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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2019 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.main;
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import android.app.ActivityManager;
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import android.content.Context;
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import android.content.pm.ConfigurationInfo;
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import android.opengl.GLSurfaceView;
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import android.util.AttributeSet;
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import android.view.MotionEvent;
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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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import org.distorted.objects.RubikObject;
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import org.distorted.objects.RubikObjectMovement;
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import org.distorted.states.RubikState;
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import org.distorted.states.RubikStateSolver;
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import org.distorted.states.RubikStateSolving;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikSurfaceView extends GLSurfaceView
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{
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public static final int MODE_ROTATE = 0;
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public static final int MODE_DRAG = 1;
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public static final int MODE_REPLACE = 2;
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// Moving the finger from the middle of the vertical screen to the right edge will rotate a
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// given face by SWIPING_SENSITIVITY/2 degrees.
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private final static int SWIPING_SENSITIVITY = 240;
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// Moving the finger by 1/15 the distance of min(scrWidth,scrHeight) will start a Rotation.
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private final static int ROTATION_SENSITIVITY = 15;
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// Every 1/12 the distance of min(scrWidth,scrHeight) the direction of cube rotation will reset.
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private final static int DIRECTION_SENSITIVITY= 12;
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// Where did we get this sqrt(3)/2 ? From the (default, i.e. 60 degrees - see InternalOutputSurface!)
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// FOV of the projection matrix of the Node onto the Screen.
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// Take a look how the CAMERA_POINT is used in onTouchEvent - (x,y) there are expressed in sort of
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// 'half-NDC' coordinates i.e. they range from +0.5 to -0.5; thus CAMERA_POINT also needs to be
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// in 'half-NDC'. Since in this coordinate system the height of the screen is equal to 1, then the
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// Z-distance from the center of the object to the camera is equal to (scrHeight/2)/tan(FOV/2) =
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// 0.5/tan(30) = sqrt(3)/2.
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// Why is the Z-distance between the camera and the object equal to (scrHeight/2)/tan(FOV/2)?
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// Because of the way the View part of the ModelView matrix is constructed in EffectQueueMatrix.send().
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private final Static4D CAMERA_POINT = new Static4D(0, 0, (float)Math.sqrt(3)*0.5f, 0);
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private RubikRenderer mRenderer;
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private RubikPostRender mPostRender;
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private RubikObjectMovement mMovement;
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private boolean mDragging, mBeginningRotation, mContinuingRotation;
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private int mScreenWidth, mScreenHeight, mScreenMin;
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private float mX, mY;
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private float mStartRotX, mStartRotY;
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private float mAxisX, mAxisY;
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private float mRotationFactor;
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private static Static4D mQuatCurrent = new Static4D(0,0,0,1);
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private static Static4D mQuatAccumulated= new Static4D(-0.25189602f,0.3546389f,0.009657208f,0.90038127f);
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private static Static4D mTempCurrent = new Static4D(0,0,0,1);
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private static Static4D mTempAccumulated= new Static4D(0,0,0,1);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setScreenSize(int width, int height)
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{
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mScreenWidth = width;
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mScreenHeight= height;
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mScreenMin = Math.min(width, height);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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boolean isVertical()
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{
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return mScreenHeight>mScreenWidth;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikRenderer getRenderer()
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{
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return mRenderer;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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RubikPostRender getPostRender()
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{
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return mPostRender;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setQuatAccumulated()
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{
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mQuatAccumulated.set(mTempAccumulated);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setQuatCurrent()
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{
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mQuatCurrent.set(mTempCurrent);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuatAccumulated()
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{
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return mQuatAccumulated;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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Static4D getQuatCurrent()
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{
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return mQuatCurrent;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void setMovement(RubikObjectMovement movement)
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{
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mMovement = movement;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private Static4D quatFromDrag(float dragX, float dragY)
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{
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float axisX = dragY; // inverted X and Y - rotation axis is perpendicular to (dragX,dragY)
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float axisY = dragX; // Why not (-dragY, dragX) ? because Y axis is also inverted!
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float axisZ = 0;
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float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
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if( axisL>0 )
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{
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axisX /= axisL;
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axisY /= axisL;
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axisZ /= axisL;
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float ratio = axisL;
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ratio = ratio - (int)ratio; // the cos() is only valid in (0,Pi)
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float cosA = (float)Math.cos(Math.PI*ratio);
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float sinA = (float)Math.sqrt(1-cosA*cosA);
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return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
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}
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return new Static4D(0f, 0f, 0f, 1f);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setUpDragOrRotate(boolean down, float x, float y)
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{
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int mode = RubikState.getMode();
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if( mode==MODE_DRAG )
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{
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mDragging = true;
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mBeginningRotation = false;
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mContinuingRotation = false;
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}
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else
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{
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Static4D touchPoint1 = new Static4D(x, y, 0, 0);
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Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated);
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Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated);
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if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) )
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{
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mDragging = false;
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mContinuingRotation = false;
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if( mode==MODE_ROTATE )
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{
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mBeginningRotation= mPostRender.canRotate();
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}
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else if( mode==MODE_REPLACE )
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{
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mBeginningRotation= false;
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if( down )
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{
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RubikStateSolver solver = (RubikStateSolver) RubikState.SVER.getStateClass();
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int face = mMovement.getTouchedFace();
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float[] point = mMovement.getTouchedPoint3D();
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int color = solver.getCurrentColor();
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RubikObject object = mPostRender.getObject();
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int cubit = object.getCubit(point);
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mPostRender.setTextureMap( cubit, face, color );
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}
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}
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}
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else
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{
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mDragging = true;
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mBeginningRotation = false;
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mContinuingRotation = false;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// cast the 3D axis we are currently rotating along to the 2D in-screen-surface axis
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private void computeCurrentAxis(Static3D axis)
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{
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Static4D axis4D = new Static4D(axis.get0(), axis.get1(), axis.get2(), 0);
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Static4D result = rotateVectorByQuat(axis4D, mQuatAccumulated);
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mAxisX =result.get0();
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mAxisY =result.get1();
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float len = (float)Math.sqrt(mAxisX*mAxisX + mAxisY*mAxisY);
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mAxisX /= len;
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mAxisY /= len;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float continueRotation(float dx, float dy)
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{
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float alpha = dx*mAxisX + dy*mAxisY;
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float x = dx - alpha*mAxisX;
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float y = dy - alpha*mAxisY;
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float len = (float)Math.sqrt(x*x + y*y);
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// we have the length of 1D vector 'angle', now the direction:
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float tmp = mAxisY==0 ? -mAxisX*y : mAxisY*x;
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return (tmp>0 ? 1:-1)*len*mRotationFactor;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return quat1*quat2
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public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
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{
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float qx = quat1.get0();
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float qy = quat1.get1();
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float qz = quat1.get2();
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float qw = quat1.get3();
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float rx = quat2.get0();
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float ry = quat2.get1();
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float rz = quat2.get2();
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float rw = quat2.get3();
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float tx = rw*qx - rz*qy + ry*qz + rx*qw;
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float ty = rw*qy + rz*qx + ry*qw - rx*qz;
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float tz = rw*qz + rz*qw - ry*qx + rx*qy;
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float tw = rw*qw - rz*qz - ry*qy - rx*qx;
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return new Static4D(tx,ty,tz,tw);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// rotate 'vector' by quat ( i.e. return quat*vector*(quat^-1) )
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public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
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{
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float qx = quat.get0();
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float qy = quat.get1();
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float qz = quat.get2();
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float qw = quat.get3();
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Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
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Static4D tmp = quatMultiply(quat,vector);
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return quatMultiply(tmp,quatInverted);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// rotate 'vector' by quat^(-1) ( i.e. return (quat^-1)*vector*quat )
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public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
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{
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float qx = quat.get0();
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float qy = quat.get1();
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float qz = quat.get2();
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float qw = quat.get3();
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Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
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Static4D tmp = quatMultiply(quatInverted,vector);
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return quatMultiply(tmp,quat);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public RubikSurfaceView(Context context, AttributeSet attrs)
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{
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super(context,attrs);
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if(!isInEditMode())
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{
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mRenderer = new RubikRenderer(this);
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mPostRender = new RubikPostRender(this);
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final ActivityManager activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
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final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
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setEGLContextClientVersion( (configurationInfo.reqGlEsVersion>>16) >= 3 ? 3:2 );
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setRenderer(mRenderer);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@Override
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public boolean onTouchEvent(MotionEvent event)
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{
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int action = event.getAction();
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float x = (event.getX() - mScreenWidth*0.5f)/mScreenMin;
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float y = (mScreenHeight*0.5f -event.getY())/mScreenMin;
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switch(action)
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{
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case MotionEvent.ACTION_DOWN: mX = x;
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mY = y;
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setUpDragOrRotate(true,x,y);
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break;
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case MotionEvent.ACTION_MOVE: if( mBeginningRotation )
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{
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if( (mX-x)*(mX-x)+(mY-y)*(mY-y) > 1.0f/(ROTATION_SENSITIVITY*ROTATION_SENSITIVITY) )
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{
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mStartRotX = x;
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mStartRotY = y;
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Static4D touchPoint2 = new Static4D(x, y, 0, 0);
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Static4D rotatedTouchPoint2= rotateVectorByInvertedQuat(touchPoint2, mQuatAccumulated);
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Static2D res = mMovement.newRotation(rotatedTouchPoint2);
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RubikObject object = mPostRender.getObject();
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int axis = (int)res.get0();
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float offset = res.get1();
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computeCurrentAxis( object.getRotationAxis()[axis] );
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mRotationFactor = object.returnRotationFactor(offset);
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object.beginNewRotation( axis, (int)(object.returnMultiplier()*offset) );
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if( RubikState.getCurrentState()==RubikState.SOLV )
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{
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RubikStateSolving solving = (RubikStateSolving)RubikState.SOLV.getStateClass();
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solving.startCounting( (RubikActivity)getContext() );
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}
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mBeginningRotation = false;
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mContinuingRotation= true;
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}
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}
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else if( mContinuingRotation )
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{
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float angle = continueRotation(x-mStartRotX,y-mStartRotY);
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mPostRender.getObject().continueRotation(SWIPING_SENSITIVITY*angle);
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}
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else if( mDragging )
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{
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mTempCurrent.set(quatFromDrag(mX-x,y-mY));
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mPostRender.setQuatCurrentOnNextRender();
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if( (mX-x)*(mX-x) + (mY-y)*(mY-y) > 1.0f/(DIRECTION_SENSITIVITY*DIRECTION_SENSITIVITY) )
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{
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mX = x;
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mY = y;
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mTempAccumulated.set(quatMultiply(mQuatCurrent, mQuatAccumulated));
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mTempCurrent.set(0f, 0f, 0f, 1f);
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mPostRender.setQuatCurrentOnNextRender();
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mPostRender.setQuatAccumulatedOnNextRender();
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}
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}
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else
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{
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setUpDragOrRotate(false,x,y);
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}
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break;
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case MotionEvent.ACTION_UP : if( mDragging )
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{
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mTempAccumulated.set(quatMultiply(mQuatCurrent, mQuatAccumulated));
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mTempCurrent.set(0f, 0f, 0f, 1f);
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mPostRender.setQuatCurrentOnNextRender();
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mPostRender.setQuatAccumulatedOnNextRender();
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}
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if( mContinuingRotation )
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{
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mPostRender.finishRotation();
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}
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break;
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}
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return true;
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}
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}
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