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Revision 517f9fb9

Added by Leszek Koltunski about 4 years ago

Improve the way we handle the cube.
Before if we touched the screen during any of the transitions, this touch and resulting draw would result in no action (confusing).
Now it seamlessly becomes a drag (even if we, during a transition, touched inside the cube)

View differences:

src/main/java/org/distorted/magic/RubikSurfaceView.java
238 238
                                       Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated);
239 239
                                       Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated);
240 240

  
241
                                       if( mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) )
241
                                       if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) )
242 242
                                         {
243 243
                                         mDragging           = false;
244 244
                                         mBeginningRotation  = mRenderer.canRotate();
......
251 251
                                         mContinuingRotation = false;
252 252
                                         }
253 253
                                       break;
254
         case MotionEvent.ACTION_MOVE: if( mDragging )
255
                                         {
256
                                         mTempCurrent.set(quatFromDrag(mX-x,y-mY));
257
                                         mRenderer.setQuatCurrentOnNextRender();
258

  
259
                                         if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > 1.0f/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
260
                                           {
261
                                           mX = x;
262
                                           mY = y;
263
                                           mTempAccumulated.set(quatMultiply(mQuatCurrent, mQuatAccumulated));
264
                                           mTempCurrent.set(0f, 0f, 0f, 1f);
265
                                           mRenderer.setQuatCurrentOnNextRender();
266
                                           mRenderer.setQuatAccumulatedOnNextRender();
267
                                           }
268
                                         }
269
                                       if( mBeginningRotation )
254
         case MotionEvent.ACTION_MOVE: if( mBeginningRotation )
270 255
                                         {
271 256
                                         if( (mX-x)*(mX-x)+(mY-y)*(mY-y) > 1.0f/(ROTATION_SENSITIVITY*ROTATION_SENSITIVITY) )
272 257
                                           {
......
296 281
                                         float angle = mMovement.continueRotation(rotatedTouchPoint3);
297 282
                                         mRenderer.getObject().continueRotation(SWIPING_SENSITIVITY*angle);
298 283
                                         }
284
                                       else if( mDragging || mRenderer.canDrag() )
285
                                         {
286
                                         mDragging = true;
287
                                         mTempCurrent.set(quatFromDrag(mX-x,y-mY));
288
                                         mRenderer.setQuatCurrentOnNextRender();
289

  
290
                                         if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > 1.0f/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
291
                                           {
292
                                           mX = x;
293
                                           mY = y;
294
                                           mTempAccumulated.set(quatMultiply(mQuatCurrent, mQuatAccumulated));
295
                                           mTempCurrent.set(0f, 0f, 0f, 1f);
296
                                           mRenderer.setQuatCurrentOnNextRender();
297
                                           mRenderer.setQuatAccumulatedOnNextRender();
298
                                           }
299
                                         }
299 300
                                       break;
300 301
         case MotionEvent.ACTION_UP  : if( mDragging )
301 302
                                         {

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