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Revision 14a4712f

Added by Leszek Koltunski over 4 years ago

Progress with object Movement. Assigning new Rotations works now, independently of object type.

View differences:

src/main/java/org/distorted/magic/RubikSurfaceView.java
40 40
    // Moving the finger from the middle of the vertical screen to the right edge will rotate a
41 41
    // given face by SWIPING_SENSITIVITY/2 degrees.
42 42
    private final static int SWIPING_SENSITIVITY  = 240;
43
    // Moving the finger by 1/12 the distance of min(scrWidth,scrHeight) will start a Rotation.
44
    private final static int ROTATION_SENSITIVITY =  12;
43
    // Moving the finger by 1/15 the distance of min(scrWidth,scrHeight) will start a Rotation.
44
    private final static int ROTATION_SENSITIVITY =  15;
45 45
    // Every 1/12 the distance of min(scrWidth,scrHeight) the direction of cube rotation will reset.
46 46
    private final static int DIRECTION_SENSITIVITY=  12;
47 47

  
src/main/java/org/distorted/object/RubikCubeMovement.java
25 25
{
26 26
  RubikCubeMovement()
27 27
    {
28
    super(RubikCube.AXIS,2,0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32

  
33
  private boolean isVertical(float x, float y)
34
    {
35
    return (y>x) ? (y>=-x) : (y< -x);
28
    super(RubikCube.AXIS, 2, 0.5f, 0.5f);
36 29
    }
37 30

  
38 31
///////////////////////////////////////////////////////////////////////////////////////////////////
......
54 47
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
55 48
    }
56 49

  
57
///////////////////////////////////////////////////////////////////////////////////////////////////
58

  
59
  float fillUpRotationVectAndOffset(float[] v, float[] touch, int[] possible)
60
    {
61
    mRotationVect = isVertical(v[possible[0]],v[possible[1]]) ? possible[0] : possible[1];
62
    return touch[mRotationVect]+0.5f;
63
    }
64

  
65 50
///////////////////////////////////////////////////////////////////////////////////////////////////
66 51

  
67 52
  float returnAngle(float[] v, int[] possible)
src/main/java/org/distorted/object/RubikObjectMovement.java
29 29
  {
30 30
  int mRotationVect, mLastTouchedAxis;
31 31

  
32
  private float[] mPoint, mCamera, mDiff, mTouch, m2Dpoint;
32
  private float[] mPoint, mCamera, mDiff, mTouch;
33
  private float[] mPoint2D, mMove2D;
34
  private float[][][] mCastAxis;
33 35
  private int mLastTouchedLR;
34 36
  private int mNumAxis, mNumFacesPerAxis;
35 37
  private int[] mPossible;
36
  private float mDistanceCenterFace;
38
  private float mDistanceCenterFace3D, mDistanceCenterFace2D;
37 39
  private Static3D[] mAxis;
38 40

  
39 41
///////////////////////////////////////////////////////////////////////////////////////////////////
40 42

  
41 43
  abstract boolean isInsideFace(float[] point);
42
  abstract float fillUpRotationVectAndOffset(float[] vect, float[] touch, int[] possible);
43 44
  abstract float returnAngle(float[] vect, int[] possible);
44 45
  abstract void fillPossibleRotations(int axis, int[] output);
45 46

  
46 47
///////////////////////////////////////////////////////////////////////////////////////////////////
47 48

  
48
  RubikObjectMovement(Static3D[] axis, int numFacesPerAxis, float distance)
49
  RubikObjectMovement(Static3D[] axis, int numFacesPerAxis, float distance3D, float distance2D)
49 50
    {
50 51
    mPoint = new float[3];
51 52
    mCamera= new float[3];
52 53
    mDiff  = new float[3];
53 54
    mTouch = new float[3];
54 55

  
55
    m2Dpoint = new float[2];
56
    mPoint2D = new float[2];
57
    mMove2D  = new float[2];
56 58

  
57 59
    mAxis = axis;
58 60
    mNumAxis = mAxis.length;
59 61
    mNumFacesPerAxis = numFacesPerAxis;
60
    mDistanceCenterFace = distance;
62
    mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces
63
    mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge
61 64
    mPossible = new int[mNumAxis-1];
65

  
66
    // mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the
67
    // 1st pair (axis,lr)
68
    mCastAxis = new float[mNumAxis*mNumFacesPerAxis][mNumAxis][2];
69

  
70
    for( int casted=0; casted<mNumAxis; casted++)
71
      {
72
      Static3D a = mAxis[casted];
73
      mPoint[0]= a.get0();
74
      mPoint[1]= a.get1();
75
      mPoint[2]= a.get2();
76

  
77
      for( int surface=0; surface<mNumAxis; surface++)
78
        for(int lr=0; lr<mNumFacesPerAxis; lr++)
79
          {
80
          int index = surface*mNumFacesPerAxis + lr;
81

  
82
          if( casted!=surface )
83
            {
84
            convertTo2Dcoords( mPoint, mAxis[surface], lr, mPoint2D);
85
            mCastAxis[index][casted][0] = mPoint2D[0];
86
            mCastAxis[index][casted][1] = mPoint2D[1];
87
            normalize2D(mCastAxis[index][casted]);
88
            }
89
          else
90
            {
91
            mCastAxis[index][casted][0] = 0;
92
            mCastAxis[index][casted][1] = 0;
93
            }
94
          }
95
      }
96
    }
97

  
98
///////////////////////////////////////////////////////////////////////////////////////////////////
99

  
100
  private void normalize2D(float[] vect)
101
    {
102
    float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
103
    vect[0] /= len;
104
    vect[1] /= len;
105
    }
106

  
107
///////////////////////////////////////////////////////////////////////////////////////////////////
108
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
109

  
110
  private int computeRotationVect(int axis, int lr, float[] move2D)
111
    {
112
    float cosAngle, minCosAngle = Float.MAX_VALUE;
113
    int minIndex=-1;
114
    int index = axis*mNumFacesPerAxis + lr;
115
    float m0 = move2D[0];
116
    float m1 = move2D[1];
117
    float len = (float)Math.sqrt(m0*m0 + m1*m1);
118
    m0 /= len;
119
    m1 /= len;
120

  
121
    for(int i=0; i<mNumAxis; i++)
122
      {
123
      if( axis != i )
124
        {
125
        cosAngle = m0*mCastAxis[index][i][0] +  m1*mCastAxis[index][i][1];
126
        if( cosAngle<0 ) cosAngle = -cosAngle;
127

  
128
        if( cosAngle<minCosAngle )
129
          {
130
          minCosAngle=cosAngle;
131
          minIndex = i;
132
          }
133
        }
134
      }
135

  
136
    return minIndex;
137
    }
138

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

  
141
  private float computeOffset(float[] point, float[] axis)
142
    {
143
    return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D;
62 144
    }
63 145

  
64 146
///////////////////////////////////////////////////////////////////////////////////////////////////
......
66 148
  private boolean faceIsVisible(Static3D axis, int lr)
67 149
    {
68 150
    float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2();
69
    return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace;
151
    return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace3D;
70 152
    }
71 153

  
72 154
///////////////////////////////////////////////////////////////////////////////////////////////////
......
93 175
    if( denom != 0.0f )
94 176
      {
95 177
      float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
96
      float distance = (2*lr-1)*mDistanceCenterFace;
178
      float distance = (2*lr-1)*mDistanceCenterFace3D;
97 179
      float alpha = (distance-axisCam)/denom;
98 180

  
99 181
      output[0] = mCamera[0] + d0*alpha;
......
162 244
    {
163 245
    switch(axis)
164 246
      {
165
      case 0: return "yellow ";
166
      case 1: return "green ";
167
      case 2: return "blue ";
168
      case 3: return "red ";
247
      case 0: return "yellow (bottom) ";
248
      case 1: return "green (back) ";
249
      case 2: return "blue (right) ";
250
      case 3: return "red (left) ";
169 251
      }
170 252

  
171 253
    return null;
......
192 274
        if( faceIsVisible(mAxis[mLastTouchedAxis], mLastTouchedLR) )
193 275
          {
194 276
          castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
195
          convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, m2Dpoint);
277
          convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D);
196 278

  
197
          if( isInsideFace(m2Dpoint) )
279
          if( isInsideFace(mPoint2D) )
198 280
            {
199
            android.util.Log.e("move", "face "+getFaceColor(mLastTouchedAxis)+" ("+m2Dpoint[0]+","+m2Dpoint[1]+")");
281
            android.util.Log.e("move", "face "+getFaceColor(mLastTouchedAxis)+" ("+mPoint2D[0]+","+mPoint2D[1]+")");
200 282

  
201 283
            fillPossibleRotations(mLastTouchedAxis, mPossible);
202 284
            return true;
......
216 298
    mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO;
217 299
    mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO;
218 300

  
219
    castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mDiff);
301
    castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
302
    convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mMove2D);
303

  
304
    mMove2D[0] -= mPoint2D[0];
305
    mMove2D[1] -= mPoint2D[1];
306

  
307
    mRotationVect= computeRotationVect(mLastTouchedAxis, mLastTouchedLR, mMove2D);
308
    int index = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR;
309
    float offset = computeOffset(mPoint2D, mCastAxis[index][mRotationVect]);
220 310

  
221
    mDiff[0] -= mTouch[0];
222
    mDiff[1] -= mTouch[1];
223
    mDiff[2] -= mTouch[2];
311
android.util.Log.d("move", "new rot: face "+getFaceColor(mLastTouchedAxis)+" vect: "+mRotationVect+" offset: "+offset);
224 312

  
225
    float offset = fillUpRotationVectAndOffset(mDiff, mTouch, mPossible);
226 313
    return new Static2D(mRotationVect,offset);
227 314
    }
228 315

  
src/main/java/org/distorted/object/RubikPyraminxMovement.java
30 30

  
31 31
  RubikPyraminxMovement()
32 32
    {
33
    super(RubikPyraminx.AXIS,1,SQ2*SQ3/12);
33
    super(RubikPyraminx.AXIS, 1, SQ2*SQ3/12, SQ3/6);
34 34
    }
35 35

  
36 36
///////////////////////////////////////////////////////////////////////////////////////////////////
......
61 61
    return a1 && a2 && a3;
62 62
    }
63 63

  
64
///////////////////////////////////////////////////////////////////////////////////////////////////
65
// TODO
66

  
67
  float fillUpRotationVectAndOffset(float[] v, float[] touch, int[] possible)
68
    {
69
    //mRotationVect = isVertical(v[possible[0]],v[possible[1]]) ? possible[0] : possible[1];
70
    //return mTouch[mRotationVect]+0.5f;
71

  
72
    return 0;
73
    }
74

  
75 64
///////////////////////////////////////////////////////////////////////////////////////////////////
76 65
// TODO
77 66

  

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