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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.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class RubikCubeMovement extends RubikObjectMovement
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{
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private final static int LEFT = 0; // axisX left
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private final static int RIGHT = 1; // axisX right
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private final static int BOTTOM = 2; // axisY left
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private final static int TOP = 3; // axisY right
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private final static int BACK = 4; // axisZ left
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private final static int FRONT = 5; // axisZ right
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private static final int VECTX = 0; //
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private static final int VECTY = 1; // don't change this
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private static final int VECTZ = 2; //
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private float[] mPoint, mCamera, mDiff, mTouch;
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private int mRotationVect, mLastTouchedFace;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private boolean isVertical(float x, float y)
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{
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return (y>x) ? (y>=-x) : (y< -x);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceSign(int face)
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{
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return (face==FRONT || face==RIGHT || face==TOP) ? 1:-1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceRotationSign(int face)
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{
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return (face==BACK || face==RIGHT || face==TOP) ? 1:-1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// retFace{X,Y,Z}axis: 3 functions which return which real AXIS gets mapped to which when we look
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// directly at a given face. For example, when we look at the RIGHT face of the cube (with TOP still
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// in the top) then the 'real' X axis becomes the 'Z' axis, thus retFaceXaxis(RIGHT) = VECTZ.
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private int retFaceXaxis(int face)
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{
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return face==LEFT || face==RIGHT ? VECTZ : VECTX;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceYaxis(int face)
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{
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return face==TOP || face==BOTTOM ? VECTZ : VECTY;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int retFaceAxis(int face)
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{
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switch(face)
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{
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case FRONT :
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case BACK : return VECTZ;
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case LEFT :
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case RIGHT : return VECTX;
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case TOP :
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case BOTTOM: return VECTY;
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}
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return -1;
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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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int sign = retFaceSign(face);
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int zAxis= retFaceAxis(face);
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return sign*mCamera[zAxis] > 0.5f;
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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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// cast this touch point onto the surface defined by the 'face' and write the cast coords to 'output'.
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// Center of the 'face' = (0,0), third coord always +- cubeHalfSize.
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private void castTouchPointOntoFace(int face, float[] output)
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{
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int sign = retFaceSign(face);
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int zAxis= retFaceAxis(face);
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float diff = mPoint[zAxis]-mCamera[zAxis];
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float ratio = diff!=0.0f ? (sign*0.5f-mCamera[zAxis])/diff : 0.0f;
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output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0];
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output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1];
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output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikCubeMovement()
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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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}
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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( mLastTouchedFace=LEFT; mLastTouchedFace<=FRONT; mLastTouchedFace++)
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{
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if( faceIsVisible(mLastTouchedFace) )
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{
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castTouchPointOntoFace(mLastTouchedFace, mTouch);
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if( mTouch[0]<=0.5f && mTouch[0]>=-0.5f &&
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mTouch[1]<=0.5f && mTouch[1]>=-0.5f &&
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mTouch[2]<=0.5f && mTouch[2]>=-0.5f ) 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 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(mLastTouchedFace,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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int xAxis = retFaceXaxis(mLastTouchedFace);
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int yAxis = retFaceYaxis(mLastTouchedFace);
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mRotationVect = (isVertical( mDiff[xAxis], mDiff[yAxis]) ? xAxis : yAxis);
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float offset= mTouch[mRotationVect]+0.5f;
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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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int xAxis= retFaceXaxis(mLastTouchedFace);
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int yAxis= retFaceYaxis(mLastTouchedFace);
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int sign = retFaceRotationSign(mLastTouchedFace);
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float angle = (mRotationVect==xAxis ? mDiff[yAxis] : -mDiff[xAxis]);
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return sign*angle*0.5f;
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}
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}
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