Project

General

Profile

Download (7.89 KB) Statistics
| Branch: | Revision:

distorted-objectlib / src / main / java / org / distorted / objectlib / touchcontrol / TouchControl.java @ f4ed769a

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is proprietary software licensed under an EULA which you should have received      //
7
// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html        //
8
///////////////////////////////////////////////////////////////////////////////////////////////////
9

    
10
package org.distorted.objectlib.touchcontrol;
11

    
12
import org.distorted.library.type.Static4D;
13
import org.distorted.objectlib.main.TwistyObject;
14

    
15
///////////////////////////////////////////////////////////////////////////////////////////////////
16

    
17
public abstract class TouchControl
18
  {
19
  // it doesn't matter where we touch a face - the list of enabled rotAxis will always be the same
20
  public static final int TYPE_NOT_SPLIT      = 0;
21
  // each face is split into several parts by lines coming from its center to the midpoints of each edge
22
  public static final int TYPE_SPLIT_EDGE     = 1;
23
  // each face is split into several parts by lines coming from its center to the vertices
24
  public static final int TYPE_SPLIT_CORNER   = 2;
25
  // each face is split into several parts by lines coming from its center to the midpoints of each edge,
26
  // and also it has an inscribed circle (see coin tetrahedron!)
27
  public static final int TYPE_SPLIT_EDGE_COIN= 3;
28

    
29
  static final float D_TRIANGLE = 0.95f;
30
  static final float D_SQUARE   = 0.75f;
31
  static final float D_PENTA    = 0.65f;
32

    
33
  public static final int TC_HEXAHEDRON        =   6;
34
  public static final int TC_TETRAHEDRON       =   4;
35
  public static final int TC_OCTAHEDRON        =   8;
36
  public static final int TC_DODECAHEDRON      =  12;
37
  public static final int TC_ICOSAHEDRON       =  20;
38
  public static final int TC_CUBOID            =   0;
39
  public static final int TC_BALL              =   1;
40
  public static final int TC_CHANGING_MIRROR   = 100;
41
  public static final int TC_CHANGING_SQUARE   = 101;
42
  public static final int TC_CHANGING_SHAPEMOD = 102;
43

    
44
  float mObjectRatio;
45
  int mGhostAxisEnabled;
46
  float[][] mTouchBorders;
47

    
48
  private final float[][] mRotationFactor;
49

    
50
///////////////////////////////////////////////////////////////////////////////////////////////////
51

    
52
  public TouchControl(TwistyObject object)
53
    {
54
    mObjectRatio = (object!=null ? object.getObjectRatio() : 1.0f);
55
    mRotationFactor = (object!=null ? object.returnRotationFactor() : null);
56
    }
57

    
58
///////////////////////////////////////////////////////////////////////////////////////////////////
59

    
60
  public void setObjectRatio(float ratio)
61
    {
62
    mObjectRatio = ratio;
63
    }
64

    
65
///////////////////////////////////////////////////////////////////////////////////////////////////
66
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
67
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
68
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
69
// original 3D Y axis and our 2D in-plane origin.
70
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
71
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
72
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
73
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
74
// (ax,ay,az) - vector normal to the face surface.
75

    
76
  void convertTo2Dcoords(float[] point3D, float ax, float ay, float az , float[] output)
77
    {
78
    float y0,y1,y2; // base Y vector of the 2D coord system
79

    
80
    if( ax==0.0f && az==0.0f )
81
      {
82
      y0=0; y1=0; y2=-ay;
83
      }
84
    else if( ay==0.0f )
85
      {
86
      y0=0; y1=1; y2=0;
87
      }
88
    else
89
      {
90
      float norm = (float)(-ay/Math.sqrt(1-ay*ay));
91
      y0 = norm*ax; y1= norm*(ay-1/ay); y2=norm*az;
92
      }
93

    
94
    float x0 = y1*az - y2*ay;  //
95
    float x1 = y2*ax - y0*az;  // (2D coord baseY) x (axis) = 2D coord baseX
96
    float x2 = y0*ay - y1*ax;  //
97

    
98
    float originAlpha = point3D[0]*ax + point3D[1]*ay + point3D[2]*az;
99

    
100
    float origin0 = originAlpha*ax; // coords of the point where axis
101
    float origin1 = originAlpha*ay; // intersects surface plane i.e.
102
    float origin2 = originAlpha*az; // the origin of our 2D coord system
103

    
104
    float v0 = point3D[0] - origin0;
105
    float v1 = point3D[1] - origin1;
106
    float v2 = point3D[2] - origin2;
107

    
108
    output[0] = v0*x0 + v1*x1 + v2*x2;
109
    output[1] = v0*y0 + v1*y1 + v2*y2;
110
    }
111

    
112
///////////////////////////////////////////////////////////////////////////////////////////////////
113
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
114

    
115
  int computeRotationIndex(float[][] rotAxis, float[] move2D, int[] enabled)
116
    {
117
    float cosAngle, minCosAngle = Float.MAX_VALUE;
118
    int minIndex=0, index;
119
    float m0 = move2D[0];
120
    float m1 = move2D[1];
121
    int numAxis = enabled[0];
122

    
123
    for(int axis=1; axis<=numAxis; axis++)
124
      {
125
      index = enabled[axis];
126
      cosAngle = m0*rotAxis[index][0] + m1*rotAxis[index][1];
127
      if( cosAngle<0 ) cosAngle = -cosAngle;
128

    
129
      if( cosAngle<minCosAngle )
130
        {
131
        minCosAngle=cosAngle;
132
        minIndex = index;
133
        }
134
      }
135

    
136
    return minIndex;
137
    }
138

    
139
///////////////////////////////////////////////////////////////////////////////////////////////////
140

    
141
  public float returnRotationFactor(int axis, int row)
142
    {
143
    return mRotationFactor==null ? 1.0f : mRotationFactor[axis][row];
144
    }
145

    
146
///////////////////////////////////////////////////////////////////////////////////////////////////
147

    
148
  public void enableGhostAxis(int axNum, boolean enable)
149
    {
150
    mGhostAxisEnabled = enable ? -1 : axNum;
151
    }
152

    
153
///////////////////////////////////////////////////////////////////////////////////////////////////
154

    
155
  private float[] computeBorder(float[] cuts, boolean[] rotatable, float size)
156
    {
157
    if( cuts==null ) return null;
158

    
159
    int len = cuts.length;
160
    float[] border = new float[len];
161

    
162
    for(int i=0; i<len; i++)
163
      {
164
      if( !rotatable[i] )
165
        {
166
        border[i] = i>0 ? border[i-1] : -Float.MAX_VALUE;
167
        }
168
      else
169
        {
170
        if( rotatable[i+1] ) border[i] = cuts[i]/size;
171
        else
172
          {
173
          int found = -1;
174

    
175
          for(int j=i+2; j<=len; j++)
176
            {
177
            if( rotatable[j] )
178
              {
179
              found=j;
180
              break;
181
              }
182
            }
183

    
184
          border[i] = found>0 ? (cuts[i]+cuts[found-1])/(2*size) : Float.MAX_VALUE;
185
          }
186
        }
187
      }
188

    
189
    return border;
190
    }
191

    
192
///////////////////////////////////////////////////////////////////////////////////////////////////
193
// size, not numLayers (see Master Skewb where size!=numLayers) - also cuboids.
194

    
195
  void computeBorders(float[][] cuts, boolean[][] rotatable, float size)
196
    {
197
    int numCuts = cuts.length;
198
    mTouchBorders = new float[numCuts][];
199

    
200
    for(int axis=0; axis<numCuts; axis++)
201
      {
202
      mTouchBorders[axis] = computeBorder(cuts[axis],rotatable[axis],size);
203
      }
204
    }
205

    
206
///////////////////////////////////////////////////////////////////////////////////////////////////
207

    
208
  public abstract boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera);
209
  public abstract void newRotation(int[] output, Static4D rotatedTouchPoint, Static4D quat);
210
  public abstract void getCastedRotAxis(float[] output, Static4D quat, int rotIndex);
211
  public abstract boolean axisAndFaceAgree(int rotIndex);
212
  public abstract int getTouchedCubitFace();
213
  public abstract int getTouchedCubit();
214
  public abstract float[] getTouchedPuzzleCenter();
215
  }
(1-1/13)