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Revision bef47287

Added by Leszek Koltunski about 4 years ago

Progress with object Movement.

View differences:

src/main/java/org/distorted/magic/RubikSurfaceView.java
220 220
        }
221 221
      }
222 222

  
223
///////////////////////////////////////////////////////////////////////////////////////////////////
224

  
225
    private void setUpDragOrRotate(float x, float y)
226
      {
227
      Static4D touchPoint1 = new Static4D(x, y, 0, 0);
228
      Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated);
229
      Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated);
230

  
231
      if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) )
232
        {
233
        mDragging           = false;
234
        mBeginningRotation  = mRenderer.canRotate();
235
        mContinuingRotation = false;
236
        }
237
      else
238
        {
239
        mDragging           = mRenderer.canDrag();
240
        mBeginningRotation  = false;
241
        mContinuingRotation = false;
242
        }
243
      }
244

  
223 245
///////////////////////////////////////////////////////////////////////////////////////////////////
224 246

  
225 247
    @Override
......
233 255
         {
234 256
         case MotionEvent.ACTION_DOWN: mX = x;
235 257
                                       mY = y;
236

  
237
                                       Static4D touchPoint1 = new Static4D(x, y, 0, 0);
238
                                       Static4D rotatedTouchPoint1= rotateVectorByInvertedQuat(touchPoint1, mQuatAccumulated);
239
                                       Static4D rotatedCamera= rotateVectorByInvertedQuat(CAMERA_POINT, mQuatAccumulated);
240

  
241
                                       if( mMovement!=null && mMovement.faceTouched(rotatedTouchPoint1,rotatedCamera) )
242
                                         {
243
                                         mDragging           = false;
244
                                         mBeginningRotation  = mRenderer.canRotate();
245
                                         mContinuingRotation = false;
246
                                         }
247
                                       else
248
                                         {
249
                                         mDragging           = mRenderer.canDrag();
250
                                         mBeginningRotation  = false;
251
                                         mContinuingRotation = false;
252
                                         }
258
                                       setUpDragOrRotate(x,y);
253 259
                                       break;
254 260
         case MotionEvent.ACTION_MOVE: if( mBeginningRotation )
255 261
                                         {
......
281 287
                                         float angle = mMovement.continueRotation(rotatedTouchPoint3);
282 288
                                         mRenderer.getObject().continueRotation(SWIPING_SENSITIVITY*angle);
283 289
                                         }
284
                                       else if( mDragging || mRenderer.canDrag() )
290
                                       else if( mDragging )
285 291
                                         {
286
                                         mDragging = true;
287 292
                                         mTempCurrent.set(quatFromDrag(mX-x,y-mY));
288 293
                                         mRenderer.setQuatCurrentOnNextRender();
289 294

  
......
297 302
                                           mRenderer.setQuatAccumulatedOnNextRender();
298 303
                                           }
299 304
                                         }
305
                                       else
306
                                         {
307
                                         setUpDragOrRotate(x,y);
308
                                         }
300 309
                                       break;
301 310
         case MotionEvent.ACTION_UP  : if( mDragging )
302 311
                                         {
src/main/java/org/distorted/object/RubikCubeMovement.java
51 51

  
52 52
  boolean isInsideFace(float[] p)
53 53
    {
54
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f && p[2]<=0.5f && p[2]>=-0.5f );
54
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
55 55
    }
56 56

  
57 57
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/object/RubikObjectMovement.java
30 30
  float[] mTouch;
31 31
  int mRotationVect, mLastTouchedAxis;
32 32

  
33
  private float[] mPoint, mCamera, mDiff;
33
  private float[] mPoint, mCamera, mDiff, m2Dpoint;
34 34
  private int mLastTouchedLR;
35 35
  private int mNumAxis, mNumFacesPerAxis;
36 36
  private int[] mPossible;
......
53 53
    mDiff  = new float[3];
54 54
    mTouch = new float[3];
55 55

  
56
    m2Dpoint = new float[2];
57

  
56 58
    mAxis = axis;
57 59
    mNumAxis = mAxis.length;
58 60
    mNumFacesPerAxis = numFacesPerAxis;
......
101 103
      }
102 104
    }
103 105

  
106
///////////////////////////////////////////////////////////////////////////////////////////////////
107
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
108
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
109
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
110
// original 3D Y axis and our 2D in-plane origin.
111
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
112
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
113
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
114
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
115

  
116
  private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output)
117
    {
118
    float y0,y1,y2, x0,x1,x2;  // base X and Y vectors of the 2D coord system
119
    float a0 = axis.get0();
120
    float a1 = axis.get1();
121
    float a2 = axis.get2();
122

  
123
    if( lr==0 )
124
      {
125
      a0=-a0; a1=-a1; a2=-a2;
126
      }
127

  
128
    if( a0==0.0f && a2==0.0f )
129
      {
130
      y0=0; y1=0; y2=-a1;
131
      }
132
    else if( a1==0.0f )
133
      {
134
      y0=0; y1=1; y2=0;
135
      }
136
    else
137
      {
138
      float norm = (float)(-a1/Math.sqrt(1-a1*a1));
139
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=a2;
140
      }
141

  
142
    x0 = y1*a2 - y2*a1;  //
143
    x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
144
    x2 = y0*a1 - y1*a0;  //
145

  
146
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
147

  
148
    float origin0 = originAlpha*a0; // coords of the point where axis
149
    float origin1 = originAlpha*a1; // intersects surface plane i.e.
150
    float origin2 = originAlpha*a2; // the origin of our 2D coord system
151

  
152
    float v0 = point3D[0] - origin0;
153
    float v1 = point3D[1] - origin1;
154
    float v2 = point3D[2] - origin2;
155

  
156
    output[0] = v0*x0 + v1*x1 + v2*x2;
157
    output[1] = v0*y0 + v1*y1 + v2*y2;
158
    }
159

  
104 160
///////////////////////////////////////////////////////////////////////////////////////////////////
105 161
// PUBLIC API
106 162
///////////////////////////////////////////////////////////////////////////////////////////////////
......
122 178
        if( faceIsVisible(mAxis[mLastTouchedAxis], mLastTouchedLR) )
123 179
          {
124 180
          castTouchPointOntoFace(mAxis[mLastTouchedAxis], mLastTouchedLR, mTouch);
181
          convertTo2Dcoords(mTouch, mAxis[mLastTouchedAxis], mLastTouchedLR, m2Dpoint);
125 182

  
126
          if( isInsideFace(mTouch) )
183
          if( isInsideFace(m2Dpoint) )
127 184
            {
185
 // android.util.Log.e("move", "touched "+mLastTouchedAxis+" touch point: ("+m2Dpoint[0]+","+m2Dpoint[1]+")");
186

  
128 187
            fillPossibleRotations(mLastTouchedAxis, mPossible);
129 188
            return true;
130 189
            }
......
150 209
    mDiff[2] -= mTouch[2];
151 210

  
152 211
    float offset = fillUpRotationVectAndOffset(mDiff, mPossible);
153

  
154
    mTouch[0] = mPoint[0];
155
    mTouch[1] = mPoint[1];
156
    mTouch[2] = mPoint[2];
157

  
158 212
    return new Static2D(mRotationVect,offset);
159 213
    }
160 214

  
......
162 216

  
163 217
  public float continueRotation(Static4D rotatedTouchPoint)
164 218
    {
165
    mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[0];
166
    mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[1];
167
    mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[2];
219
    mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[0];
220
    mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[1];
221
    mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mPoint[2];
168 222

  
169 223
    return (mLastTouchedLR-0.5f)*returnAngle(mDiff, mPossible);
170 224
    }
src/main/java/org/distorted/object/RubikPyraminxMovement.java
55 55

  
56 56
  boolean isInsideFace(float[] p)
57 57
    {
58
    return false;//( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f && p[2]<=0.5f && p[2]>=-0.5f );
58
    boolean a1 = p[1] >= -SQ3/6;
59
    boolean a2 = p[1]*SQ3 <= 1 + 2*p[0];
60
    boolean a3 = p[1]*SQ3 <= 1 - 2*p[0];
61

  
62
    return a1 && a2 && a3;
59 63
    }
60 64

  
61 65
///////////////////////////////////////////////////////////////////////////////////////////////////

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