1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2020 Leszek Koltunski //
|
3
|
// //
|
4
|
// This file is part of Magic Cube. //
|
5
|
// //
|
6
|
// Magic Cube is free software: you can redistribute it and/or modify //
|
7
|
// it under the terms of the GNU General Public License as published by //
|
8
|
// the Free Software Foundation, either version 2 of the License, or //
|
9
|
// (at your option) any later version. //
|
10
|
// //
|
11
|
// Magic Cube is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
14
|
// GNU General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU General Public License //
|
17
|
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
|
18
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
19
|
|
20
|
package org.distorted.object;
|
21
|
|
22
|
import org.distorted.library.type.Static2D;
|
23
|
import org.distorted.library.type.Static4D;
|
24
|
|
25
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
26
|
|
27
|
class RubikCubeMovement extends RubikObjectMovement
|
28
|
{
|
29
|
private final static int NONE =-1;
|
30
|
private final static int FRONT = 0; //
|
31
|
private final static int BACK = 1; //
|
32
|
private final static int LEFT = 2; // has to be 6 consecutive ints
|
33
|
private final static int RIGHT = 3; // FRONT ... BOTTOM
|
34
|
private final static int TOP = 4; //
|
35
|
private final static int BOTTOM = 5; //
|
36
|
|
37
|
private static final int VECTX = 0; //
|
38
|
private static final int VECTY = 1; // don't change this
|
39
|
private static final int VECTZ = 2; //
|
40
|
|
41
|
private static final int[] VECT = {VECTX,VECTY,VECTZ};
|
42
|
|
43
|
private float[] mPoint, mCamera, mDiff, mTouch;
|
44
|
private int mRotationVect, mLastTouchedFace;
|
45
|
|
46
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
47
|
|
48
|
private boolean isVertical(float x, float y)
|
49
|
{
|
50
|
return (y>x) ? (y>=-x) : (y< -x);
|
51
|
}
|
52
|
|
53
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
54
|
|
55
|
private int retFaceSign(int face)
|
56
|
{
|
57
|
return (face==FRONT || face==RIGHT || face==TOP) ? 1:-1;
|
58
|
}
|
59
|
|
60
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
61
|
|
62
|
private int retFaceRotationSign(int face)
|
63
|
{
|
64
|
return (face==BACK || face==RIGHT || face==TOP) ? 1:-1;
|
65
|
}
|
66
|
|
67
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
68
|
// retFace{X,Y,Z}axis: 3 functions which return which real AXIS gets mapped to which when we look
|
69
|
// directly at a given face. For example, when we look at the RIGHT face of the cube (with TOP still
|
70
|
// in the top) then the 'real' X axis becomes the 'Z' axis, thus retFaceXaxis(RIGHT) = VECTZ.
|
71
|
|
72
|
private int retFaceXaxis(int face)
|
73
|
{
|
74
|
switch(face)
|
75
|
{
|
76
|
case FRONT :
|
77
|
case BACK : return VECTX;
|
78
|
case LEFT :
|
79
|
case RIGHT : return VECTZ;
|
80
|
case TOP :
|
81
|
case BOTTOM: return VECTX;
|
82
|
}
|
83
|
|
84
|
return -1;
|
85
|
}
|
86
|
|
87
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
88
|
|
89
|
private int retFaceYaxis(int face)
|
90
|
{
|
91
|
switch(face)
|
92
|
{
|
93
|
case FRONT :
|
94
|
case BACK : return VECTY;
|
95
|
case LEFT :
|
96
|
case RIGHT : return VECTY;
|
97
|
case TOP :
|
98
|
case BOTTOM: return VECTZ;
|
99
|
}
|
100
|
|
101
|
return -1;
|
102
|
}
|
103
|
|
104
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
105
|
|
106
|
private int retFaceZaxis(int face)
|
107
|
{
|
108
|
switch(face)
|
109
|
{
|
110
|
case FRONT :
|
111
|
case BACK : return VECTZ;
|
112
|
case LEFT :
|
113
|
case RIGHT : return VECTX;
|
114
|
case TOP :
|
115
|
case BOTTOM: return VECTY;
|
116
|
}
|
117
|
|
118
|
return -1;
|
119
|
}
|
120
|
|
121
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
122
|
|
123
|
private boolean faceIsVisible(int face, float cubeHalfSize)
|
124
|
{
|
125
|
int sign = retFaceSign(face);
|
126
|
int zAxis= retFaceZaxis(face);
|
127
|
|
128
|
return sign*mCamera[zAxis] > cubeHalfSize;
|
129
|
}
|
130
|
|
131
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
132
|
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
|
133
|
// cast this touch point onto the surface defined by the 'face' and write the cast coords to 'output'.
|
134
|
// Center of the 'face' = (0,0), third coord always +- cubeHalfSize.
|
135
|
|
136
|
private void castTouchPointOntoFace(int face, float cubeHalfSize, float[] output)
|
137
|
{
|
138
|
int sign = retFaceSign(face);
|
139
|
int zAxis= retFaceZaxis(face);
|
140
|
float diff = mPoint[zAxis]-mCamera[zAxis];
|
141
|
|
142
|
float ratio = diff!=0.0f ? (sign*cubeHalfSize-mCamera[zAxis])/diff : 0.0f;
|
143
|
|
144
|
output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0];
|
145
|
output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1];
|
146
|
output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2];
|
147
|
}
|
148
|
|
149
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
150
|
|
151
|
RubikCubeMovement()
|
152
|
{
|
153
|
mPoint = new float[3];
|
154
|
mCamera= new float[3];
|
155
|
mDiff = new float[3];
|
156
|
mTouch = new float[3];
|
157
|
}
|
158
|
|
159
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
160
|
// PUBLIC API
|
161
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
162
|
|
163
|
public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
|
164
|
{
|
165
|
float cubeHalfSize= RubikObject.OBJECT_SCREEN_RATIO*0.5f;
|
166
|
|
167
|
mPoint[0] = rotatedTouchPoint.get0();
|
168
|
mPoint[1] = rotatedTouchPoint.get1();
|
169
|
mPoint[2] = rotatedTouchPoint.get2();
|
170
|
|
171
|
mCamera[0] = rotatedCamera.get0();
|
172
|
mCamera[1] = rotatedCamera.get1();
|
173
|
mCamera[2] = rotatedCamera.get2();
|
174
|
|
175
|
for( mLastTouchedFace=FRONT; mLastTouchedFace<=BOTTOM; mLastTouchedFace++)
|
176
|
{
|
177
|
if( faceIsVisible(mLastTouchedFace,cubeHalfSize) )
|
178
|
{
|
179
|
castTouchPointOntoFace(mLastTouchedFace,cubeHalfSize, mTouch);
|
180
|
|
181
|
float qX= (mTouch[0]+cubeHalfSize) / (2*cubeHalfSize);
|
182
|
float qY= (mTouch[1]+cubeHalfSize) / (2*cubeHalfSize);
|
183
|
float qZ= (mTouch[2]+cubeHalfSize) / (2*cubeHalfSize);
|
184
|
|
185
|
if( qX<=1 && qX>=0 && qY<=1 && qY>=0 && qZ<=1 && qZ>=0 ) return true;
|
186
|
}
|
187
|
}
|
188
|
|
189
|
mLastTouchedFace = NONE;
|
190
|
return false;
|
191
|
}
|
192
|
|
193
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
194
|
|
195
|
public Static2D newRotation(Static4D rotatedTouchPoint)
|
196
|
{
|
197
|
float cubeHalfSize= RubikObject.OBJECT_SCREEN_RATIO*0.5f;
|
198
|
|
199
|
mPoint[0] = rotatedTouchPoint.get0();
|
200
|
mPoint[1] = rotatedTouchPoint.get1();
|
201
|
mPoint[2] = rotatedTouchPoint.get2();
|
202
|
|
203
|
castTouchPointOntoFace(mLastTouchedFace,cubeHalfSize,mDiff);
|
204
|
|
205
|
mDiff[0] -= mTouch[0];
|
206
|
mDiff[1] -= mTouch[1];
|
207
|
mDiff[2] -= mTouch[2];
|
208
|
|
209
|
int xAxis = retFaceXaxis(mLastTouchedFace);
|
210
|
int yAxis = retFaceYaxis(mLastTouchedFace);
|
211
|
mRotationVect = (isVertical( mDiff[xAxis], mDiff[yAxis]) ? VECT[xAxis]:VECT[yAxis]);
|
212
|
float offset= (mTouch[mRotationVect]+cubeHalfSize)/(2*cubeHalfSize);
|
213
|
|
214
|
mTouch[0] = mPoint[0];
|
215
|
mTouch[1] = mPoint[1];
|
216
|
mTouch[2] = mPoint[2];
|
217
|
|
218
|
return new Static2D(mRotationVect,offset);
|
219
|
}
|
220
|
|
221
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
222
|
|
223
|
public float continueRotation(Static4D rotatedTouchPoint)
|
224
|
{
|
225
|
mDiff[0] = rotatedTouchPoint.get0()-mTouch[0];
|
226
|
mDiff[1] = rotatedTouchPoint.get1()-mTouch[1];
|
227
|
mDiff[2] = rotatedTouchPoint.get2()-mTouch[2];
|
228
|
|
229
|
int xAxis= retFaceXaxis(mLastTouchedFace);
|
230
|
int yAxis= retFaceYaxis(mLastTouchedFace);
|
231
|
int sign = retFaceRotationSign(mLastTouchedFace);
|
232
|
float angle = (mRotationVect==xAxis ? mDiff[yAxis] : -mDiff[xAxis]);
|
233
|
|
234
|
return sign*angle;
|
235
|
}
|
236
|
}
|