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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.object;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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public abstract class RubikObjectMovement
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{
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float[] mTouch;
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int mRotationVect, mLastTouchedAxis;
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private float[] mPoint, mCamera, mDiff;
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private int mLastTouchedLR;
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private int mNumAxis, mNumFacesPerAxis;
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private int[] mPossible;
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private float mDistanceCenterFace;
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private Static3D[] mAxis;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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abstract boolean isInsideFace(float[] point);
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abstract float fillUpRotationVectAndOffset(float[] vect, int[] possible);
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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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RubikObjectMovement(Static3D[] axis, int numFacesPerAxis, float distance)
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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];
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mAxis = axis;
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mNumAxis = mAxis.length;
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mNumFacesPerAxis = numFacesPerAxis;
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mDistanceCenterFace = distance;
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mPossible = new int[mNumAxis-1];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean faceIsVisible(Static3D axis, int lr)
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{
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float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2();
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return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
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// compute point 'output[]' which:
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// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this
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// distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of
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// the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace)
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// 2) is co-linear with mCamera and mPoint
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//
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// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
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private void castTouchPointOntoFace(Static3D axis, int lr, float[] output)
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{
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float d0 = mPoint[0]-mCamera[0];
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float d1 = mPoint[1]-mCamera[1];
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float d2 = mPoint[2]-mCamera[2];
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float a0 = axis.get0();
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float a1 = axis.get1();
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float a2 = axis.get2();
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float denom = a0*d0 + a1*d1 + a2*d2;
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if( denom != 0.0f )
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{
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float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
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float distance = (2*lr-1)*mDistanceCenterFace;
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float alpha = (distance-axisCam)/denom;
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output[0] = mCamera[0] + d0*alpha;
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output[1] = mCamera[1] + d1*alpha;
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output[2] = mCamera[2] + d2*alpha;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[0] = rotatedCamera.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[1] = rotatedCamera.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mCamera[2] = rotatedCamera.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++)
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{
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for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++)
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{
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if( faceIsVisible(mAxis[mLastTouchedAxis], mLastTouchedLR) )
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{
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castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
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if( isInsideFace(mTouch) )
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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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}
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}
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public Static2D newRotation(Static4D rotatedTouchPoint)
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO;
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO;
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castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mDiff);
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mDiff[0] -= mTouch[0];
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mDiff[1] -= mTouch[1];
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mDiff[2] -= mTouch[2];
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float offset = fillUpRotationVectAndOffset(mDiff, mPossible);
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mTouch[0] = mPoint[0];
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mTouch[1] = mPoint[1];
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mTouch[2] = mPoint[2];
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return new Static2D(mRotationVect,offset);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public float continueRotation(Static4D rotatedTouchPoint)
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{
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mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[0];
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mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[1];
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mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[2];
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return (mLastTouchedLR-0.5f)*returnAngle(mDiff, mPossible);
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}
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}
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