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magiccube / src / main / java / org / distorted / magic / RubikSurfaceView.java @ a6d3b158

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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.magic;
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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.object.RubikObject;
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import org.distorted.object.RubikObjectMovement;
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import org.distorted.uistate.RubikState;
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import org.distorted.uistate.RubikStateSolving;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class RubikSurfaceView extends GLSurfaceView
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{
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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 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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    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(float x, float y)
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      {
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      boolean rota = mRenderer.canRotate();
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      boolean drag = mRenderer.canDrag();
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      if( !rota && 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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          mBeginningRotation  = rota;
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          mContinuingRotation = false;
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          }
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        else
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          {
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          mDragging           = drag;
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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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      // android.util.Log.e("axis", "axis 2D: "+mAxisX+" , "+mAxisY);
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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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        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(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 = mRenderer.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, object.returnRowFromOffset(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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                                         mRenderer.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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                                         mRenderer.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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                                           mRenderer.setQuatCurrentOnNextRender();
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                                           mRenderer.setQuatAccumulatedOnNextRender();
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                                           }
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                                         }
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                                       else if( mRenderer.canRotate() || mRenderer.canDrag() )
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                                         {
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                                         setUpDragOrRotate(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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                                         mRenderer.setQuatCurrentOnNextRender();
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                                         mRenderer.setQuatAccumulatedOnNextRender();
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                                         }
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                                       if( mContinuingRotation )
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                                         {
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                                         mRenderer.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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