Revision 12ad3fca
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/effect/scramble/ScrambleEffect.java | ||
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308 | 308 |
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mObject.solve(); |
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mNumAxis = mObject.getNumAxis();
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mNumAxis = mObject.getRotationAxis().length;
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|
312 | 312 |
mBasicAngle = mObject.getBasicAngle(); |
313 | 313 |
|
314 | 314 |
int numScrambles = renderer.getNumScrambles(); |
src/main/java/org/distorted/magic/RubikSurfaceView.java | ||
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27 | 27 |
import android.view.MotionEvent; |
28 | 28 |
|
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import org.distorted.library.type.Static2D; |
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import org.distorted.library.type.Static3D; |
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import org.distorted.library.type.Static4D; |
31 | 32 |
import org.distorted.object.RubikObject; |
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import org.distorted.object.RubikObjectMovement; |
... | ... | |
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private RubikRenderer mRenderer; |
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private RubikObjectMovement mMovement; |
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private boolean mDragging, mBeginningRotation, mContinuingRotation; |
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private float mX, mY; |
|
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private int mScreenWidth, mScreenHeight, mScreenMin; |
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private float mX, mY; |
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private float mStartRotX, mStartRotY; |
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private float mAxisX, mAxisY; |
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private static Static4D mQuatCurrent = new Static4D(0,0,0,1); |
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private static Static4D mQuatAccumulated= new Static4D(-0.25189602f,0.3546389f,0.009657208f,0.90038127f); |
67 | 71 |
private static Static4D mTempCurrent = new Static4D(0,0,0,1); |
... | ... | |
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mScreenWidth = width; |
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mScreenHeight= height; |
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mScreenMin = width<height ? width:height;
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mScreenMin = Math.min(width, height);
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|
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} |
79 | 83 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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return new Static4D(0f, 0f, 0f, 1f); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void setUpDragOrRotate(float x, float y) |
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{ |
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Static4D touchPoint1 = new Static4D(x, y, 0, 0); |
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Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated); |
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Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated); |
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if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) ) |
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{ |
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mDragging = false; |
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mBeginningRotation = mRenderer.canRotate(); |
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mContinuingRotation = false; |
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} |
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else |
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{ |
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mDragging = mRenderer.canDrag(); |
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mBeginningRotation = false; |
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mContinuingRotation = false; |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// cast the 3D axis we are currently rotating along to the 2D in-screen-surface axis |
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private void computeCurrentAxis(Static3D axis) |
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{ |
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Static4D axis4D = new Static4D(axis.get0(), axis.get1(), axis.get2(), 0); |
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Static4D result = rotateVectorByQuat(axis4D, mQuatAccumulated); |
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mAxisX =result.get0(); |
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mAxisY =result.get1(); |
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float len = (float)Math.sqrt(mAxisX*mAxisX + mAxisY*mAxisY); |
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mAxisX /= len; |
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mAxisY /= len; |
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android.util.Log.e("axis", "axis 2D: "+mAxisX+" , "+mAxisY); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private float continueRotation(float dx, float dy) |
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{ |
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float alpha = dx*mAxisX + dy*mAxisY; |
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float x = dx - alpha*mAxisX; |
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float y = dy - alpha*mAxisY; |
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float len = (float)Math.sqrt(x*x + y*y); |
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return len; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return quat1*quat2 |
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|
... | ... | |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private void setUpDragOrRotate(float x, float y) |
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{ |
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Static4D touchPoint1 = new Static4D(x, y, 0, 0); |
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Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated); |
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Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated); |
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if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) ) |
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{ |
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mDragging = false; |
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mBeginningRotation = mRenderer.canRotate(); |
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mContinuingRotation = false; |
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} |
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else |
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{ |
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mDragging = mRenderer.canDrag(); |
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mBeginningRotation = false; |
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mContinuingRotation = false; |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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@Override |
... | ... | |
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{ |
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if( (mX-x)*(mX-x)+(mY-y)*(mY-y) > 1.0f/(ROTATION_SENSITIVITY*ROTATION_SENSITIVITY) ) |
263 | 300 |
{ |
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mStartRotX = x; |
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mStartRotY = y; |
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Static4D touchPoint2 = new Static4D(x, y, 0, 0); |
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Static4D rotatedTouchPoint2= rotateVectorByInvertedQuat(touchPoint2, mQuatAccumulated); |
266 | 306 |
|
267 | 307 |
Static2D rot = mMovement.newRotation(rotatedTouchPoint2); |
268 | 308 |
RubikObject object = mRenderer.getObject(); |
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object.beginNewRotation( (int)rot.get0(), object.returnRowFromOffset(rot.get1()) ); |
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int axis = (int)rot.get0(); |
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computeCurrentAxis( object.getRotationAxis()[axis] ); |
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object.beginNewRotation( axis, object.returnRowFromOffset(rot.get1()) ); |
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if( RubikState.getCurrentState()==RubikState.SOLV ) |
273 | 316 |
{ |
... | ... | |
281 | 324 |
} |
282 | 325 |
else if( mContinuingRotation ) |
283 | 326 |
{ |
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Static4D touchPoint3 = new Static4D(x, y, 0, 0); |
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Static4D rotatedTouchPoint3= rotateVectorByInvertedQuat(touchPoint3, mQuatAccumulated); |
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//Static4D touchPoint3 = new Static4D(x, y, 0, 0);
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//Static4D rotatedTouchPoint3= rotateVectorByInvertedQuat(touchPoint3, mQuatAccumulated);
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286 | 329 |
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float angle = mMovement.continueRotation(rotatedTouchPoint3); |
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float angle = continueRotation(x-mStartRotX,y-mStartRotY); |
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//float angle = mMovement.continueRotation(rotatedTouchPoint3); |
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mRenderer.getObject().continueRotation(SWIPING_SENSITIVITY*angle); |
289 | 333 |
} |
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else if( mDragging ) |
src/main/java/org/distorted/object/RubikCube.java | ||
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145 | 145 |
return new VertexEffectSink( new Static1D(strength), center, region ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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Static3D[] getRotationAxis() |
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{ |
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return AXIS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// paint only the square with lower-left corner at (face*TEX_H,0) and side length TEX_H |
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|
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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public Static3D[] getRotationAxis() |
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{ |
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return AXIS; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getBasicAngle() |
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{ |
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return 4; |
src/main/java/org/distorted/object/RubikCubeMovement.java | ||
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super(RubikCube.AXIS, 2, 0.5f, 0.5f); |
29 | 29 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void fillPossibleRotations(int axis, int[] output) |
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{ |
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switch(axis) |
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{ |
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case 0: output[0]=2; output[1]=1; break; // (Z,Y) when looking at LEFT or RIGHT |
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case 1: output[0]=0; output[1]=2; break; // (X,Z) when looking at BOTTOM or TOP |
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case 2: output[0]=0; output[1]=1; break; // (X,Y) when looking at FRONT or BACK |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
45 | 33 |
boolean isInsideFace(float[] p) |
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{ |
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return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float returnAngle(float[] v, int[] possible) |
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{ |
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float angle= (mRotationVect==possible[0] ? v[possible[1]] : -v[possible[0]]); |
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if( mLastTouchedAxis==2 ) angle = -angle; |
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return angle; |
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} |
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58 | 37 |
} |
src/main/java/org/distorted/object/RubikObject.java | ||
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468 | 468 |
mRotationAngleStatic.set0(0); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public int getNumAxis() |
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{ |
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return ROTATION_AXIS.length; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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abstract float getScreenRatio(); |
... | ... | |
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abstract int getNumFaces(); |
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abstract void createFaceTexture(Canvas canvas, Paint paint, int face); |
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abstract MeshBase createCubitMesh(int cubit, int vertices); |
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abstract Static3D[] getRotationAxis(); |
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public abstract Static3D[] getRotationAxis();
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public abstract int getBasicAngle(); |
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public abstract int returnRowFromOffset(float offset); |
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} |
src/main/java/org/distorted/object/RubikObjectMovement.java | ||
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public abstract class RubikObjectMovement |
29 | 29 |
{ |
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int mRotationVect, mLastTouchedAxis; |
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private float[] mPoint, mCamera, mDiff, mTouch; |
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private int mLastTouchedAxis; |
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private float[] mPoint, mCamera, mTouch; |
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private float[] mPoint2D, mMove2D; |
34 | 33 |
private float[][][] mCastAxis; |
35 | 34 |
private int mLastTouchedLR; |
36 | 35 |
private int mNumAxis, mNumFacesPerAxis; |
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private int[] mPossible; |
|
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private float mDistanceCenterFace3D, mDistanceCenterFace2D; |
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private Static3D[] mAxis; |
40 | 38 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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abstract boolean isInsideFace(float[] point); |
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abstract float returnAngle(float[] vect, int[] possible); |
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abstract void fillPossibleRotations(int axis, int[] output); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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|
... | ... | |
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{ |
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mPoint = new float[3]; |
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mCamera= new float[3]; |
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mDiff = new float[3]; |
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mTouch = new float[3]; |
55 | 50 |
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56 | 51 |
mPoint2D = new float[2]; |
... | ... | |
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mNumFacesPerAxis = numFacesPerAxis; |
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mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces |
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mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge |
64 |
mPossible = new int[mNumAxis-1]; |
|
65 | 59 |
|
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// mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the |
67 | 61 |
// 1st pair (axis,lr) |
... | ... | |
107 | 101 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
108 | 102 |
// find the casted axis with which our move2D vector forms an angle closest to 90 deg. |
109 | 103 |
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private int computeRotationVect(int axis, int lr, float[] move2D)
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private int computeRotationIndex(int axis, int lr, float[] move2D)
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|
111 | 105 |
{ |
112 | 106 |
float cosAngle, minCosAngle = Float.MAX_VALUE; |
113 | 107 |
int minIndex=-1; |
... | ... | |
238 | 232 |
output[1] = v0*y0 + v1*y1 + v2*y2; |
239 | 233 |
} |
240 | 234 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private String getFaceColor(int axis) |
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{ |
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switch(axis) |
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{ |
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case 0: return "yellow (bottom) "; |
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case 1: return "green (back) "; |
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case 2: return "blue (right) "; |
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case 3: return "red (left) "; |
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} |
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return null; |
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} |
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256 | 235 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
257 | 236 |
// PUBLIC API |
258 | 237 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
276 | 255 |
castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch); |
277 | 256 |
convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D); |
278 | 257 |
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if( isInsideFace(mPoint2D) ) |
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{ |
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fillPossibleRotations(mLastTouchedAxis, mPossible); |
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return true; |
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} |
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if( isInsideFace(mPoint2D) ) return true; |
|
284 | 259 |
} |
285 | 260 |
} |
286 | 261 |
} |
... | ... | |
302 | 277 |
mMove2D[0] -= mPoint2D[0]; |
303 | 278 |
mMove2D[1] -= mPoint2D[1]; |
304 | 279 |
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mRotationVect= computeRotationVect(mLastTouchedAxis, mLastTouchedLR, mMove2D); |
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int index = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR; |
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307 |
float offset = computeOffset(mPoint2D, mCastAxis[index][mRotationVect]); |
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308 |
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309 |
return new Static2D(mRotationVect,offset); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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314 |
public float continueRotation(Static4D rotatedTouchPoint) |
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315 |
{ |
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316 |
mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[0]; |
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mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[1]; |
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318 |
mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[2]; |
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280 |
int rotIndex = computeRotationIndex(mLastTouchedAxis, mLastTouchedLR, mMove2D); |
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281 |
int index = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR; |
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282 |
float offset = computeOffset(mPoint2D, mCastAxis[index][rotIndex]); |
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319 | 283 |
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320 |
return (mLastTouchedLR-0.5f)*returnAngle(mDiff, mPossible);
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284 |
return new Static2D(rotIndex,offset);
|
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321 | 285 |
} |
322 | 286 |
} |
src/main/java/org/distorted/object/RubikPyraminx.java | ||
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208 | 208 |
return new VertexEffectSink( new Static1D(1.3f), center, region ); |
209 | 209 |
} |
210 | 210 |
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211 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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212 |
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213 |
Static3D[] getRotationAxis() |
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214 |
{ |
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215 |
return AXIS; |
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216 |
} |
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217 |
|
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218 | 211 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
219 | 212 |
|
220 | 213 |
void createFaceTexture(Canvas canvas, Paint paint, int face) |
... | ... | |
299 | 292 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
300 | 293 |
// PUBLIC API |
301 | 294 |
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295 |
public Static3D[] getRotationAxis() |
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296 |
{ |
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297 |
return AXIS; |
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298 |
} |
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299 |
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300 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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301 |
|
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302 | 302 |
public int getBasicAngle() |
303 | 303 |
{ |
304 | 304 |
return 3; |
src/main/java/org/distorted/object/RubikPyraminxMovement.java | ||
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33 | 33 |
super(RubikPyraminx.AXIS, 1, SQ2*SQ3/12, SQ3/6); |
34 | 34 |
} |
35 | 35 |
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36 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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37 |
// ( 0, 1, 0 ) BOTTOM |
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38 |
// ( 0, -1.0f/3, 2*SQ2/3 ) BACK |
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39 |
// (-SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) LEFT |
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40 |
// ( SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) RIGHT |
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41 |
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42 |
void fillPossibleRotations(int axis, int[] output) |
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43 |
{ |
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44 |
switch(axis) |
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45 |
{ |
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46 |
case 0: output[0]=3; output[1]=1; output[2]=2; break; // (RIGHT,BACK,LEFT) when looking at BOTTOM |
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47 |
case 1: output[0]=2; output[1]=0; output[2]=3; break; // (LEFT,BOTTOM,RIGHT) when looking at BACK |
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48 |
case 2: output[0]=3; output[1]=0; output[2]=1; break; // (RIGHT,BOTTOM,BACK) when looking at LEFT |
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49 |
case 3: output[0]=1; output[1]=0; output[2]=2; break; // (BACK,BOTTOM,LEFT) when looking at RIGHT |
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50 |
} |
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51 |
} |
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52 |
|
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53 | 36 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
54 | 37 |
|
55 | 38 |
boolean isInsideFace(float[] p) |
... | ... | |
60 | 43 |
|
61 | 44 |
return a1 && a2 && a3; |
62 | 45 |
} |
63 |
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64 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
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65 |
// TODO |
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66 |
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67 |
float returnAngle(float[] v, int[] possible) |
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68 |
{ |
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69 |
/* |
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70 |
float angle= (mRotationVect==possible[0] ? v[possible[1]] : -v[possible[0]]); |
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71 |
if( mLastTouchedAxis==2 ) angle = -angle; |
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72 |
return angle; |
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73 |
*/ |
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74 |
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75 |
return 0; |
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76 |
} |
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77 | 46 |
} |
Also available in: Unified diff
Progress with object Movement - almost finished.