Revision ad38d800
Added by Leszek Koltunski about 5 years ago
| src/main/java/org/distorted/main/RubikSurfaceView.java | ||
|---|---|---|
| 34 | 34 |
import org.distorted.library.type.Static3D; |
| 35 | 35 |
import org.distorted.library.type.Static4D; |
| 36 | 36 |
import org.distorted.objects.RubikObject; |
| 37 |
import org.distorted.objects.RubikObjectMovement;
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|
| 37 |
import org.distorted.objects.RubikMovementObject;
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|
| 38 | 38 |
import org.distorted.solvers.SolverMain; |
| 39 | 39 |
import org.distorted.states.RubikState; |
| 40 | 40 |
import org.distorted.states.RubikStatePlay; |
| ... | ... | |
| 71 | 71 |
|
| 72 | 72 |
private RubikRenderer mRenderer; |
| 73 | 73 |
private RubikPreRender mPreRender; |
| 74 |
private RubikObjectMovement mMovement;
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|
| 74 |
private RubikMovementObject mMovement;
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|
| 75 | 75 |
private boolean mDragging, mBeginningRotation, mContinuingRotation; |
| 76 | 76 |
private int mScreenWidth, mScreenHeight, mScreenMin; |
| 77 | 77 |
|
| ... | ... | |
| 140 | 140 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 142 | 142 |
|
| 143 |
void setMovement(RubikObjectMovement movement)
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void setMovement(RubikMovementObject movement)
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|
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{
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mMovement = movement; |
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} |
| src/main/java/org/distorted/objects/RubikCube.java | ||
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| 43 | 43 |
static final float SQ2 = (float)Math.sqrt(2); |
| 44 | 44 |
|
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// the three rotation axis of a RubikCube. Must be normalized. |
| 46 |
static final Static3D[] AXIS = new Static3D[] |
|
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static final Static3D[] ROT_AXIS = new Static3D[]
|
|
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{
|
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new Static3D(1,0,0), |
| 49 | 49 |
new Static3D(0,1,0), |
| 50 | 50 |
new Static3D(0,0,1) |
| 51 | 51 |
}; |
| 52 | 52 |
|
| 53 |
// the six axis that determine the faces |
|
| 54 |
static final Static3D[] FACE_AXIS = new Static3D[] |
|
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{
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new Static3D(1,0,0), new Static3D(-1,0,0), |
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new Static3D(0,1,0), new Static3D(0,-1,0), |
|
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new Static3D(0,0,1), new Static3D(0,0,-1) |
|
| 59 |
}; |
|
| 60 |
|
|
| 53 | 61 |
private static final int[] FACE_COLORS = new int[] |
| 54 | 62 |
{
|
| 55 |
0xffffff00, 0xffffffff, // AXIS[0]right (right-YELLOW) AXIS[0]left (left -WHITE)
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|
| 56 |
0xff0000ff, 0xff00ff00, // AXIS[1]right (top -BLUE ) AXIS[1]left (bottom-GREEN)
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|
| 57 |
0xffff0000, 0xffb5651d // AXIS[2]right (front-RED ) AXIS[2]left (back -BROWN)
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|
| 63 |
0xffffff00, 0xffffffff, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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|
| 64 |
0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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|
| 65 |
0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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|
| 58 | 66 |
}; |
| 59 | 67 |
|
| 60 | 68 |
// All legal rotation quats of a RubikCube of any size. |
| ... | ... | |
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|
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public Static3D[] getRotationAxis() |
| 306 | 314 |
{
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| 307 |
return AXIS; |
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return ROT_AXIS;
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|
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/objects/RubikCubeMovement.java | ||
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| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
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| 20 |
package org.distorted.objects; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
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| 24 |
class RubikCubeMovement extends RubikObjectMovement |
|
| 25 |
{
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| 26 |
RubikCubeMovement() |
|
| 27 |
{
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| 28 |
super(RubikCube.AXIS, 2, 0.5f, 0.5f); |
|
| 29 |
} |
|
| 30 |
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| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
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| 33 |
boolean isInsideFace(float[] p) |
|
| 34 |
{
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| 35 |
return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f ); |
|
| 36 |
} |
|
| 37 |
} |
|
| src/main/java/org/distorted/objects/RubikDino.java | ||
|---|---|---|
| 51 | 51 |
private static final float ANGLE_FACES = (float)((180/Math.PI)*(2*Math.asin(SQ3/3))); // angle between two faces of a tetrahedron |
| 52 | 52 |
|
| 53 | 53 |
// the four rotation axis of a RubikDino. Must be normalized. |
| 54 |
static final Static3D[] AXIS = new Static3D[] |
|
| 54 |
static final Static3D[] ROT_AXIS = new Static3D[]
|
|
| 55 | 55 |
{
|
| 56 | 56 |
new Static3D(+SQ3/3,+SQ3/3,+SQ3/3), |
| 57 | 57 |
new Static3D(+SQ3/3,+SQ3/3,-SQ3/3), |
| ... | ... | |
| 59 | 59 |
new Static3D(+SQ3/3,-SQ3/3,-SQ3/3) |
| 60 | 60 |
}; |
| 61 | 61 |
|
| 62 |
// the six axis that determine the faces |
|
| 63 |
static final Static3D[] FACE_AXIS = new Static3D[] |
|
| 64 |
{
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|
| 65 |
new Static3D(1,0,0), new Static3D(-1,0,0), |
|
| 66 |
new Static3D(0,1,0), new Static3D(0,-1,0), |
|
| 67 |
new Static3D(0,0,1), new Static3D(0,0,-1) |
|
| 68 |
}; |
|
| 69 |
|
|
| 62 | 70 |
private static final int[] FACE_COLORS = new int[] |
| 63 | 71 |
{
|
| 64 |
0xffffff00, 0xffffffff, // (right-YELLOW) (left -WHITE)
|
|
| 65 |
0xff0000ff, 0xff00ff00, // (top -BLUE ) (bottom-GREEN)
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|
| 66 |
0xffff0000, 0xffb5651d // (front-RED ) (back -BROWN)
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|
| 72 |
0xffffff00, 0xffffffff, // FACE_AXIS[0] (right-YELLOW) FACE_AXIS[1] (left -WHITE)
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|
| 73 |
0xff0000ff, 0xff00ff00, // FACE_AXIS[2] (top -BLUE ) FACE_AXIS[3] (bottom-GREEN)
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|
| 74 |
0xffff0000, 0xffb5651d // FACE_AXIS[4] (front-RED ) FACE_AXIS[5] (back -BROWN)
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|
| 67 | 75 |
}; |
| 68 | 76 |
|
| 69 | 77 |
// All legal rotation quats of a RubikDino |
| ... | ... | |
| 328 | 336 |
|
| 329 | 337 |
public Static3D[] getRotationAxis() |
| 330 | 338 |
{
|
| 331 |
return AXIS; |
|
| 339 |
return ROT_AXIS;
|
|
| 332 | 340 |
} |
| 333 | 341 |
|
| 334 | 342 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/objects/RubikDinoMovement.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
|
|
| 24 |
class RubikDinoMovement extends RubikObjectMovement |
|
| 25 |
{
|
|
| 26 |
RubikDinoMovement() |
|
| 27 |
{
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|
| 28 |
super(RubikDino.AXIS, 1.5f, 0.5f, 0.5f); |
|
| 29 |
} |
|
| 30 |
|
|
| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
boolean isInsideFace(float[] p) |
|
| 34 |
{
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|
| 35 |
return false;//( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f ); |
|
| 36 |
} |
|
| 37 |
} |
|
| src/main/java/org/distorted/objects/RubikMovementCube.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
|
|
| 24 |
class RubikMovementCube extends RubikMovementObject |
|
| 25 |
{
|
|
| 26 |
RubikMovementCube() |
|
| 27 |
{
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|
| 28 |
super(RubikCube.ROT_AXIS, RubikCube.FACE_AXIS, 0.5f, 0.5f); |
|
| 29 |
} |
|
| 30 |
|
|
| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
boolean isInsideFace(float[] p) |
|
| 34 |
{
|
|
| 35 |
return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f ); |
|
| 36 |
} |
|
| 37 |
} |
|
| src/main/java/org/distorted/objects/RubikMovementDino.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
|
|
| 24 |
class RubikMovementDino extends RubikMovementObject |
|
| 25 |
{
|
|
| 26 |
RubikMovementDino() |
|
| 27 |
{
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|
| 28 |
super(RubikDino.ROT_AXIS, RubikDino.FACE_AXIS, 0.5f, 0.5f); |
|
| 29 |
} |
|
| 30 |
|
|
| 31 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 32 |
|
|
| 33 |
boolean isInsideFace(float[] p) |
|
| 34 |
{
|
|
| 35 |
return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f ); |
|
| 36 |
} |
|
| 37 |
} |
|
| src/main/java/org/distorted/objects/RubikMovementObject.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
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| 22 |
import org.distorted.library.type.Static2D; |
|
| 23 |
import org.distorted.library.type.Static3D; |
|
| 24 |
import org.distorted.library.type.Static4D; |
|
| 25 |
|
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| 26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 27 |
|
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| 28 |
public abstract class RubikMovementObject |
|
| 29 |
{
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| 30 |
private int mLastTouchedAxis; |
|
| 31 |
private float[] mPoint, mCamera, mTouch; |
|
| 32 |
private float[] mPoint2D, mMove2D; |
|
| 33 |
private float[][][] mCastAxis; |
|
| 34 |
private int mLastTouchedLR; |
|
| 35 |
private int mNumRotAxis, mNumFaceAxis, mNumFacesPerAxis; |
|
| 36 |
private float mDistanceCenterFace3D, mDistanceCenterFace2D; |
|
| 37 |
private Static3D[] mRotAxis, mFaceAxis; |
|
| 38 |
|
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| 39 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 40 |
|
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| 41 |
abstract boolean isInsideFace(float[] point); |
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| 43 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 44 |
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| 45 |
RubikMovementObject(Static3D[] rotAxis, Static3D[] faceAxis, float distance3D, float distance2D) |
|
| 46 |
{
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| 47 |
mPoint = new float[3]; |
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| 48 |
mCamera= new float[3]; |
|
| 49 |
mTouch = new float[3]; |
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| 50 |
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| 51 |
mPoint2D = new float[2]; |
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| 52 |
mMove2D = new float[2]; |
|
| 53 |
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| 54 |
mRotAxis = rotAxis; |
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| 55 |
mNumRotAxis = mRotAxis.length; |
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| 56 |
mFaceAxis = faceAxis; |
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| 57 |
mNumFaceAxis= mFaceAxis.length; |
|
| 58 |
|
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| 59 |
mNumFacesPerAxis = mNumFaceAxis / mNumRotAxis; |
|
| 60 |
mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces |
|
| 61 |
mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge |
|
| 62 |
|
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| 63 |
// mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the
|
|
| 64 |
// 1st pair (axis,lr) |
|
| 65 |
mCastAxis = new float[mNumFaceAxis][mNumRotAxis][2]; |
|
| 66 |
|
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| 67 |
for( int casted=0; casted<mNumRotAxis; casted++) |
|
| 68 |
{
|
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| 69 |
Static3D a = mRotAxis[casted]; |
|
| 70 |
mPoint[0]= a.get0(); |
|
| 71 |
mPoint[1]= a.get1(); |
|
| 72 |
mPoint[2]= a.get2(); |
|
| 73 |
|
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| 74 |
for( int surface=0; surface<mNumRotAxis; surface++) |
|
| 75 |
for(int lr=0; lr<mNumFacesPerAxis; lr++) |
|
| 76 |
{
|
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| 77 |
int index = surface*mNumFacesPerAxis + lr; |
|
| 78 |
|
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| 79 |
if( casted!=surface ) |
|
| 80 |
{
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| 81 |
convertTo2Dcoords( mPoint, mRotAxis[surface], lr, mPoint2D); |
|
| 82 |
mCastAxis[index][casted][0] = mPoint2D[0]; |
|
| 83 |
mCastAxis[index][casted][1] = mPoint2D[1]; |
|
| 84 |
normalize2D(mCastAxis[index][casted]); |
|
| 85 |
} |
|
| 86 |
else |
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| 87 |
{
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| 88 |
mCastAxis[index][casted][0] = 0; |
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| 89 |
mCastAxis[index][casted][1] = 0; |
|
| 90 |
} |
|
| 91 |
} |
|
| 92 |
} |
|
| 93 |
} |
|
| 94 |
|
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| 95 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 96 |
|
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| 97 |
private void normalize2D(float[] vect) |
|
| 98 |
{
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| 99 |
float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]); |
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| 100 |
vect[0] /= len; |
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| 101 |
vect[1] /= len; |
|
| 102 |
} |
|
| 103 |
|
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| 104 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 105 |
// find the casted axis with which our move2D vector forms an angle closest to 90 deg. |
|
| 106 |
|
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| 107 |
private int computeRotationIndex(int axis, int lr, float[] move2D) |
|
| 108 |
{
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|
| 109 |
float cosAngle, minCosAngle = Float.MAX_VALUE; |
|
| 110 |
int minIndex=-1; |
|
| 111 |
int index = axis*mNumFacesPerAxis + lr; |
|
| 112 |
float m0 = move2D[0]; |
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| 113 |
float m1 = move2D[1]; |
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| 114 |
float len = (float)Math.sqrt(m0*m0 + m1*m1); |
|
| 115 |
|
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| 116 |
if( len!=0.0f ) |
|
| 117 |
{
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| 118 |
m0 /= len; |
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| 119 |
m1 /= len; |
|
| 120 |
} |
|
| 121 |
else |
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| 122 |
{
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| 123 |
m0 = 1.0f; // arbitrarily |
|
| 124 |
m1 = 0.0f; // |
|
| 125 |
} |
|
| 126 |
|
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| 127 |
for(int i=0; i<mNumRotAxis; i++) |
|
| 128 |
{
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| 129 |
if( axis != i ) |
|
| 130 |
{
|
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| 131 |
cosAngle = m0*mCastAxis[index][i][0] + m1*mCastAxis[index][i][1]; |
|
| 132 |
if( cosAngle<0 ) cosAngle = -cosAngle; |
|
| 133 |
|
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| 134 |
if( cosAngle<minCosAngle ) |
|
| 135 |
{
|
|
| 136 |
minCosAngle=cosAngle; |
|
| 137 |
minIndex = i; |
|
| 138 |
} |
|
| 139 |
} |
|
| 140 |
} |
|
| 141 |
|
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| 142 |
return minIndex; |
|
| 143 |
} |
|
| 144 |
|
|
| 145 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 146 |
|
|
| 147 |
private float computeOffset(float[] point, float[] axis) |
|
| 148 |
{
|
|
| 149 |
return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D; |
|
| 150 |
} |
|
| 151 |
|
|
| 152 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 153 |
|
|
| 154 |
private boolean faceIsVisible(Static3D axis, int lr) |
|
| 155 |
{
|
|
| 156 |
float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2(); |
|
| 157 |
return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace3D; |
|
| 158 |
} |
|
| 159 |
|
|
| 160 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 161 |
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace, |
|
| 162 |
// compute point 'output[]' which: |
|
| 163 |
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this |
|
| 164 |
// distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of |
|
| 165 |
// the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace) |
|
| 166 |
// 2) is co-linear with mCamera and mPoint |
|
| 167 |
// |
|
| 168 |
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)] |
|
| 169 |
|
|
| 170 |
private void castTouchPointOntoFace(Static3D axis, int lr, float[] output) |
|
| 171 |
{
|
|
| 172 |
float d0 = mPoint[0]-mCamera[0]; |
|
| 173 |
float d1 = mPoint[1]-mCamera[1]; |
|
| 174 |
float d2 = mPoint[2]-mCamera[2]; |
|
| 175 |
float a0 = axis.get0(); |
|
| 176 |
float a1 = axis.get1(); |
|
| 177 |
float a2 = axis.get2(); |
|
| 178 |
|
|
| 179 |
float denom = a0*d0 + a1*d1 + a2*d2; |
|
| 180 |
|
|
| 181 |
if( denom != 0.0f ) |
|
| 182 |
{
|
|
| 183 |
float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2]; |
|
| 184 |
float distance = (2*lr-1)*mDistanceCenterFace3D; |
|
| 185 |
float alpha = (distance-axisCam)/denom; |
|
| 186 |
|
|
| 187 |
output[0] = mCamera[0] + d0*alpha; |
|
| 188 |
output[1] = mCamera[1] + d1*alpha; |
|
| 189 |
output[2] = mCamera[2] + d2*alpha; |
|
| 190 |
} |
|
| 191 |
} |
|
| 192 |
|
|
| 193 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 194 |
// Convert the 3D point3D into a 2D point on the same face surface, but in a different |
|
| 195 |
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects |
|
| 196 |
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the |
|
| 197 |
// original 3D Y axis and our 2D in-plane origin. |
|
| 198 |
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only |
|
| 199 |
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to |
|
| 200 |
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily |
|
| 201 |
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole) |
|
| 202 |
|
|
| 203 |
private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output) |
|
| 204 |
{
|
|
| 205 |
float y0,y1,y2; // base Y vector of the 2D coord system |
|
| 206 |
float a0 = axis.get0(); |
|
| 207 |
float a1 = axis.get1(); |
|
| 208 |
float a2 = axis.get2(); |
|
| 209 |
|
|
| 210 |
if( lr==0 ) |
|
| 211 |
{
|
|
| 212 |
a0=-a0; a1=-a1; a2=-a2; |
|
| 213 |
} |
|
| 214 |
|
|
| 215 |
if( a0==0.0f && a2==0.0f ) |
|
| 216 |
{
|
|
| 217 |
y0=0; y1=0; y2=-a1; |
|
| 218 |
} |
|
| 219 |
else if( a1==0.0f ) |
|
| 220 |
{
|
|
| 221 |
y0=0; y1=1; y2=0; |
|
| 222 |
} |
|
| 223 |
else |
|
| 224 |
{
|
|
| 225 |
float norm = (float)(-a1/Math.sqrt(1-a1*a1)); |
|
| 226 |
y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2; |
|
| 227 |
} |
|
| 228 |
|
|
| 229 |
float x0 = y1*a2 - y2*a1; // |
|
| 230 |
float x1 = y2*a0 - y0*a2; // (2D coord baseY) x (axis) = 2D coord baseX |
|
| 231 |
float x2 = y0*a1 - y1*a0; // |
|
| 232 |
|
|
| 233 |
float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2; |
|
| 234 |
|
|
| 235 |
float origin0 = originAlpha*a0; // coords of the point where axis |
|
| 236 |
float origin1 = originAlpha*a1; // intersects surface plane i.e. |
|
| 237 |
float origin2 = originAlpha*a2; // the origin of our 2D coord system |
|
| 238 |
|
|
| 239 |
float v0 = point3D[0] - origin0; |
|
| 240 |
float v1 = point3D[1] - origin1; |
|
| 241 |
float v2 = point3D[2] - origin2; |
|
| 242 |
|
|
| 243 |
output[0] = v0*x0 + v1*x1 + v2*x2; |
|
| 244 |
output[1] = v0*y0 + v1*y1 + v2*y2; |
|
| 245 |
} |
|
| 246 |
|
|
| 247 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 248 |
// PUBLIC API |
|
| 249 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 250 |
|
|
| 251 |
public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera) |
|
| 252 |
{
|
|
| 253 |
float objectRatio = RubikObject.getObjectRatio(); |
|
| 254 |
|
|
| 255 |
mPoint[0] = rotatedTouchPoint.get0()/objectRatio; |
|
| 256 |
mPoint[1] = rotatedTouchPoint.get1()/objectRatio; |
|
| 257 |
mPoint[2] = rotatedTouchPoint.get2()/objectRatio; |
|
| 258 |
|
|
| 259 |
mCamera[0] = rotatedCamera.get0()/objectRatio; |
|
| 260 |
mCamera[1] = rotatedCamera.get1()/objectRatio; |
|
| 261 |
mCamera[2] = rotatedCamera.get2()/objectRatio; |
|
| 262 |
|
|
| 263 |
for( mLastTouchedAxis=0; mLastTouchedAxis<mNumRotAxis; mLastTouchedAxis++) |
|
| 264 |
{
|
|
| 265 |
for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++) |
|
| 266 |
{
|
|
| 267 |
if( faceIsVisible(mRotAxis[mLastTouchedAxis], mLastTouchedLR) ) |
|
| 268 |
{
|
|
| 269 |
castTouchPointOntoFace(mRotAxis[mLastTouchedAxis], mLastTouchedLR, mTouch); |
|
| 270 |
convertTo2Dcoords(mTouch, mRotAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D); |
|
| 271 |
|
|
| 272 |
if( isInsideFace(mPoint2D) ) return true; |
|
| 273 |
} |
|
| 274 |
} |
|
| 275 |
} |
|
| 276 |
|
|
| 277 |
return false; |
|
| 278 |
} |
|
| 279 |
|
|
| 280 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 281 |
|
|
| 282 |
public Static2D newRotation(Static4D rotatedTouchPoint) |
|
| 283 |
{
|
|
| 284 |
float objectRatio = RubikObject.getObjectRatio(); |
|
| 285 |
|
|
| 286 |
mPoint[0] = rotatedTouchPoint.get0()/objectRatio; |
|
| 287 |
mPoint[1] = rotatedTouchPoint.get1()/objectRatio; |
|
| 288 |
mPoint[2] = rotatedTouchPoint.get2()/objectRatio; |
|
| 289 |
|
|
| 290 |
castTouchPointOntoFace(mRotAxis[mLastTouchedAxis], mLastTouchedLR, mTouch); |
|
| 291 |
convertTo2Dcoords(mTouch, mRotAxis[mLastTouchedAxis], mLastTouchedLR, mMove2D); |
|
| 292 |
|
|
| 293 |
mMove2D[0] -= mPoint2D[0]; |
|
| 294 |
mMove2D[1] -= mPoint2D[1]; |
|
| 295 |
|
|
| 296 |
int rotIndex = computeRotationIndex(mLastTouchedAxis, mLastTouchedLR, mMove2D); |
|
| 297 |
int index = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR; |
|
| 298 |
float offset = computeOffset(mPoint2D, mCastAxis[index][rotIndex]); |
|
| 299 |
|
|
| 300 |
return new Static2D(rotIndex,offset); |
|
| 301 |
} |
|
| 302 |
|
|
| 303 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 304 |
|
|
| 305 |
public int getTouchedFace() |
|
| 306 |
{
|
|
| 307 |
return mNumFacesPerAxis==2 ? 2*mLastTouchedAxis + 1 - mLastTouchedLR : mLastTouchedAxis; |
|
| 308 |
} |
|
| 309 |
|
|
| 310 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 311 |
|
|
| 312 |
public float[] getTouchedPoint3D() |
|
| 313 |
{
|
|
| 314 |
return mTouch; |
|
| 315 |
} |
|
| 316 |
} |
|
| src/main/java/org/distorted/objects/RubikMovementPyraminx.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
|
|
| 24 |
class RubikMovementPyraminx extends RubikMovementObject |
|
| 25 |
{
|
|
| 26 |
private static final float SQ6 = (float)Math.sqrt(6); |
|
| 27 |
private static final float SQ3 = (float)Math.sqrt(3); |
|
| 28 |
|
|
| 29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
|
|
| 31 |
RubikMovementPyraminx() |
|
| 32 |
{
|
|
| 33 |
super(RubikPyraminx.ROT_AXIS, RubikPyraminx.FACE_AXIS, SQ6/12, SQ3/6); |
|
| 34 |
} |
|
| 35 |
|
|
| 36 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 37 |
|
|
| 38 |
boolean isInsideFace(float[] p) |
|
| 39 |
{
|
|
| 40 |
boolean a1 = p[1] >= -SQ3/6; |
|
| 41 |
boolean a2 = p[1] <= SQ3*(1.0f/3 + p[0]); |
|
| 42 |
boolean a3 = p[1] <= SQ3*(1.0f/3 - p[0]); |
|
| 43 |
|
|
| 44 |
return a1 && a2 && a3; |
|
| 45 |
} |
|
| 46 |
} |
|
| src/main/java/org/distorted/objects/RubikObjectList.java | ||
|---|---|---|
| 42 | 42 |
{5 , 24, R.raw.cube5, R.drawable.ui_small_cube5, R.drawable.ui_medium_cube5, R.drawable.ui_big_cube5, R.drawable.ui_huge_cube5}
|
| 43 | 43 |
}, |
| 44 | 44 |
RubikCube.class, |
| 45 |
new RubikCubeMovement()
|
|
| 45 |
new RubikMovementCube()
|
|
| 46 | 46 |
), |
| 47 | 47 |
|
| 48 | 48 |
PYRA ( |
| ... | ... | |
| 52 | 52 |
{5 , 20, R.raw.pyra5, R.drawable.ui_small_pyra5, R.drawable.ui_medium_pyra5, R.drawable.ui_big_pyra5, R.drawable.ui_huge_pyra5}
|
| 53 | 53 |
}, |
| 54 | 54 |
RubikPyraminx.class, |
| 55 |
new RubikPyraminxMovement()
|
|
| 55 |
new RubikMovementPyraminx()
|
|
| 56 | 56 |
), |
| 57 | 57 |
|
| 58 | 58 |
DINO ( |
| ... | ... | |
| 60 | 60 |
{3 , 10, R.raw.pyra3, R.drawable.ui_small_dino, R.drawable.ui_medium_dino, R.drawable.ui_big_dino, R.drawable.ui_huge_dino} ,
|
| 61 | 61 |
}, |
| 62 | 62 |
RubikDino.class, |
| 63 |
new RubikDinoMovement()
|
|
| 63 |
new RubikMovementDino()
|
|
| 64 | 64 |
), |
| 65 | 65 |
; |
| 66 | 66 |
|
| ... | ... | |
| 71 | 71 |
|
| 72 | 72 |
private final int[] mObjectSizes, mMaxLevels, mSmallIconIDs, mMediumIconIDs, mBigIconIDs, mHugeIconIDs, mResourceIDs; |
| 73 | 73 |
private final Class<? extends RubikObject> mObjectClass; |
| 74 |
private final RubikObjectMovement mObjectMovementClass;
|
|
| 74 |
private final RubikMovementObject mObjectMovementClass;
|
|
| 75 | 75 |
private static final RubikObjectList[] objects; |
| 76 | 76 |
private static int mNumAll; |
| 77 | 77 |
|
| ... | ... | |
| 283 | 283 |
|
| 284 | 284 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 285 | 285 |
|
| 286 |
RubikObjectList(int[][] info, Class<? extends RubikObject> object , RubikObjectMovement movement)
|
|
| 286 |
RubikObjectList(int[][] info, Class<? extends RubikObject> object , RubikMovementObject movement)
|
|
| 287 | 287 |
{
|
| 288 | 288 |
int length = info.length; |
| 289 | 289 |
|
| ... | ... | |
| 373 | 373 |
|
| 374 | 374 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 375 | 375 |
|
| 376 |
public RubikObjectMovement getObjectMovementClass()
|
|
| 376 |
public RubikMovementObject getObjectMovementClass()
|
|
| 377 | 377 |
{
|
| 378 | 378 |
return mObjectMovementClass; |
| 379 | 379 |
} |
| src/main/java/org/distorted/objects/RubikObjectMovement.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
import org.distorted.library.type.Static2D; |
|
| 23 |
import org.distorted.library.type.Static3D; |
|
| 24 |
import org.distorted.library.type.Static4D; |
|
| 25 |
|
|
| 26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 27 |
|
|
| 28 |
public abstract class RubikObjectMovement |
|
| 29 |
{
|
|
| 30 |
private int mLastTouchedAxis; |
|
| 31 |
private float[] mPoint, mCamera, mTouch; |
|
| 32 |
private float[] mPoint2D, mMove2D; |
|
| 33 |
private float[][][] mCastAxis; |
|
| 34 |
private int mLastTouchedLR; |
|
| 35 |
private int mNumAxis, mNumFacesPerAxis; |
|
| 36 |
private float mDistanceCenterFace3D, mDistanceCenterFace2D; |
|
| 37 |
private Static3D[] mAxis; |
|
| 38 |
|
|
| 39 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 40 |
|
|
| 41 |
abstract boolean isInsideFace(float[] point); |
|
| 42 |
|
|
| 43 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 44 |
|
|
| 45 |
RubikObjectMovement(Static3D[] axis, float numFacesPerAxis, float distance3D, float distance2D) |
|
| 46 |
{
|
|
| 47 |
mPoint = new float[3]; |
|
| 48 |
mCamera= new float[3]; |
|
| 49 |
mTouch = new float[3]; |
|
| 50 |
|
|
| 51 |
mPoint2D = new float[2]; |
|
| 52 |
mMove2D = new float[2]; |
|
| 53 |
|
|
| 54 |
mAxis = axis; |
|
| 55 |
mNumAxis = mAxis.length; |
|
| 56 |
mNumFacesPerAxis = (int)numFacesPerAxis; // TODO |
|
| 57 |
mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces |
|
| 58 |
mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge |
|
| 59 |
|
|
| 60 |
// mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the
|
|
| 61 |
// 1st pair (axis,lr) |
|
| 62 |
mCastAxis = new float[mNumAxis*mNumFacesPerAxis][mNumAxis][2]; |
|
| 63 |
|
|
| 64 |
for( int casted=0; casted<mNumAxis; casted++) |
|
| 65 |
{
|
|
| 66 |
Static3D a = mAxis[casted]; |
|
| 67 |
mPoint[0]= a.get0(); |
|
| 68 |
mPoint[1]= a.get1(); |
|
| 69 |
mPoint[2]= a.get2(); |
|
| 70 |
|
|
| 71 |
for( int surface=0; surface<mNumAxis; surface++) |
|
| 72 |
for(int lr=0; lr<mNumFacesPerAxis; lr++) |
|
| 73 |
{
|
|
| 74 |
int index = surface*mNumFacesPerAxis + lr; |
|
| 75 |
|
|
| 76 |
if( casted!=surface ) |
|
| 77 |
{
|
|
| 78 |
convertTo2Dcoords( mPoint, mAxis[surface], lr, mPoint2D); |
|
| 79 |
mCastAxis[index][casted][0] = mPoint2D[0]; |
|
| 80 |
mCastAxis[index][casted][1] = mPoint2D[1]; |
|
| 81 |
normalize2D(mCastAxis[index][casted]); |
|
| 82 |
} |
|
| 83 |
else |
|
| 84 |
{
|
|
| 85 |
mCastAxis[index][casted][0] = 0; |
|
| 86 |
mCastAxis[index][casted][1] = 0; |
|
| 87 |
} |
|
| 88 |
} |
|
| 89 |
} |
|
| 90 |
} |
|
| 91 |
|
|
| 92 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 93 |
|
|
| 94 |
private void normalize2D(float[] vect) |
|
| 95 |
{
|
|
| 96 |
float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]); |
|
| 97 |
vect[0] /= len; |
|
| 98 |
vect[1] /= len; |
|
| 99 |
} |
|
| 100 |
|
|
| 101 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 102 |
// find the casted axis with which our move2D vector forms an angle closest to 90 deg. |
|
| 103 |
|
|
| 104 |
private int computeRotationIndex(int axis, int lr, float[] move2D) |
|
| 105 |
{
|
|
| 106 |
float cosAngle, minCosAngle = Float.MAX_VALUE; |
|
| 107 |
int minIndex=-1; |
|
| 108 |
int index = axis*mNumFacesPerAxis + lr; |
|
| 109 |
float m0 = move2D[0]; |
|
| 110 |
float m1 = move2D[1]; |
|
| 111 |
float len = (float)Math.sqrt(m0*m0 + m1*m1); |
|
| 112 |
|
|
| 113 |
if( len!=0.0f ) |
|
| 114 |
{
|
|
| 115 |
m0 /= len; |
|
| 116 |
m1 /= len; |
|
| 117 |
} |
|
| 118 |
else |
|
| 119 |
{
|
|
| 120 |
m0 = 1.0f; // arbitrarily |
|
| 121 |
m1 = 0.0f; // |
|
| 122 |
} |
|
| 123 |
|
|
| 124 |
for(int i=0; i<mNumAxis; i++) |
|
| 125 |
{
|
|
| 126 |
if( axis != i ) |
|
| 127 |
{
|
|
| 128 |
cosAngle = m0*mCastAxis[index][i][0] + m1*mCastAxis[index][i][1]; |
|
| 129 |
if( cosAngle<0 ) cosAngle = -cosAngle; |
|
| 130 |
|
|
| 131 |
if( cosAngle<minCosAngle ) |
|
| 132 |
{
|
|
| 133 |
minCosAngle=cosAngle; |
|
| 134 |
minIndex = i; |
|
| 135 |
} |
|
| 136 |
} |
|
| 137 |
} |
|
| 138 |
|
|
| 139 |
return minIndex; |
|
| 140 |
} |
|
| 141 |
|
|
| 142 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 143 |
|
|
| 144 |
private float computeOffset(float[] point, float[] axis) |
|
| 145 |
{
|
|
| 146 |
return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D; |
|
| 147 |
} |
|
| 148 |
|
|
| 149 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 150 |
|
|
| 151 |
private boolean faceIsVisible(Static3D axis, int lr) |
|
| 152 |
{
|
|
| 153 |
float castCameraOnAxis = mCamera[0]*axis.get0() + mCamera[1]*axis.get1() + mCamera[2]*axis.get2(); |
|
| 154 |
return (2*lr-1)*castCameraOnAxis > mDistanceCenterFace3D; |
|
| 155 |
} |
|
| 156 |
|
|
| 157 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 158 |
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace, |
|
| 159 |
// compute point 'output[]' which: |
|
| 160 |
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this |
|
| 161 |
// distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of |
|
| 162 |
// the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace) |
|
| 163 |
// 2) is co-linear with mCamera and mPoint |
|
| 164 |
// |
|
| 165 |
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)] |
|
| 166 |
|
|
| 167 |
private void castTouchPointOntoFace(Static3D axis, int lr, float[] output) |
|
| 168 |
{
|
|
| 169 |
float d0 = mPoint[0]-mCamera[0]; |
|
| 170 |
float d1 = mPoint[1]-mCamera[1]; |
|
| 171 |
float d2 = mPoint[2]-mCamera[2]; |
|
| 172 |
float a0 = axis.get0(); |
|
| 173 |
float a1 = axis.get1(); |
|
| 174 |
float a2 = axis.get2(); |
|
| 175 |
|
|
| 176 |
float denom = a0*d0 + a1*d1 + a2*d2; |
|
| 177 |
|
|
| 178 |
if( denom != 0.0f ) |
|
| 179 |
{
|
|
| 180 |
float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2]; |
|
| 181 |
float distance = (2*lr-1)*mDistanceCenterFace3D; |
|
| 182 |
float alpha = (distance-axisCam)/denom; |
|
| 183 |
|
|
| 184 |
output[0] = mCamera[0] + d0*alpha; |
|
| 185 |
output[1] = mCamera[1] + d1*alpha; |
|
| 186 |
output[2] = mCamera[2] + d2*alpha; |
|
| 187 |
} |
|
| 188 |
} |
|
| 189 |
|
|
| 190 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 191 |
// Convert the 3D point3D into a 2D point on the same face surface, but in a different |
|
| 192 |
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects |
|
| 193 |
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the |
|
| 194 |
// original 3D Y axis and our 2D in-plane origin. |
|
| 195 |
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only |
|
| 196 |
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to |
|
| 197 |
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily |
|
| 198 |
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole) |
|
| 199 |
|
|
| 200 |
private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output) |
|
| 201 |
{
|
|
| 202 |
float y0,y1,y2; // base Y vector of the 2D coord system |
|
| 203 |
float a0 = axis.get0(); |
|
| 204 |
float a1 = axis.get1(); |
|
| 205 |
float a2 = axis.get2(); |
|
| 206 |
|
|
| 207 |
if( lr==0 ) |
|
| 208 |
{
|
|
| 209 |
a0=-a0; a1=-a1; a2=-a2; |
|
| 210 |
} |
|
| 211 |
|
|
| 212 |
if( a0==0.0f && a2==0.0f ) |
|
| 213 |
{
|
|
| 214 |
y0=0; y1=0; y2=-a1; |
|
| 215 |
} |
|
| 216 |
else if( a1==0.0f ) |
|
| 217 |
{
|
|
| 218 |
y0=0; y1=1; y2=0; |
|
| 219 |
} |
|
| 220 |
else |
|
| 221 |
{
|
|
| 222 |
float norm = (float)(-a1/Math.sqrt(1-a1*a1)); |
|
| 223 |
y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2; |
|
| 224 |
} |
|
| 225 |
|
|
| 226 |
float x0 = y1*a2 - y2*a1; // |
|
| 227 |
float x1 = y2*a0 - y0*a2; // (2D coord baseY) x (axis) = 2D coord baseX |
|
| 228 |
float x2 = y0*a1 - y1*a0; // |
|
| 229 |
|
|
| 230 |
float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2; |
|
| 231 |
|
|
| 232 |
float origin0 = originAlpha*a0; // coords of the point where axis |
|
| 233 |
float origin1 = originAlpha*a1; // intersects surface plane i.e. |
|
| 234 |
float origin2 = originAlpha*a2; // the origin of our 2D coord system |
|
| 235 |
|
|
| 236 |
float v0 = point3D[0] - origin0; |
|
| 237 |
float v1 = point3D[1] - origin1; |
|
| 238 |
float v2 = point3D[2] - origin2; |
|
| 239 |
|
|
| 240 |
output[0] = v0*x0 + v1*x1 + v2*x2; |
|
| 241 |
output[1] = v0*y0 + v1*y1 + v2*y2; |
|
| 242 |
} |
|
| 243 |
|
|
| 244 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 245 |
// PUBLIC API |
|
| 246 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 247 |
|
|
| 248 |
public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera) |
|
| 249 |
{
|
|
| 250 |
float objectRatio = RubikObject.getObjectRatio(); |
|
| 251 |
|
|
| 252 |
mPoint[0] = rotatedTouchPoint.get0()/objectRatio; |
|
| 253 |
mPoint[1] = rotatedTouchPoint.get1()/objectRatio; |
|
| 254 |
mPoint[2] = rotatedTouchPoint.get2()/objectRatio; |
|
| 255 |
|
|
| 256 |
mCamera[0] = rotatedCamera.get0()/objectRatio; |
|
| 257 |
mCamera[1] = rotatedCamera.get1()/objectRatio; |
|
| 258 |
mCamera[2] = rotatedCamera.get2()/objectRatio; |
|
| 259 |
|
|
| 260 |
for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++) |
|
| 261 |
{
|
|
| 262 |
for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++) |
|
| 263 |
{
|
|
| 264 |
if( faceIsVisible(mAxis[mLastTouchedAxis], mLastTouchedLR) ) |
|
| 265 |
{
|
|
| 266 |
castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch); |
|
| 267 |
convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mPoint2D); |
|
| 268 |
|
|
| 269 |
if( isInsideFace(mPoint2D) ) return true; |
|
| 270 |
} |
|
| 271 |
} |
|
| 272 |
} |
|
| 273 |
|
|
| 274 |
return false; |
|
| 275 |
} |
|
| 276 |
|
|
| 277 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 278 |
|
|
| 279 |
public Static2D newRotation(Static4D rotatedTouchPoint) |
|
| 280 |
{
|
|
| 281 |
float objectRatio = RubikObject.getObjectRatio(); |
|
| 282 |
|
|
| 283 |
mPoint[0] = rotatedTouchPoint.get0()/objectRatio; |
|
| 284 |
mPoint[1] = rotatedTouchPoint.get1()/objectRatio; |
|
| 285 |
mPoint[2] = rotatedTouchPoint.get2()/objectRatio; |
|
| 286 |
|
|
| 287 |
castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch); |
|
| 288 |
convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, mMove2D); |
|
| 289 |
|
|
| 290 |
mMove2D[0] -= mPoint2D[0]; |
|
| 291 |
mMove2D[1] -= mPoint2D[1]; |
|
| 292 |
|
|
| 293 |
int rotIndex = computeRotationIndex(mLastTouchedAxis, mLastTouchedLR, mMove2D); |
|
| 294 |
int index = mLastTouchedAxis*mNumFacesPerAxis+mLastTouchedLR; |
|
| 295 |
float offset = computeOffset(mPoint2D, mCastAxis[index][rotIndex]); |
|
| 296 |
|
|
| 297 |
return new Static2D(rotIndex,offset); |
|
| 298 |
} |
|
| 299 |
|
|
| 300 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 301 |
|
|
| 302 |
public int getTouchedFace() |
|
| 303 |
{
|
|
| 304 |
return mNumFacesPerAxis==2 ? 2*mLastTouchedAxis + 1 - mLastTouchedLR : mLastTouchedAxis; |
|
| 305 |
} |
|
| 306 |
|
|
| 307 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 308 |
|
|
| 309 |
public float[] getTouchedPoint3D() |
|
| 310 |
{
|
|
| 311 |
return mTouch; |
|
| 312 |
} |
|
| 313 |
} |
|
| src/main/java/org/distorted/objects/RubikPyraminx.java | ||
|---|---|---|
| 46 | 46 |
private static final float SQ3 = (float)Math.sqrt(3); |
| 47 | 47 |
private static final float SQ6 = (float)Math.sqrt(6); |
| 48 | 48 |
|
| 49 |
static final Static3D[] AXIS = new Static3D[] |
|
| 49 |
static final Static3D[] ROT_AXIS = new Static3D[]
|
|
| 50 | 50 |
{
|
| 51 | 51 |
new Static3D( 0, 1, 0 ), |
| 52 | 52 |
new Static3D( 0, -1.0f/3, 2*SQ2/3 ), |
| ... | ... | |
| 54 | 54 |
new Static3D( SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) |
| 55 | 55 |
}; |
| 56 | 56 |
|
| 57 |
static final Static3D[] FACE_AXIS = new Static3D[] |
|
| 58 |
{
|
|
| 59 |
new Static3D( 0, -1, 0 ), |
|
| 60 |
new Static3D( 0, 1.0f/3,-2*SQ2/3 ), |
|
| 61 |
new Static3D( SQ2*SQ3/3, 1.0f/3, SQ2/3 ), |
|
| 62 |
new Static3D(-SQ2*SQ3/3, 1.0f/3, SQ2/3 ) |
|
| 63 |
}; |
|
| 64 |
|
|
| 57 | 65 |
private static final int[] FACE_COLORS = new int[] |
| 58 | 66 |
{
|
| 59 |
0xff00ff00, 0xffffff00, // AXIS[0]right (GREEN ) AXIS[1]right (YELLOW )
|
|
| 60 |
0xff0000ff, 0xffff0000 // AXIS[2]right (BLUE ) AXIS[3]right (RED )
|
|
| 67 |
0xff00ff00, 0xffffff00, // FACE_AXIS[0] (GREEN ) FACE_AXIS[1] (YELLOW )
|
|
| 68 |
0xff0000ff, 0xffff0000 // FACE_AXIS[2] (BLUE ) FACE_AXIS[3] (RED )
|
|
| 61 | 69 |
}; |
| 62 | 70 |
|
| 63 | 71 |
// computed with res/raw/compute_quats.c |
| ... | ... | |
| 81 | 89 |
private static VertexEffectRotate[] ROTATION; |
| 82 | 90 |
|
| 83 | 91 |
private static MeshBase mMesh =null; |
| 84 |
private static MeshBase[] mMeshRotated = new MeshBase[AXIS.length]; |
|
| 92 |
private static MeshBase[] mMeshRotated = new MeshBase[ROT_AXIS.length];
|
|
| 85 | 93 |
|
| 86 | 94 |
static |
| 87 | 95 |
{
|
| 88 | 96 |
Static3D center = new Static3D(0,0,0); |
| 89 | 97 |
Static1D angle = new Static1D(180.0f); |
| 90 | 98 |
|
| 91 |
ROTATION = new VertexEffectRotate[AXIS.length]; |
|
| 99 |
ROTATION = new VertexEffectRotate[ROT_AXIS.length];
|
|
| 92 | 100 |
|
| 93 |
for(int i=0; i<AXIS.length; i++)
|
|
| 101 |
for(int i = 0; i< ROT_AXIS.length; i++)
|
|
| 94 | 102 |
{
|
| 95 |
ROTATION[i] = new VertexEffectRotate( angle, AXIS[i], center); |
|
| 103 |
ROTATION[i] = new VertexEffectRotate( angle, ROT_AXIS[i], center);
|
|
| 96 | 104 |
mMeshRotated[i] = null; |
| 97 | 105 |
} |
| 98 | 106 |
} |
| ... | ... | |
| 388 | 396 |
|
| 389 | 397 |
public Static3D[] getRotationAxis() |
| 390 | 398 |
{
|
| 391 |
return AXIS; |
|
| 399 |
return ROT_AXIS;
|
|
| 392 | 400 |
} |
| 393 | 401 |
|
| 394 | 402 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/objects/RubikPyraminxMovement.java | ||
|---|---|---|
| 1 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2020 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Magic Cube. // |
|
| 5 |
// // |
|
| 6 |
// Magic Cube is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Magic Cube is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
package org.distorted.objects; |
|
| 21 |
|
|
| 22 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 23 |
|
|
| 24 |
class RubikPyraminxMovement extends RubikObjectMovement |
|
| 25 |
{
|
|
| 26 |
private static final float SQ6 = (float)Math.sqrt(6); |
|
| 27 |
private static final float SQ3 = (float)Math.sqrt(3); |
|
| 28 |
|
|
| 29 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
|
|
| 31 |
RubikPyraminxMovement() |
|
| 32 |
{
|
|
| 33 |
super(RubikPyraminx.AXIS, 1, SQ6/12, SQ3/6); |
|
| 34 |
} |
|
| 35 |
|
|
| 36 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 37 |
|
|
| 38 |
boolean isInsideFace(float[] p) |
|
| 39 |
{
|
|
| 40 |
boolean a1 = p[1] >= -SQ3/6; |
|
| 41 |
boolean a2 = p[1] <= SQ3*(1.0f/3 + p[0]); |
|
| 42 |
boolean a3 = p[1] <= SQ3*(1.0f/3 - p[0]); |
|
| 43 |
|
|
| 44 |
return a1 && a2 && a3; |
|
| 45 |
} |
|
| 46 |
} |
|
Also available in: Unified diff
Introduce separate ROT_AXIS and FACE_AXIS ( step 1 )