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Revision 123d6172

Added by Leszek Koltunski over 4 years ago

Further simplifications for object movement.

View differences:

src/main/java/org/distorted/object/RubikCubeMovement.java
21 21

  
22 22
import org.distorted.library.type.Static2D;
23 23
import org.distorted.library.type.Static4D;
24
import org.distorted.magic.RubikRenderer;
24 25
import org.distorted.magic.RubikSurfaceView;
25 26

  
26 27
///////////////////////////////////////////////////////////////////////////////////////////////////
......
38 39
    private static final int[] VECT = {RubikCube.VECTX,RubikCube.VECTY,RubikCube.VECTZ};
39 40

  
40 41
    private float[] mPoint, mCamera, mTouchPointCastOntoFace, mDiff, mTouchPoint;
41
    private int mRotationVect;
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    private int mRotationVect, mLastTouchedFace;
42 43

  
43 44
///////////////////////////////////////////////////////////////////////////////////////////////////
44 45

  
......
139 140

  
140 141
///////////////////////////////////////////////////////////////////////////////////////////////////
141 142

  
142
    private void convertCameraPointToScreenSpace(Static4D accumulated, float cameraDistance)
143
    private void convertCameraPointToScreenSpace(Static4D accumulated)
143 144
      {
144
      Static4D cameraPoint = new Static4D(0, 0, cameraDistance, 0);
145
      Static4D cameraPoint = new Static4D(0, 0, RubikRenderer.CAMERA_DISTANCE, 0);
145 146
      Static4D rotatedCamera= RubikSurfaceView.rotateVectorByInvertedQuat(cameraPoint, accumulated);
146 147

  
147 148
      mCamera[0] = rotatedCamera.get1();
......
184 185

  
185 186
///////////////////////////////////////////////////////////////////////////////////////////////////
186 187

  
187
    public int faceTouched(Static4D accumulated, float cameraDistance, float x, float y)
188
    public boolean faceTouched(Static4D rotQuaternion, float x, float y)
188 189
      {
189 190
      float cubeHalfSize= RubikCube.CUBE_SCREEN_RATIO*0.5f;
190 191

  
191
      convertTouchPointToScreenSpace(accumulated,x,y);
192
      convertCameraPointToScreenSpace(accumulated, cameraDistance);
192
      convertTouchPointToScreenSpace(rotQuaternion,x,y);
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      convertCameraPointToScreenSpace(rotQuaternion);
193 194

  
194
      for(int face=FRONT; face<=BOTTOM; face++)
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      for( mLastTouchedFace=FRONT; mLastTouchedFace<=BOTTOM; mLastTouchedFace++)
195 196
        {
196
        if( faceIsVisible(face,cubeHalfSize) )
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        if( faceIsVisible(mLastTouchedFace,cubeHalfSize) )
197 198
          {
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          castTouchPointOntoFace(face,cubeHalfSize, mTouchPointCastOntoFace);
199
          castTouchPointOntoFace(mLastTouchedFace,cubeHalfSize, mTouchPointCastOntoFace);
199 200

  
200 201
          float qX= (mTouchPointCastOntoFace[0]+cubeHalfSize) / (2*cubeHalfSize);
201 202
          float qY= (mTouchPointCastOntoFace[1]+cubeHalfSize) / (2*cubeHalfSize);
202 203
          float qZ= (mTouchPointCastOntoFace[2]+cubeHalfSize) / (2*cubeHalfSize);
203 204

  
204
          if( qX<=1 && qX>=0 && qY<=1 && qY>=0 && qZ<=1 && qZ>=0 ) return face;
205
          if( qX<=1 && qX>=0 && qY<=1 && qY>=0 && qZ<=1 && qZ>=0 ) return true;
205 206
          }
206 207
        }
207 208

  
208
      return NONE;
209
      mLastTouchedFace = NONE;
210
      return false;
209 211
      }
210 212

  
211 213
///////////////////////////////////////////////////////////////////////////////////////////////////
212 214

  
213
    public Static2D newRotation(Static4D accumulated, int lastTouchedFace, float x, float y)
215
    public Static2D newRotation(Static4D rotQuaternion, float x, float y)
214 216
      {
215 217
      float cubeHalfSize= RubikCube.CUBE_SCREEN_RATIO*0.5f;
216 218

  
217
      convertTouchPointToScreenSpace(accumulated,x,y);
218
      castTouchPointOntoFace(lastTouchedFace,cubeHalfSize,mDiff);
219
      convertTouchPointToScreenSpace(rotQuaternion,x,y);
220
      castTouchPointOntoFace(mLastTouchedFace,cubeHalfSize,mDiff);
219 221

  
220 222
      mDiff[0] -= mTouchPointCastOntoFace[0];
221 223
      mDiff[1] -= mTouchPointCastOntoFace[1];
222 224
      mDiff[2] -= mTouchPointCastOntoFace[2];
223 225

  
224
      int xAxis = retFaceXaxis(lastTouchedFace);
225
      int yAxis = retFaceYaxis(lastTouchedFace);
226
      int xAxis = retFaceXaxis(mLastTouchedFace);
227
      int yAxis = retFaceYaxis(mLastTouchedFace);
226 228
      mRotationVect = (isVertical( mDiff[xAxis], mDiff[yAxis]) ? VECT[xAxis]:VECT[yAxis]);
227 229
      float offset= (mTouchPointCastOntoFace[mRotationVect]+cubeHalfSize)/(2*cubeHalfSize);
228 230

  
......
235 237

  
236 238
///////////////////////////////////////////////////////////////////////////////////////////////////
237 239

  
238
    public float continueRotation(Static4D accumulated, int lastTouchedFace, float x, float y)
240
    public float continueRotation(Static4D rotQuaternion, float x, float y)
239 241
      {
240
      convertTouchPointToScreenSpace(accumulated,x,y);
242
      convertTouchPointToScreenSpace(rotQuaternion,x,y);
241 243

  
242 244
      mDiff[0] = mPoint[0]-mTouchPoint[0];
243 245
      mDiff[1] = mPoint[1]-mTouchPoint[1];
244 246
      mDiff[2] = mPoint[2]-mTouchPoint[2];
245 247

  
246
      int xAxis= retFaceXaxis(lastTouchedFace);
247
      int yAxis= retFaceYaxis(lastTouchedFace);
248
      int sign = retFaceRotationSign(lastTouchedFace);
248
      int xAxis= retFaceXaxis(mLastTouchedFace);
249
      int yAxis= retFaceYaxis(mLastTouchedFace);
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      int sign = retFaceRotationSign(mLastTouchedFace);
249 251
      float angle = (mRotationVect==xAxis ? mDiff[yAxis] : -mDiff[xAxis]);
250 252

  
251 253
      return sign*angle;

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