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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2022 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 proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.bandaged;
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import org.distorted.library.helpers.QuatHelper;
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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.objectlib.bandaged.BandagedObject;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class BandagedTouchControl
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{
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private final BandagedObject mObject;
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private final Static4D CAMERA_POINT;
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private final float[] mPoint, mCamera, mTouch;
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private final float[] mPoint2D;
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private float mObjectRatio;
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private final Static3D[] mFaceAxis;
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private final int mNumFaces;
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private float[] mDist3D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Convert the 3D point3D into a 2D point on the same face surface, but in a different
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// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
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// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
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// original 3D Y axis and our 2D in-plane origin.
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// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
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// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
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// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
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// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
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// (ax,ay,az) - vector normal to the face surface.
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void convertTo2Dcoords(float[] point3D, float ax, float ay, float az , float[] output)
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{
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float y0,y1,y2; // base Y vector of the 2D coord system
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if( ax==0.0f && az==0.0f )
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{
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y0=0; y1=0; y2=-ay;
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}
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else if( ay==0.0f )
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{
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y0=0; y1=1; y2=0;
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}
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else
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{
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float norm = (float)(-ay/Math.sqrt(1-ay*ay));
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y0 = norm*ax; y1= norm*(ay-1/ay); y2=norm*az;
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}
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float x0 = y1*az - y2*ay; //
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float x1 = y2*ax - y0*az; // (2D coord baseY) x (axis) = 2D coord baseX
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float x2 = y0*ay - y1*ax; //
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float originAlpha = point3D[0]*ax + point3D[1]*ay + point3D[2]*az;
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float origin0 = originAlpha*ax; // coords of the point where axis
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float origin1 = originAlpha*ay; // intersects surface plane i.e.
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float origin2 = originAlpha*az; // the origin of our 2D coord system
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float v0 = point3D[0] - origin0;
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float v1 = point3D[1] - origin1;
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float v2 = point3D[2] - origin2;
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output[0] = v0*x0 + v1*x1 + v2*x2;
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output[1] = v0*y0 + v1*y1 + v2*y2;
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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))
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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(int face, float[] output)
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{
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Static3D faceAxis = mFaceAxis[face];
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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 = faceAxis.get0();
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float a1 = faceAxis.get1();
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float a2 = faceAxis.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 alpha = (mDist3D[face]-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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private boolean faceIsVisible(int face)
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{
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Static3D faceAxis = mFaceAxis[face];
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float castCameraOnAxis = mCamera[0]*faceAxis.get0() + mCamera[1]*faceAxis.get1() + mCamera[2]*faceAxis.get2();
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return castCameraOnAxis > mDist3D[face];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean objectTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
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{
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mPoint[0] = rotatedTouchPoint.get0()/mObjectRatio;
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mPoint[1] = rotatedTouchPoint.get1()/mObjectRatio;
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mPoint[2] = rotatedTouchPoint.get2()/mObjectRatio;
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mCamera[0] = rotatedCamera.get0()/mObjectRatio;
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mCamera[1] = rotatedCamera.get1()/mObjectRatio;
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mCamera[2] = rotatedCamera.get2()/mObjectRatio;
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for( int face=0; face<mNumFaces; face++)
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{
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if( faceIsVisible(face) )
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{
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castTouchPointOntoFace(face, mTouch);
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float ax = mFaceAxis[face].get0();
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float ay = mFaceAxis[face].get1();
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float az = mFaceAxis[face].get2();
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convertTo2Dcoords(mTouch, ax,ay,az, mPoint2D);
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if( mObject.isInsideFace(face,mPoint2D) ) return true;
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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 API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public BandagedTouchControl(float ratio, float fov, BandagedObject object)
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{
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mPoint = new float[3];
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mCamera = new float[3];
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mTouch = new float[3];
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mPoint2D = new float[2];
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mObject = object;
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mFaceAxis = mObject.getFaceAxis();
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mNumFaces = mFaceAxis.length;
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mObjectRatio = ratio;
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double halfFOV = fov * (Math.PI/360);
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float tanHalf = (float)Math.tan(halfFOV);
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float dist = 0.5f/tanHalf;
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CAMERA_POINT = new Static4D(0,0,dist,0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void setDist3D(float[] dist3d)
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{
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mDist3D = dist3d;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public void setObjectRatio(float ratio)
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{
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mObjectRatio = ratio;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return the index of the cubit touched; if none, return -1.
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public int cubitTouched(float x, float y, Static4D quat)
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{
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Static4D touchPoint = new Static4D(x, y, 0, 0);
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Static4D rotatedTouchPoint= QuatHelper.rotateVectorByInvertedQuat(touchPoint, quat);
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Static4D rotatedCamera= QuatHelper.rotateVectorByInvertedQuat(CAMERA_POINT, quat);
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boolean touched = objectTouched(rotatedTouchPoint,rotatedCamera);
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return touched ? mObject.whichCubitTouched(mTouch) : -1;
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}
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}
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