjectShape(variant);
|
318 |
d0e6cf7f
|
Leszek Koltunski
|
Static4D quat = mObject.getCubitQuats(i,numLayers);
|
319 |
57ef6378
|
Leszek Koltunski
|
float[][] vertices = shape.getVertices();
|
320 |
b9c861cf
|
Leszek Koltunski
|
if( pillow!=1.0f ) vertices = adjustVerticesForPillow(pillow,radius,vertices);
|
321 |
efa5bc1e
|
leszek
|
mNumFaces[i] =shape.getNumFaces();
|
322 |
2beb0a96
|
leszek
|
|
323 |
|
|
int[][] indices = shape.getVertIndices();
|
324 |
|
|
|
325 |
|
|
if( indices!=null )
|
326 |
|
|
{
|
327 |
|
|
mInfos[i] = computeInfos(vertices, indices, positions[i], quat, size);
|
328 |
|
|
}
|
329 |
|
|
else
|
330 |
|
|
{
|
331 |
|
|
int[][][] ind = shape.getMultigonIndices();
|
332 |
|
|
mInfos[i] = computeInfos(vertices, ind, positions[i], quat, size);
|
333 |
|
|
}
|
334 |
57ef6378
|
Leszek Koltunski
|
}
|
335 |
|
|
|
336 |
|
|
Static4D[] quats = mObject.getQuats();
|
337 |
|
|
int numQuats = quats.length;
|
338 |
|
|
|
339 |
|
|
mQuats = new float[numQuats][4];
|
340 |
|
|
|
341 |
|
|
for(int i=0; i<numQuats; i++)
|
342 |
|
|
{
|
343 |
|
|
Static4D q = quats[i];
|
344 |
|
|
mQuats[i][0] = q.get0();
|
345 |
|
|
mQuats[i][1] = q.get1();
|
346 |
|
|
mQuats[i][2] = q.get2();
|
347 |
|
|
mQuats[i][3] = q.get3();
|
348 |
|
|
}
|
349 |
|
|
|
350 |
|
|
mPreparationDone = true;
|
351 |
|
|
}
|
352 |
|
|
|
353 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
354 |
a5bbbfb2
|
Leszek Koltunski
|
// points A, B, C are co-linear. Return true iff B is between A and C on this line.
|
355 |
|
|
// Compute D1 = A-B, D2=C-B. Then D1 and D2 are parallel vectors.
|
356 |
|
|
// They disagree in direction iff |D1+D2|<|D1-D2|
|
357 |
57ef6378
|
Leszek Koltunski
|
|
358 |
a5bbbfb2
|
Leszek Koltunski
|
private boolean isBetween(float ax, float ay, float az,
|
359 |
|
|
float bx, float by, float bz,
|
360 |
|
|
float cx, float cy, float cz)
|
361 |
57ef6378
|
Leszek Koltunski
|
{
|
362 |
a5bbbfb2
|
Leszek Koltunski
|
float d1x = ax-bx;
|
363 |
|
|
float d1y = ay-by;
|
364 |
|
|
float d1z = az-bz;
|
365 |
|
|
|
366 |
|
|
float d2x = cx-bx;
|
367 |
|
|
float d2y = cy-by;
|
368 |
|
|
float d2z = cz-bz;
|
369 |
|
|
|
370 |
|
|
float sx = d1x+d2x;
|
371 |
|
|
float sy = d1y+d2y;
|
372 |
|
|
float sz = d1z+d2z;
|
373 |
|
|
|
374 |
|
|
float dx = d1x-d2x;
|
375 |
|
|
float dy = d1y-d2y;
|
376 |
|
|
float dz = d1z-d2z;
|
377 |
57ef6378
|
Leszek Koltunski
|
|
378 |
|
|
return sx*sx+sy*sy+sz*sz < dx*dx+dy*dy+dz*dz;
|
379 |
|
|
}
|
380 |
|
|
|
381 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
382 |
a5bbbfb2
|
Leszek Koltunski
|
// General algorithm: shoot a half-line from the 'point' and count how many
|
383 |
|
|
// sides of the polygon it intersects with. The point is inside iff this number
|
384 |
|
|
// is odd. Note that this works also in case of concave polygons.
|
385 |
|
|
//
|
386 |
|
|
// Arbitrarily take point P on the plane ( we have decided on P=(vert[0]+vert[1])/2 )
|
387 |
|
|
// as the other point defining the half-line.
|
388 |
|
|
// 'point' and 'P' define a line L1 in 3D. Then for each side the pair of its vertices
|
389 |
|
|
// defines a line L2. If L1||L2 return false. Otherwise, the lines are skew so it's
|
390 |
|
|
// possible to compute points C1 and C2 on lines L1 and L2 which are closest to the
|
391 |
|
|
// other line and check if
|
392 |
|
|
//
|
393 |
|
|
// a) C1 and P are on the same side of 'point'
|
394 |
|
|
// (which happens iff 'point' is not in between of C1 and P)
|
395 |
|
|
// b) C2 is between the two vertices.
|
396 |
|
|
//
|
397 |
|
|
// Both a) and b) together mean that the half-line intersects with side defined by (p2,d2)
|
398 |
|
|
//
|
399 |
|
|
// C1 and C2 can be computed in the following way:
|
400 |
|
|
// Let n = d1 x d2 - then vector n is perpendicular to both d1 and d2 --> (c1-c2) is
|
401 |
|
|
// parallel to n.
|
402 |
|
|
// There exist real numbers A,B,C such that
|
403 |
|
|
// c1 = p1 + A*d1
|
404 |
|
|
// c2 = p2 + B*d2 and
|
405 |
|
|
// c2 = c1 + C*n so that
|
406 |
|
|
// p1 + A*d1 + C*n = p2 + B*d2 --> (p1-p2) + A*d1 = B*d2 - C*n (*)
|
407 |
|
|
// Let n2 = n x d2. Let's multiply both sides of (*) by n2. Then
|
408 |
|
|
// (p1-p2)*n2 + A*(d1*n2) = 0 (0 because d1*n2 = n*n2 = 0)
|
409 |
|
|
// and from that A = [(p1-p2)*n2]/[d1*n2]
|
410 |
|
|
// Similarly B = [(p2-p1)*n1]/[d2*n1] where n1 = n x d1.
|
411 |
57ef6378
|
Leszek Koltunski
|
|
412 |
11fa413d
|
Leszek Koltunski
|
private boolean isInside(float[] point, float[][] vertices)
|
413 |
57ef6378
|
Leszek Koltunski
|
{
|
414 |
a5bbbfb2
|
Leszek Koltunski
|
float e1x = (vertices[0][0]+vertices[1][0])/2;
|
415 |
|
|
float e1y = (vertices[0][1]+vertices[1][1])/2;
|
416 |
|
|
float e1z = (vertices[0][2]+vertices[1][2])/2;
|
417 |
|
|
|
418 |
|
|
float d1x = e1x - point[0];
|
419 |
|
|
float d1y = e1y - point[1];
|
420 |
|
|
float d1z = e1z - point[2];
|
421 |
|
|
|
422 |
|
|
float ax = vertices[0][0] - vertices[1][0];
|
423 |
|
|
float ay = vertices[0][1] - vertices[1][1];
|
424 |
|
|
float az = vertices[0][2] - vertices[1][2];
|
425 |
|
|
|
426 |
|
|
float normX = d1y*az - d1z*ay;
|
427 |
|
|
float normY = d1z*ax - d1x*az;
|
428 |
|
|
float normZ = d1x*ay - d1y*ax;
|
429 |
|
|
|
430 |
|
|
float n1x = d1y*normZ - d1z*normY;
|
431 |
|
|
float n1y = d1z*normX - d1x*normZ;
|
432 |
|
|
float n1z = d1x*normY - d1y*normX;
|
433 |
|
|
|
434 |
|
|
float p1x = point[0];
|
435 |
|
|
float p1y = point[1];
|
436 |
|
|
float p1z = point[2];
|
437 |
|
|
|
438 |
|
|
int len = vertices.length;
|
439 |
|
|
int numCrossings = 0;
|
440 |
57ef6378
|
Leszek Koltunski
|
|
441 |
a5bbbfb2
|
Leszek Koltunski
|
for(int side=0; side<len; side++)
|
442 |
57ef6378
|
Leszek Koltunski
|
{
|
443 |
a5bbbfb2
|
Leszek Koltunski
|
float p2x = vertices[side][0];
|
444 |
|
|
float p2y = vertices[side][1];
|
445 |
|
|
float p2z = vertices[side][2];
|
446 |
|
|
|
447 |
|
|
int next = side==len-1 ? 0 : side+1;
|
448 |
|
|
|
449 |
|
|
float e2x = vertices[next][0];
|
450 |
|
|
float e2y = vertices[next][1];
|
451 |
|
|
float e2z = vertices[next][2];
|
452 |
|
|
|
453 |
|
|
float d2x = e2x-p2x;
|
454 |
|
|
float d2y = e2y-p2y;
|
455 |
|
|
float d2z = e2z-p2z;
|
456 |
|
|
|
457 |
|
|
float nx = d2y*d1z - d2z*d1y;
|
458 |
|
|
float ny = d2z*d1x - d2x*d1z;
|
459 |
|
|
float nz = d2x*d1y - d2y*d1x;
|
460 |
|
|
|
461 |
|
|
float n2x = d2y*nz - d2z*ny;
|
462 |
|
|
float n2y = d2z*nx - d2x*nz;
|
463 |
|
|
float n2z = d2x*ny - d2y*nx;
|
464 |
|
|
|
465 |
|
|
float dpx = p1x-p2x;
|
466 |
|
|
float dpy = p1y-p2y;
|
467 |
|
|
float dpz = p1z-p2z;
|
468 |
|
|
|
469 |
|
|
float A1 =-dpx*n2x-dpy*n2y-dpz*n2z;
|
470 |
|
|
float B1 = d1x*n2x+d1y*n2y+d1z*n2z;
|
471 |
|
|
|
472 |
|
|
float A2 = dpx*n1x+dpy*n1y+dpz*n1z;
|
473 |
|
|
float B2 = d2x*n1x+d2y*n1y+d2z*n1z;
|
474 |
|
|
|
475 |
|
|
if( B1==0 || B2==0 ) continue;
|
476 |
|
|
|
477 |
|
|
float C1 = A1/B1;
|
478 |
|
|
float C2 = A2/B2;
|
479 |
|
|
|
480 |
|
|
float c1x = p1x + C1*d1x;
|
481 |
|
|
float c1y = p1y + C1*d1y;
|
482 |
|
|
float c1z = p1z + C1*d1z;
|
483 |
|
|
|
484 |
|
|
float c2x = p2x + C2*d2x;
|
485 |
|
|
float c2y = p2y + C2*d2y;
|
486 |
|
|
float c2z = p2z + C2*d2z;
|
487 |
|
|
|
488 |
|
|
if( !isBetween(c1x,c1y,c1z, p1x,p1y,p1z, e1x,e1y,e1z ) &&
|
489 |
|
|
isBetween(p2x,p2y,p2z, c2x,c2y,c2z, e2x,e2y,e2z ) )
|
490 |
|
|
{
|
491 |
|
|
numCrossings++;
|
492 |
|
|
}
|
493 |
57ef6378
|
Leszek Koltunski
|
}
|
494 |
|
|
|
495 |
a5bbbfb2
|
Leszek Koltunski
|
return (numCrossings%2)==1;
|
496 |
57ef6378
|
Leszek Koltunski
|
}
|
497 |
|
|
|
498 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
499 |
|
|
|
500 |
|
|
private void rotateVertices(float[][] points, float[][] rotated, float[] quat)
|
501 |
|
|
{
|
502 |
|
|
int numPoints = points.length;
|
503 |
|
|
|
504 |
|
|
for(int i=0; i<numPoints; i++)
|
505 |
|
|
{
|
506 |
|
|
QuatHelper.rotateVectorByQuat(rotated[i],points[i],quat);
|
507 |
|
|
}
|
508 |
|
|
}
|
509 |
|
|
|
510 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
511 |
|
|
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
|
512 |
|
|
// a normalVec (nx,ny,nz) and distance (which together define a plane) compute point 'output[]' which:
|
513 |
|
|
// 1) lies on this plane
|
514 |
|
|
// 2) is co-linear with mCamera and mPoint
|
515 |
|
|
//
|
516 |
|
|
// output = camera + alpha*(point-camera), where alpha = [dist-normalVec*camera] / [normalVec*(point-camera)]
|
517 |
|
|
|
518 |
0c5d8bf7
|
Leszek Koltunski
|
void castTouchPointOntoFace(float nx, float ny, float nz, float distance, float[] output)
|
519 |
57ef6378
|
Leszek Koltunski
|
{
|
520 |
|
|
float d0 = mPoint[0]-mCamera[0];
|
521 |
|
|
float d1 = mPoint[1]-mCamera[1];
|
522 |
|
|
float d2 = mPoint[2]-mCamera[2];
|
523 |
|
|
|
524 |
|
|
float denom = nx*d0 + ny*d1 + nz*d2;
|
525 |
|
|
|
526 |
|
|
if( denom != 0.0f )
|
527 |
|
|
{
|
528 |
|
|
float axisCam = nx*mCamera[0] + ny*mCamera[1] + nz*mCamera[2];
|
529 |
|
|
float alpha = (distance-axisCam)/denom;
|
530 |
|
|
|
531 |
|
|
output[0] = mCamera[0] + d0*alpha;
|
532 |
|
|
output[1] = mCamera[1] + d1*alpha;
|
533 |
|
|
output[2] = mCamera[2] + d2*alpha;
|
534 |
|
|
}
|
535 |
|
|
}
|
536 |
|
|
|
537 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538 |
|
|
|
539 |
0c5d8bf7
|
Leszek Koltunski
|
private boolean cubitFaceIsVisible(float nx, float ny, float nz, float distance)
|
540 |
57ef6378
|
Leszek Koltunski
|
{
|
541 |
|
|
return mCamera[0]*nx + mCamera[1]*ny + mCamera[2]*nz > distance;
|
542 |
|
|
}
|
543 |
|
|
|
544 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
545 |
|
|
// FaceInfo defines a 3D plane (by means of a unit normal vector 'vector' and distance from the origin
|
546 |
|
|
// 'distance') and a list of points on the plane ('vertices').
|
547 |
|
|
//
|
548 |
|
|
// 0) rotate the face normal vector by quat
|
549 |
|
|
// 1) see if the face is visible. If not, return NOT_TOUCHED
|
550 |
|
|
// 2) else, cast the line passing through mPoint and mCamera onto this plane
|
551 |
|
|
// 3) if Z of this point is further from us than the already computed closestSoFar, return NOT_TOUCHED
|
552 |
|
|
// 4) else, rotate 'vertices' by quat and see if the casted point lies inside the polygon defined by them
|
553 |
efa5bc1e
|
leszek
|
// 5) if yes, return the distance from this point to the camera; otherwise, return NOT_TOUCHED
|
554 |
57ef6378
|
Leszek Koltunski
|
|
555 |
11fa413d
|
Leszek Koltunski
|
private float cubitFaceTouched(FaceInfo info, float[] quat, float closestSoFar)
|
556 |
57ef6378
|
Leszek Koltunski
|
{
|
557 |
0c5d8bf7
|
Leszek Koltunski
|
QuatHelper.rotateVectorByQuat(mTmp,info.normal,quat);
|
558 |
57ef6378
|
Leszek Koltunski
|
float nx = mTmp[0];
|
559 |
|
|
float ny = mTmp[1];
|
560 |
|
|
float nz = mTmp[2];
|
561 |
|
|
|
562 |
0c5d8bf7
|
Leszek Koltunski
|
if( cubitFaceIsVisible(nx,ny,nz,info.distance) )
|
563 |
57ef6378
|
Leszek Koltunski
|
{
|
564 |
|
|
castTouchPointOntoFace(nx,ny,nz,info.distance,mTouch);
|
565 |
|
|
|
566 |
ede746af
|
Leszek Koltunski
|
float dx = mTouch[0]-mCamera[0];
|
567 |
|
|
float dy = mTouch[1]-mCamera[1];
|
568 |
|
|
float dz = mTouch[2]-mCamera[2];
|
569 |
|
|
float dist = dx*dx + dy*dy + dz*dz;
|
570 |
|
|
|
571 |
|
|
if( dist<closestSoFar )
|
572 |
57ef6378
|
Leszek Koltunski
|
{
|
573 |
|
|
rotateVertices(info.vertices,info.rotated,quat);
|
574 |
ede746af
|
Leszek Koltunski
|
if( isInside(mTouch,info.rotated) ) return dist;
|
575 |
57ef6378
|
Leszek Koltunski
|
}
|
576 |
|
|
}
|
577 |
|
|
|
578 |
|
|
return NOT_TOUCHED;
|
579 |
|
|
}
|
580 |
|
|
|
581 |
88411172
|
leszek
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
582 |
|
|
// This is in order to support non-rotatable rows.
|
583 |
|
|
// If mTouchedCubit ( as computed by objectTouched() ) turns out to be not rotatable with respect to
|
584 |
|
|
// the rotAxis, we need to figure out which of the neighbouring 'rotatable' cubits is the closest.
|
585 |
|
|
//
|
586 |
|
|
// Note that we cannot do it in objectTouched(), because then we do not yet know which axis we are
|
587 |
|
|
// going to be rotating along.
|
588 |
|
|
|
589 |
|
|
private float distanceToRow(int rotIndex, int row)
|
590 |
|
|
{
|
591 |
|
|
float closestSoFar = NOT_TOUCHED;
|
592 |
|
|
int numQuats = mQuats.length;
|
593 |
|
|
int bmp = (1<<row);
|
594 |
|
|
|
595 |
|
|
for(int cubit=0; cubit<mNumCubits; cubit++)
|
596 |
|
|
{
|
597 |
|
|
int rowBitmap = mObject.getCubitRotRow(cubit,rotIndex);
|
598 |
|
|
|
599 |
|
|
if( (rowBitmap&bmp) != 0 )
|
600 |
|
|
{
|
601 |
|
|
int quatIndex = mObject.getCubitQuatIndex(cubit);
|
602 |
|
|
|
603 |
|
|
if( quatIndex<numQuats )
|
604 |
|
|
{
|
605 |
|
|
float[] quat = mQuats[quatIndex];
|
606 |
|
|
|
607 |
|
|
for(int face=0; face<mNumFaces[cubit]; face++)
|
608 |
|
|
{
|
609 |
|
|
float dist = cubitFaceTouched(mInfos[cubit][face],quat,closestSoFar);
|
610 |
|
|
if( dist!=NOT_TOUCHED ) closestSoFar = dist;
|
611 |
|
|
}
|
612 |
|
|
}
|
613 |
|
|
}
|
614 |
|
|
}
|
615 |
|
|
|
616 |
|
|
return closestSoFar;
|
617 |
|
|
}
|
618 |
|
|
|
619 |
92a6fc8b
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
620 |
|
|
|
621 |
dd0c5054
|
leszek
|
private int notRotatable(int axis)
|
622 |
92a6fc8b
|
Leszek Koltunski
|
{
|
623 |
dd0c5054
|
leszek
|
Static3D a = mRotAxis[axis];
|
624 |
|
|
float x = mLastT[0]*a.get0() + mLastT[1]*a.get1() + mLastT[2]*a.get2();
|
625 |
|
|
x *= mObject.getSize();
|
626 |
|
|
float[] cuts = mCuts[axis];
|
627 |
92a6fc8b
|
Leszek Koltunski
|
|
628 |
dd0c5054
|
leszek
|
if( cuts==null ) return -1;
|
629 |
|
|
int l = cuts.length;
|
630 |
88411172
|
leszek
|
|
631 |
dd0c5054
|
leszek
|
if( l>0 && x<=cuts[0] ) return (l>=2 && x>=(3*cuts[ 0]-cuts[ 1])/2) ? 1 : -1;
|
632 |
|
|
if( l>0 && x>=cuts[l-1] ) return (l>=2 && x<=(3*cuts[l-2]-cuts[l-1])/2) ? l-1 : -1;
|
633 |
88411172
|
leszek
|
|
634 |
dd0c5054
|
leszek
|
for(int i=1; i<l; i++)
|
635 |
|
|
if( x<=cuts[i] )
|
636 |
|
|
return x<((cuts[i-1]+cuts[i])/2) ? i-1 : i+1;
|
637 |
88411172
|
leszek
|
|
638 |
dd0c5054
|
leszek
|
return -1;
|
639 |
88411172
|
leszek
|
}
|
640 |
|
|
|
641 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
642 |
|
|
|
643 |
|
|
int computeRow(int cubit, int axis)
|
644 |
|
|
{
|
645 |
|
|
int row = mObject.getCubitRotRow(cubit,axis);
|
646 |
|
|
|
647 |
|
|
for(int r=0; r<32; r++)
|
648 |
92a6fc8b
|
Leszek Koltunski
|
{
|
649 |
88411172
|
leszek
|
if( (row&1)==1 )
|
650 |
dd0c5054
|
leszek
|
return mRotatable[axis][r] ? r : notRotatable(axis);
|
651 |
88411172
|
leszek
|
|
652 |
92a6fc8b
|
Leszek Koltunski
|
row>>=1;
|
653 |
|
|
}
|
654 |
|
|
|
655 |
88411172
|
leszek
|
return -1;
|
656 |
92a6fc8b
|
Leszek Koltunski
|
}
|
657 |
|
|
|
658 |
57ef6378
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
659 |
|
|
// PUBLIC API
|
660 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
661 |
|
|
|
662 |
|
|
public boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
|
663 |
|
|
{
|
664 |
|
|
if( !mPreparationDone ) prepare();
|
665 |
|
|
|
666 |
|
|
mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
|
667 |
|
|
mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
|
668 |
|
|
mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
|
669 |
|
|
|
670 |
|
|
mCamera[0] = rotatedCamera.get0()/mObjectRatio;
|
671 |
|
|
mCamera[1] = rotatedCamera.get1()/mObjectRatio;
|
672 |
|
|
mCamera[2] = rotatedCamera.get2()/mObjectRatio;
|
673 |
|
|
|
674 |
|
|
float closestSoFar = NOT_TOUCHED;
|
675 |
|
|
mTouchedCubit = -1;
|
676 |
9ef0ad15
|
leszek
|
mTouchedCubitFace = -1;
|
677 |
3a0a23bf
|
Leszek Koltunski
|
int numQuats = mQuats.length;
|
678 |
57ef6378
|
Leszek Koltunski
|
|
679 |
ede746af
|
Leszek Koltunski
|
for(int cubit=0; cubit<mNumCubits; cubit++)
|
680 |
57ef6378
|
Leszek Koltunski
|
{
|
681 |
ede746af
|
Leszek Koltunski
|
int quatIndex = mObject.getCubitQuatIndex(cubit);
|
682 |
57ef6378
|
Leszek Koltunski
|
|
683 |
3a0a23bf
|
Leszek Koltunski
|
if( quatIndex<numQuats )
|
684 |
57ef6378
|
Leszek Koltunski
|
{
|
685 |
3a0a23bf
|
Leszek Koltunski
|
float[] quat = mQuats[quatIndex];
|
686 |
ede746af
|
Leszek Koltunski
|
|
687 |
3a0a23bf
|
Leszek Koltunski
|
for(int face=0; face<mNumFaces[cubit]; face++)
|
688 |
57ef6378
|
Leszek Koltunski
|
{
|
689 |
3a0a23bf
|
Leszek Koltunski
|
float dist = cubitFaceTouched(mInfos[cubit][face],quat,closestSoFar);
|
690 |
|
|
|
691 |
|
|
if( dist!=NOT_TOUCHED )
|
692 |
|
|
{
|
693 |
|
|
mTouchedCubit= cubit;
|
694 |
9ef0ad15
|
leszek
|
mTouchedCubitFace = face;
|
695 |
3a0a23bf
|
Leszek Koltunski
|
closestSoFar = dist;
|
696 |
dd0c5054
|
leszek
|
mLastT[0] = mTouch[0];
|
697 |
|
|
mLastT[1] = mTouch[1];
|
698 |
|
|
mLastT[2] = mTouch[2];
|
699 |
3a0a23bf
|
Leszek Koltunski
|
}
|
700 |
57ef6378
|
Leszek Koltunski
|
}
|
701 |
|
|
}
|
702 |
|
|
}
|
703 |
dd0c5054
|
leszek
|
|
704 |
57ef6378
|
Leszek Koltunski
|
return closestSoFar!=NOT_TOUCHED;
|
705 |
|
|
}
|
706 |
|
|
|
707 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
708 |
0c5d8bf7
|
Leszek Koltunski
|
// really implemented in derived classes; here present only because we need to be able to
|
709 |
|
|
// instantiate an object of this class for MODE_REPLACE.
|
710 |
57ef6378
|
Leszek Koltunski
|
|
711 |
cd2e8d4c
|
Leszek Koltunski
|
public void newRotation(int[] output, Static4D rotatedTouchPoint, Static4D quat)
|
712 |
57ef6378
|
Leszek Koltunski
|
{
|
713 |
|
|
|
714 |
|
|
}
|
715 |
|
|
|
716 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
717 |
|
|
|
718 |
5caf2641
|
Leszek Koltunski
|
public void getCastedRotAxis(float[] output, Static4D quat, int axisIndex)
|
719 |
57ef6378
|
Leszek Koltunski
|
{
|
720 |
5caf2641
|
Leszek Koltunski
|
Static3D rotAxis = mRotAxis[axisIndex];
|
721 |
92a6fc8b
|
Leszek Koltunski
|
float rx = rotAxis.get0();
|
722 |
|
|
float ry = rotAxis.get1();
|
723 |
|
|
float rz = rotAxis.get2();
|
724 |
|
|
|
725 |
|
|
mTmpAxis.set(rx,ry,rz,0);
|
726 |
|
|
Static4D result = QuatHelper.rotateVectorByQuat(mTmpAxis, quat);
|
727 |
|
|
|
728 |
|
|
float cx =result.get0();
|
729 |
|
|
float cy =result.get1();
|
730 |
|
|
|
731 |
|
|
float len = (float)Math.sqrt(cx*cx+cy*cy);
|
732 |
|
|
|
733 |
|
|
if( len!=0 )
|
734 |
|
|
{
|
735 |
|
|
output[0] = cx/len;
|
736 |
|
|
output[1] = cy/len;
|
737 |
|
|
}
|
738 |
|
|
else
|
739 |
|
|
{
|
740 |
|
|
output[0] = 1;
|
741 |
|
|
output[1] = 0;
|
742 |
|
|
}
|
743 |
57ef6378
|
Leszek Koltunski
|
}
|
744 |
|
|
|
745 |
a6aa9a47
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
746 |
|
|
|
747 |
|
|
public boolean axisAndFaceAgree(int axisIndex)
|
748 |
|
|
{
|
749 |
|
|
return false;
|
750 |
|
|
}
|
751 |
|
|
|
752 |
b88ef2f2
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
753 |
|
|
|
754 |
644c217a
|
Leszek Koltunski
|
public float[] getTouchedPuzzleCenter()
|
755 |
b88ef2f2
|
Leszek Koltunski
|
{
|
756 |
644c217a
|
Leszek Koltunski
|
return null;
|
757 |
b88ef2f2
|
Leszek Koltunski
|
}
|
758 |
|
|
|
759 |
57ef6378
|
Leszek Koltunski
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
760 |
|
|
|
761 |
11fa413d
|
Leszek Koltunski
|
public int getTouchedCubitFace()
|
762 |
57ef6378
|
Leszek Koltunski
|
{
|
763 |
9ef0ad15
|
leszek
|
return mTouchedCubitFace;
|
764 |
57ef6378
|
Leszek Koltunski
|
}
|
765 |
|
|
|
766 |
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
767 |
|
|
|
768 |
11fa413d
|
Leszek Koltunski
|
public int getTouchedCubit()
|
769 |
57ef6378
|
Leszek Koltunski
|
{
|
770 |
11fa413d
|
Leszek Koltunski
|
return mTouchedCubit;
|
771 |
57ef6378
|
Leszek Koltunski
|
}
|
772 |
|
|
}
|