Revision 12ad3fca
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/magic/RubikSurfaceView.java | ||
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import android.view.MotionEvent; |
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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; |
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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); |
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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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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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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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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) ) |
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{ |
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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); |
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Static2D rot = mMovement.newRotation(rotatedTouchPoint2); |
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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 ) |
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{ |
... | ... | |
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} |
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else if( mContinuingRotation ) |
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{ |
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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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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); |
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} |
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else if( mDragging ) |
Also available in: Unified diff
Progress with object Movement - almost finished.