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Revision ca3300c3

Added by Leszek Koltunski almost 4 years ago

Rename 'RubikMovement' to 'Movement'

View differences:

src/main/java/org/distorted/main/RubikSurfaceView.java
33 33
import org.distorted.library.type.Static2D;
34 34
import org.distorted.library.type.Static4D;
35 35
import org.distorted.objects.RubikObject;
36
import org.distorted.objects.RubikMovement;
36
import org.distorted.objects.Movement;
37 37
import org.distorted.solvers.SolverMain;
38 38
import org.distorted.states.RubikState;
39 39
import org.distorted.states.RubikStatePlay;
......
61 61

  
62 62
    private RubikRenderer mRenderer;
63 63
    private RubikPreRender mPreRender;
64
    private RubikMovement mMovement;
64
    private Movement mMovement;
65 65
    private boolean mDragging, mBeginningRotation, mContinuingRotation;
66 66
    private int mScreenWidth, mScreenHeight, mScreenMin;
67 67

  
......
130 130

  
131 131
///////////////////////////////////////////////////////////////////////////////////////////////////
132 132

  
133
    void setMovement(RubikMovement movement)
133
    void setMovement(Movement movement)
134 134
      {
135 135
      mMovement = movement;
136 136
      }
src/main/java/org/distorted/objects/Movement.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 Movement
29
  {
30
  private int mLastTouchedFace, mNumFaceAxis;
31
  private float[] mPoint, mCamera, mTouch;
32
  private float[] mPoint2D, mMove2D;
33
  private float[][][] mCastedRotAxis;
34
  private Static4D[][] mCastedRotAxis4D;
35
  private int[] mEnabledRotAxis;
36
  private float mDistanceCenterFace3D, mDistanceCenterFace2D;
37
  private Static3D[] mFaceAxis;
38

  
39
///////////////////////////////////////////////////////////////////////////////////////////////////
40

  
41
  abstract boolean isInsideFace(float[] point);
42
  abstract void computeEnabledAxis(int face, float[] touchPoint, int[] enabledAxis);
43

  
44
///////////////////////////////////////////////////////////////////////////////////////////////////
45

  
46
  Movement(Static3D[] rotAxis, Static3D[] faceAxis, float distance3D, float distance2D)
47
    {
48
    mPoint = new float[3];
49
    mCamera= new float[3];
50
    mTouch = new float[3];
51

  
52
    mPoint2D = new float[2];
53
    mMove2D  = new float[2];
54

  
55
    mFaceAxis   = faceAxis;
56
    mNumFaceAxis= mFaceAxis.length;
57

  
58
    mEnabledRotAxis = new int[rotAxis.length+1];
59

  
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

  
63
    // mCastedRotAxis[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
    mCastedRotAxis   = new float[mNumFaceAxis][rotAxis.length][2];
66
    mCastedRotAxis4D = new Static4D[mNumFaceAxis][rotAxis.length];
67

  
68
    float fx,fy,fz,f;
69

  
70
    for( int casted=0; casted<rotAxis.length; casted++)
71
      {
72
      Static3D a = rotAxis[casted];
73
      mPoint[0]= a.get0();
74
      mPoint[1]= a.get1();
75
      mPoint[2]= a.get2();
76

  
77
      for( int face=0; face<mNumFaceAxis; face++)
78
        {
79
        convertTo2Dcoords( mPoint, mFaceAxis[face], mCastedRotAxis[face][casted]);
80
        normalize2D(mCastedRotAxis[face][casted]);
81

  
82
        fx = faceAxis[face].get0();
83
        fy = faceAxis[face].get1();
84
        fz = faceAxis[face].get2();
85
        f  = mPoint[0]*fx + mPoint[1]*fy + mPoint[2]*fz;
86
        mCastedRotAxis4D[face][casted] = new Static4D( mPoint[0]-f*fx, mPoint[1]-f*fy, mPoint[2]-f*fz, 0);
87
        }
88
      }
89
    }
90

  
91
///////////////////////////////////////////////////////////////////////////////////////////////////
92

  
93
  private void normalize2D(float[] vect)
94
    {
95
    float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
96
    vect[0] /= len;
97
    vect[1] /= len;
98
    }
99

  
100
///////////////////////////////////////////////////////////////////////////////////////////////////
101
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
102

  
103
  private int computeRotationIndex(int faceAxis, float[] move2D, int[] enabled)
104
    {
105
    float cosAngle, minCosAngle = Float.MAX_VALUE;
106
    int minIndex=-1, index;
107
    float m0 = move2D[0];
108
    float m1 = move2D[1];
109
    float len = (float)Math.sqrt(m0*m0 + m1*m1);
110

  
111
    if( len!=0.0f )
112
      {
113
      m0 /= len;
114
      m1 /= len;
115
      }
116
    else
117
      {
118
      m0 = 1.0f;  // arbitrarily
119
      m1 = 0.0f;  //
120
      }
121

  
122
    int numAxis = enabled[0];
123

  
124
    for(int axis=1; axis<=numAxis; axis++)
125
      {
126
      index = enabled[axis];
127
      cosAngle = m0*mCastedRotAxis[faceAxis][index][0] + m1*mCastedRotAxis[faceAxis][index][1];
128
      if( cosAngle<0 ) cosAngle = -cosAngle;
129

  
130
      if( cosAngle<minCosAngle )
131
        {
132
        minCosAngle=cosAngle;
133
        minIndex = index;
134
        }
135
      }
136

  
137
    return minIndex;
138
    }
139

  
140
///////////////////////////////////////////////////////////////////////////////////////////////////
141

  
142
  private float computeOffset(float[] point, float[] axis)
143
    {
144
    return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D;
145
    }
146

  
147
///////////////////////////////////////////////////////////////////////////////////////////////////
148

  
149
  private boolean faceIsVisible(Static3D faceAxis)
150
    {
151
    float castCameraOnAxis = mCamera[0]*faceAxis.get0() + mCamera[1]*faceAxis.get1() + mCamera[2]*faceAxis.get2();
152
    return castCameraOnAxis > mDistanceCenterFace3D;
153
    }
154

  
155
///////////////////////////////////////////////////////////////////////////////////////////////////
156
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
157
// compute point 'output[]' which:
158
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this
159
//    distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of
160
//    the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace)
161
// 2) is co-linear with mCamera and mPoint
162
//
163
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
164

  
165
  private void castTouchPointOntoFace(Static3D faceAxis, float[] output)
166
    {
167
    float d0 = mPoint[0]-mCamera[0];
168
    float d1 = mPoint[1]-mCamera[1];
169
    float d2 = mPoint[2]-mCamera[2];
170
    float a0 = faceAxis.get0();
171
    float a1 = faceAxis.get1();
172
    float a2 = faceAxis.get2();
173

  
174
    float denom = a0*d0 + a1*d1 + a2*d2;
175

  
176
    if( denom != 0.0f )
177
      {
178
      float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
179
      float distance = mDistanceCenterFace3D;
180
      float alpha = (distance-axisCam)/denom;
181

  
182
      output[0] = mCamera[0] + d0*alpha;
183
      output[1] = mCamera[1] + d1*alpha;
184
      output[2] = mCamera[2] + d2*alpha;
185
      }
186
    }
187

  
188
///////////////////////////////////////////////////////////////////////////////////////////////////
189
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
190
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
191
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
192
// original 3D Y axis and our 2D in-plane origin.
193
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
194
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
195
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
196
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
197

  
198
  private void convertTo2Dcoords(float[] point3D, Static3D faceAxis, float[] output)
199
    {
200
    float y0,y1,y2; // base Y vector of the 2D coord system
201
    float a0 = faceAxis.get0();
202
    float a1 = faceAxis.get1();
203
    float a2 = faceAxis.get2();
204

  
205
    if( a0==0.0f && a2==0.0f )
206
      {
207
      y0=0; y1=0; y2=-a1;
208
      }
209
    else if( a1==0.0f )
210
      {
211
      y0=0; y1=1; y2=0;
212
      }
213
    else
214
      {
215
      float norm = (float)(-a1/Math.sqrt(1-a1*a1));
216
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
217
      }
218

  
219
    float x0 = y1*a2 - y2*a1;  //
220
    float x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
221
    float x2 = y0*a1 - y1*a0;  //
222

  
223
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
224

  
225
    float origin0 = originAlpha*a0; // coords of the point where axis
226
    float origin1 = originAlpha*a1; // intersects surface plane i.e.
227
    float origin2 = originAlpha*a2; // the origin of our 2D coord system
228

  
229
    float v0 = point3D[0] - origin0;
230
    float v1 = point3D[1] - origin1;
231
    float v2 = point3D[2] - origin2;
232

  
233
    output[0] = v0*x0 + v1*x1 + v2*x2;
234
    output[1] = v0*y0 + v1*y1 + v2*y2;
235
    }
236

  
237
///////////////////////////////////////////////////////////////////////////////////////////////////
238
// PUBLIC API
239
///////////////////////////////////////////////////////////////////////////////////////////////////
240

  
241
  public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
242
    {
243
    float objectRatio = RubikObject.getObjectRatio();
244

  
245
    mPoint[0]  = rotatedTouchPoint.get0()/objectRatio;
246
    mPoint[1]  = rotatedTouchPoint.get1()/objectRatio;
247
    mPoint[2]  = rotatedTouchPoint.get2()/objectRatio;
248

  
249
    mCamera[0] = rotatedCamera.get0()/objectRatio;
250
    mCamera[1] = rotatedCamera.get1()/objectRatio;
251
    mCamera[2] = rotatedCamera.get2()/objectRatio;
252

  
253
    for( mLastTouchedFace=0; mLastTouchedFace<mNumFaceAxis; mLastTouchedFace++)
254
      {
255
      if( faceIsVisible(mFaceAxis[mLastTouchedFace]) )
256
        {
257
        castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
258
        convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mPoint2D);
259
        if( isInsideFace(mPoint2D) ) return true;
260
        }
261
      }
262

  
263
    return false;
264
    }
265

  
266
///////////////////////////////////////////////////////////////////////////////////////////////////
267

  
268
  public Static2D newRotation(Static4D rotatedTouchPoint)
269
    {
270
    float objectRatio = RubikObject.getObjectRatio();
271

  
272
    mPoint[0] = rotatedTouchPoint.get0()/objectRatio;
273
    mPoint[1] = rotatedTouchPoint.get1()/objectRatio;
274
    mPoint[2] = rotatedTouchPoint.get2()/objectRatio;
275

  
276
    castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
277
    convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mMove2D);
278

  
279
    mMove2D[0] -= mPoint2D[0];
280
    mMove2D[1] -= mPoint2D[1];
281

  
282
    computeEnabledAxis(mLastTouchedFace, mPoint2D, mEnabledRotAxis);
283
    int rotIndex = computeRotationIndex(mLastTouchedFace, mMove2D, mEnabledRotAxis);
284
    float offset = computeOffset(mPoint2D, mCastedRotAxis[mLastTouchedFace][rotIndex]);
285

  
286
    return new Static2D(rotIndex,offset);
287
    }
288

  
289
///////////////////////////////////////////////////////////////////////////////////////////////////
290

  
291
  public Static4D getCastedRotAxis(int rotIndex)
292
    {
293
    return mCastedRotAxis4D[mLastTouchedFace][rotIndex];
294
    }
295

  
296
///////////////////////////////////////////////////////////////////////////////////////////////////
297

  
298
  public int getTouchedFace()
299
    {
300
    return mLastTouchedFace;
301
    }
302

  
303
///////////////////////////////////////////////////////////////////////////////////////////////////
304

  
305
  public float[] getTouchedPoint3D()
306
    {
307
    return mTouch;
308
    }
309
  }
src/main/java/org/distorted/objects/MovementCube.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 MovementCube extends Movement
25
{
26
  MovementCube()
27
    {
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

  
38
///////////////////////////////////////////////////////////////////////////////////////////////////
39

  
40
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
41
    {
42
    enabled[0] = 2;
43

  
44
    switch(face)
45
      {
46
      case 0:
47
      case 1: enabled[1]=1; enabled[2]=2; break;
48
      case 2:
49
      case 3: enabled[1]=0; enabled[2]=2; break;
50
      case 4:
51
      case 5: enabled[1]=0; enabled[2]=1; break;
52
      }
53
    }
54
}
src/main/java/org/distorted/objects/MovementDiamond.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 MovementDiamond extends Movement
25
{
26
  MovementDiamond()
27
    {
28
    super(RubikDiamond.ROT_AXIS, RubikDiamond.FACE_AXIS, 0.25f, 0.25f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
// _____________
33
// |  \  0  /  |
34
// |   \   /   |
35
// | 3 |   | 1 |
36
// |   /   \   |
37
// |  /  2  \  |
38
// -------------
39

  
40
  private int getQuarter(float[] touchPoint)
41
    {
42
    boolean p0 = touchPoint[1] >= touchPoint[0];
43
    boolean p1 = touchPoint[1] >=-touchPoint[0];
44

  
45
    if( p0 )  return p1 ? 0:3;
46
    else      return p1 ? 1:2;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

  
51
  boolean isInsideFace(float[] p)
52
    {
53
    return ( p[0]<=0.25f && p[0]>=-0.25f && p[1]<=0.25f && p[1]>=-0.25f );
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
59
    {
60
    enabled[0] = 2;
61

  
62
    int quarter = getQuarter(touchPoint);
63

  
64
    switch(face)
65
      {
66
      case 0: switch(quarter)
67
                {
68
                case 0: enabled[1]=0; enabled[2]=1; break;
69
                case 1: enabled[1]=3; enabled[2]=1; break;
70
                case 2: enabled[1]=2; enabled[2]=3; break;
71
                case 3: enabled[1]=0; enabled[2]=2; break;
72
                }
73
              break;
74
      case 1: switch(quarter)
75
                {
76
                case 0: enabled[1]=2; enabled[2]=3; break;
77
                case 1: enabled[1]=3; enabled[2]=1; break;
78
                case 2: enabled[1]=0; enabled[2]=1; break;
79
                case 3: enabled[1]=0; enabled[2]=2; break;
80
                }
81
              break;
82
      case 2: switch(quarter)
83
                {
84
                case 0: enabled[1]=1; enabled[2]=2; break;
85
                case 1: enabled[1]=0; enabled[2]=1; break;
86
                case 2: enabled[1]=0; enabled[2]=3; break;
87
                case 3: enabled[1]=2; enabled[2]=3; break;
88
                }
89
              break;
90
      case 3: switch(quarter)
91
                {
92
                case 0: enabled[1]=1; enabled[2]=2; break;
93
                case 1: enabled[1]=2; enabled[2]=3; break;
94
                case 2: enabled[1]=0; enabled[2]=3; break;
95
                case 3: enabled[1]=0; enabled[2]=1; break;
96
                }
97
              break;
98
      case 4: switch(quarter)
99
                {
100
                case 0: enabled[1]=0; enabled[2]=3; break;
101
                case 1: enabled[1]=0; enabled[2]=2; break;
102
                case 2: enabled[1]=1; enabled[2]=2; break;
103
                case 3: enabled[1]=1; enabled[2]=3; break;
104
                }
105
              break;
106
      case 5: switch(quarter)
107
                {
108
                case 0: enabled[1]=1; enabled[2]=2; break;
109
                case 1: enabled[1]=0; enabled[2]=2; break;
110
                case 2: enabled[1]=0; enabled[2]=3; break;
111
                case 3: enabled[1]=1; enabled[2]=3; break;
112
                }
113
              break;
114
      }
115
    }
116
}
src/main/java/org/distorted/objects/MovementDino.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 MovementDino extends Movement
25
{
26
  MovementDino()
27
    {
28
    super(RubikDino.ROT_AXIS, RubikDino.FACE_AXIS, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
// _____________
33
// |  \  0  /  |
34
// |   \   /   |
35
// | 3 |   | 1 |
36
// |   /   \   |
37
// |  /  2  \  |
38
// -------------
39

  
40
  private int getQuarter(float[] touchPoint)
41
    {
42
    boolean p0 = touchPoint[1] >= touchPoint[0];
43
    boolean p1 = touchPoint[1] >=-touchPoint[0];
44

  
45
    if( p0 )  return p1 ? 0:3;
46
    else      return p1 ? 1:2;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

  
51
  boolean isInsideFace(float[] p)
52
    {
53
    return ( p[0]<=0.5f && p[0]>=-0.5f && p[1]<=0.5f && p[1]>=-0.5f );
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
59
    {
60
    enabled[0] = 2;
61

  
62
    int quarter = getQuarter(touchPoint);
63

  
64
    switch(face)
65
      {
66
      case 0: switch(quarter)
67
                {
68
                case 0: enabled[1]=0; enabled[2]=1; break;
69
                case 1: enabled[1]=3; enabled[2]=1; break;
70
                case 2: enabled[1]=2; enabled[2]=3; break;
71
                case 3: enabled[1]=0; enabled[2]=2; break;
72
                }
73
              break;
74
      case 1: switch(quarter)
75
                {
76
                case 0: enabled[1]=2; enabled[2]=3; break;
77
                case 1: enabled[1]=3; enabled[2]=1; break;
78
                case 2: enabled[1]=0; enabled[2]=1; break;
79
                case 3: enabled[1]=0; enabled[2]=2; break;
80
                }
81
              break;
82
      case 2: switch(quarter)
83
                {
84
                case 0: enabled[1]=1; enabled[2]=2; break;
85
                case 1: enabled[1]=0; enabled[2]=1; break;
86
                case 2: enabled[1]=0; enabled[2]=3; break;
87
                case 3: enabled[1]=2; enabled[2]=3; break;
88
                }
89
              break;
90
      case 3: switch(quarter)
91
                {
92
                case 0: enabled[1]=1; enabled[2]=2; break;
93
                case 1: enabled[1]=2; enabled[2]=3; break;
94
                case 2: enabled[1]=0; enabled[2]=3; break;
95
                case 3: enabled[1]=0; enabled[2]=1; break;
96
                }
97
              break;
98
      case 4: switch(quarter)
99
                {
100
                case 0: enabled[1]=0; enabled[2]=3; break;
101
                case 1: enabled[1]=0; enabled[2]=2; break;
102
                case 2: enabled[1]=1; enabled[2]=2; break;
103
                case 3: enabled[1]=1; enabled[2]=3; break;
104
                }
105
              break;
106
      case 5: switch(quarter)
107
                {
108
                case 0: enabled[1]=1; enabled[2]=2; break;
109
                case 1: enabled[1]=0; enabled[2]=2; break;
110
                case 2: enabled[1]=0; enabled[2]=3; break;
111
                case 3: enabled[1]=1; enabled[2]=3; break;
112
                }
113
              break;
114
      }
115
    }
116
}
src/main/java/org/distorted/objects/MovementHelicopter.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 MovementHelicopter extends Movement
25
{
26
  MovementHelicopter()
27
    {
28
    super(RubikHelicopter.ROT_AXIS, RubikHelicopter.FACE_AXIS, 0.166f, 0.166f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
// _____________
33
// |     |     |
34
// |  3  |  0  |
35
// |-----------|
36
// |     |     |
37
// |  2  |  1  |
38
// -------------
39

  
40
  private int getQuarter(float[] touchPoint)
41
    {
42
    boolean p0 = touchPoint[0] > 0;
43
    boolean p1 = touchPoint[1] > 0;
44

  
45
    if( p0 )  return p1 ? 0:1;
46
    else      return p1 ? 3:2;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

  
51
  boolean isInsideFace(float[] p)
52
    {
53
    return ( p[0]<=0.166f && p[0]>=-0.166f && p[1]<=0.166f && p[1]>=-0.166f );
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
59
    {
60
    enabled[0] = 2;
61

  
62
    int quarter = getQuarter(touchPoint);
63

  
64
    switch(face)
65
      {
66
      case 0: switch(quarter)
67
                {
68
                case 0: enabled[1]=2; enabled[2]=5; break;
69
                case 1: enabled[1]=2; enabled[2]=4; break;
70
                case 2: enabled[1]=3; enabled[2]=4; break;
71
                case 3: enabled[1]=3; enabled[2]=5; break;
72
                }
73
              break;
74
      case 1: switch(quarter)
75
                {
76
                case 0: enabled[1]=2; enabled[2]=4; break;
77
                case 1: enabled[1]=2; enabled[2]=5; break;
78
                case 2: enabled[1]=5; enabled[2]=3; break;
79
                case 3: enabled[1]=3; enabled[2]=4; break;
80
                }
81
              break;
82
      case 2: switch(quarter)
83
                {
84
                case 0: enabled[1]=0; enabled[2]=5; break;
85
                case 1: enabled[1]=1; enabled[2]=5; break;
86
                case 2: enabled[1]=1; enabled[2]=4; break;
87
                case 3: enabled[1]=0; enabled[2]=4; break;
88
                }
89
              break;
90
      case 3: switch(quarter)
91
                {
92
                case 0: enabled[1]=0; enabled[2]=4; break;
93
                case 1: enabled[1]=1; enabled[2]=4; break;
94
                case 2: enabled[1]=1; enabled[2]=5; break;
95
                case 3: enabled[1]=0; enabled[2]=5; break;
96
                }
97
              break;
98
      case 4: switch(quarter)
99
                {
100
                case 0: enabled[1]=1; enabled[2]=3; break;
101
                case 1: enabled[1]=0; enabled[2]=3; break;
102
                case 2: enabled[1]=0; enabled[2]=2; break;
103
                case 3: enabled[1]=1; enabled[2]=2; break;
104
                }
105
              break;
106
      case 5: switch(quarter)
107
                {
108
                case 0: enabled[1]=0; enabled[2]=3; break;
109
                case 1: enabled[1]=1; enabled[2]=3; break;
110
                case 2: enabled[1]=1; enabled[2]=2; break;
111
                case 3: enabled[1]=0; enabled[2]=2; break;
112
                }
113
              break;
114
      }
115
    }
116
}
src/main/java/org/distorted/objects/MovementPyraminx.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 MovementPyraminx extends Movement
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
  MovementPyraminx()
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

  
47
///////////////////////////////////////////////////////////////////////////////////////////////////
48

  
49
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
50
    {
51
    enabled[0] = 3;
52

  
53
    switch(face)
54
      {
55
      case 0: enabled[1]=1; enabled[2]=2; enabled[3]=3; break;
56
      case 1: enabled[1]=0; enabled[2]=2; enabled[3]=3; break;
57
      case 2: enabled[1]=0; enabled[2]=1; enabled[3]=3; break;
58
      case 3: enabled[1]=0; enabled[2]=1; enabled[3]=2; break;
59
      }
60
    }
61
}
src/main/java/org/distorted/objects/MovementSkewb.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 MovementSkewb extends Movement
25
{
26
  MovementSkewb()
27
    {
28
    super(RubikSkewb.ROT_AXIS, RubikSkewb.FACE_AXIS, 0.25f, 0.25f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
// _____________
33
// |  \  0  /  |
34
// |   \   /   |
35
// | 3 |   | 1 |
36
// |   /   \   |
37
// |  /  2  \  |
38
// -------------
39

  
40
  private int getQuarter(float[] touchPoint)
41
    {
42
    boolean p0 = touchPoint[1] >= touchPoint[0];
43
    boolean p1 = touchPoint[1] >=-touchPoint[0];
44

  
45
    if( p0 )  return p1 ? 0:3;
46
    else      return p1 ? 1:2;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

  
51
  boolean isInsideFace(float[] p)
52
    {
53
    return ( p[0]<=0.25f && p[0]>=-0.25f && p[1]<=0.25f && p[1]>=-0.25f );
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
59
    {
60
    enabled[0] = 2;
61

  
62
    int quarter = getQuarter(touchPoint);
63

  
64
    switch(face)
65
      {
66
      case 0: switch(quarter)
67
                {
68
                case 0: enabled[1]=0; enabled[2]=1; break;
69
                case 1: enabled[1]=3; enabled[2]=1; break;
70
                case 2: enabled[1]=2; enabled[2]=3; break;
71
                case 3: enabled[1]=0; enabled[2]=2; break;
72
                }
73
              break;
74
      case 1: switch(quarter)
75
                {
76
                case 0: enabled[1]=2; enabled[2]=3; break;
77
                case 1: enabled[1]=3; enabled[2]=1; break;
78
                case 2: enabled[1]=0; enabled[2]=1; break;
79
                case 3: enabled[1]=0; enabled[2]=2; break;
80
                }
81
              break;
82
      case 2: switch(quarter)
83
                {
84
                case 0: enabled[1]=1; enabled[2]=2; break;
85
                case 1: enabled[1]=0; enabled[2]=1; break;
86
                case 2: enabled[1]=0; enabled[2]=3; break;
87
                case 3: enabled[1]=2; enabled[2]=3; break;
88
                }
89
              break;
90
      case 3: switch(quarter)
91
                {
92
                case 0: enabled[1]=1; enabled[2]=2; break;
93
                case 1: enabled[1]=2; enabled[2]=3; break;
94
                case 2: enabled[1]=0; enabled[2]=3; break;
95
                case 3: enabled[1]=0; enabled[2]=1; break;
96
                }
97
              break;
98
      case 4: switch(quarter)
99
                {
100
                case 0: enabled[1]=0; enabled[2]=3; break;
101
                case 1: enabled[1]=0; enabled[2]=2; break;
102
                case 2: enabled[1]=1; enabled[2]=2; break;
103
                case 3: enabled[1]=1; enabled[2]=3; break;
104
                }
105
              break;
106
      case 5: switch(quarter)
107
                {
108
                case 0: enabled[1]=1; enabled[2]=2; break;
109
                case 1: enabled[1]=0; enabled[2]=2; break;
110
                case 2: enabled[1]=0; enabled[2]=3; break;
111
                case 3: enabled[1]=1; enabled[2]=3; break;
112
                }
113
              break;
114
      }
115
    }
116
}
src/main/java/org/distorted/objects/RubikMovement.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 RubikMovement
29
  {
30
  private int mLastTouchedFace, mNumFaceAxis;
31
  private float[] mPoint, mCamera, mTouch;
32
  private float[] mPoint2D, mMove2D;
33
  private float[][][] mCastedRotAxis;
34
  private Static4D[][] mCastedRotAxis4D;
35
  private int[] mEnabledRotAxis;
36
  private float mDistanceCenterFace3D, mDistanceCenterFace2D;
37
  private Static3D[] mFaceAxis;
38

  
39
///////////////////////////////////////////////////////////////////////////////////////////////////
40

  
41
  abstract boolean isInsideFace(float[] point);
42
  abstract void computeEnabledAxis(int face, float[] touchPoint, int[] enabledAxis);
43

  
44
///////////////////////////////////////////////////////////////////////////////////////////////////
45

  
46
  RubikMovement(Static3D[] rotAxis, Static3D[] faceAxis, float distance3D, float distance2D)
47
    {
48
    mPoint = new float[3];
49
    mCamera= new float[3];
50
    mTouch = new float[3];
51

  
52
    mPoint2D = new float[2];
53
    mMove2D  = new float[2];
54

  
55
    mFaceAxis   = faceAxis;
56
    mNumFaceAxis= mFaceAxis.length;
57

  
58
    mEnabledRotAxis = new int[rotAxis.length+1];
59

  
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

  
63
    // mCastedRotAxis[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
    mCastedRotAxis   = new float[mNumFaceAxis][rotAxis.length][2];
66
    mCastedRotAxis4D = new Static4D[mNumFaceAxis][rotAxis.length];
67

  
68
    float fx,fy,fz,f;
69

  
70
    for( int casted=0; casted<rotAxis.length; casted++)
71
      {
72
      Static3D a = rotAxis[casted];
73
      mPoint[0]= a.get0();
74
      mPoint[1]= a.get1();
75
      mPoint[2]= a.get2();
76

  
77
      for( int face=0; face<mNumFaceAxis; face++)
78
        {
79
        convertTo2Dcoords( mPoint, mFaceAxis[face], mCastedRotAxis[face][casted]);
80
        normalize2D(mCastedRotAxis[face][casted]);
81

  
82
        fx = faceAxis[face].get0();
83
        fy = faceAxis[face].get1();
84
        fz = faceAxis[face].get2();
85
        f  = mPoint[0]*fx + mPoint[1]*fy + mPoint[2]*fz;
86
        mCastedRotAxis4D[face][casted] = new Static4D( mPoint[0]-f*fx, mPoint[1]-f*fy, mPoint[2]-f*fz, 0);
87
        }
88
      }
89
    }
90

  
91
///////////////////////////////////////////////////////////////////////////////////////////////////
92

  
93
  private void normalize2D(float[] vect)
94
    {
95
    float len = (float)Math.sqrt(vect[0]*vect[0] + vect[1]*vect[1]);
96
    vect[0] /= len;
97
    vect[1] /= len;
98
    }
99

  
100
///////////////////////////////////////////////////////////////////////////////////////////////////
101
// find the casted axis with which our move2D vector forms an angle closest to 90 deg.
102

  
103
  private int computeRotationIndex(int faceAxis, float[] move2D, int[] enabled)
104
    {
105
    float cosAngle, minCosAngle = Float.MAX_VALUE;
106
    int minIndex=-1, index;
107
    float m0 = move2D[0];
108
    float m1 = move2D[1];
109
    float len = (float)Math.sqrt(m0*m0 + m1*m1);
110

  
111
    if( len!=0.0f )
112
      {
113
      m0 /= len;
114
      m1 /= len;
115
      }
116
    else
117
      {
118
      m0 = 1.0f;  // arbitrarily
119
      m1 = 0.0f;  //
120
      }
121

  
122
    int numAxis = enabled[0];
123

  
124
    for(int axis=1; axis<=numAxis; axis++)
125
      {
126
      index = enabled[axis];
127
      cosAngle = m0*mCastedRotAxis[faceAxis][index][0] + m1*mCastedRotAxis[faceAxis][index][1];
128
      if( cosAngle<0 ) cosAngle = -cosAngle;
129

  
130
      if( cosAngle<minCosAngle )
131
        {
132
        minCosAngle=cosAngle;
133
        minIndex = index;
134
        }
135
      }
136

  
137
    return minIndex;
138
    }
139

  
140
///////////////////////////////////////////////////////////////////////////////////////////////////
141

  
142
  private float computeOffset(float[] point, float[] axis)
143
    {
144
    return point[0]*axis[0] + point[1]*axis[1] + mDistanceCenterFace2D;
145
    }
146

  
147
///////////////////////////////////////////////////////////////////////////////////////////////////
148

  
149
  private boolean faceIsVisible(Static3D faceAxis)
150
    {
151
    float castCameraOnAxis = mCamera[0]*faceAxis.get0() + mCamera[1]*faceAxis.get1() + mCamera[2]*faceAxis.get2();
152
    return castCameraOnAxis > mDistanceCenterFace3D;
153
    }
154

  
155
///////////////////////////////////////////////////////////////////////////////////////////////////
156
// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace,
157
// compute point 'output[]' which:
158
// 1) lies on a face of the Object, i.e. surface defined by (axis, distance from (0,0,0)) [and this
159
//    distance is +-mDistanceCenterFace, depending if it is the face on the left or the right end of
160
//    the axis] (lr=0 or 1, so (2lr-1)*mDistanceCenterFace)
161
// 2) is co-linear with mCamera and mPoint
162
//
163
// output = camera + alpha*(point-camera), where alpha = [dist-axis*camera] / [axis*(point-camera)]
164

  
165
  private void castTouchPointOntoFace(Static3D faceAxis, float[] output)
166
    {
167
    float d0 = mPoint[0]-mCamera[0];
168
    float d1 = mPoint[1]-mCamera[1];
169
    float d2 = mPoint[2]-mCamera[2];
170
    float a0 = faceAxis.get0();
171
    float a1 = faceAxis.get1();
172
    float a2 = faceAxis.get2();
173

  
174
    float denom = a0*d0 + a1*d1 + a2*d2;
175

  
176
    if( denom != 0.0f )
177
      {
178
      float axisCam = a0*mCamera[0] + a1*mCamera[1] + a2*mCamera[2];
179
      float distance = mDistanceCenterFace3D;
180
      float alpha = (distance-axisCam)/denom;
181

  
182
      output[0] = mCamera[0] + d0*alpha;
183
      output[1] = mCamera[1] + d1*alpha;
184
      output[2] = mCamera[2] + d2*alpha;
185
      }
186
    }
187

  
188
///////////////////////////////////////////////////////////////////////////////////////////////////
189
// Convert the 3D point3D into a 2D point on the same face surface, but in a different
190
// coordinate system: a in-plane 2D coord where the origin is in the point where the axis intersects
191
// the surface, and whose Y axis points 'north' i.e. is in the plane given by the 3D origin, the
192
// original 3D Y axis and our 2D in-plane origin.
193
// If those 3 points constitute a degenerate triangle which does not define a plane - which can only
194
// happen if axis is vertical (or in theory when 2D origin and 3D origin meet, but that would have to
195
// mean that the distance between the center of the Object and its faces is 0) - then we arbitrarily
196
// decide that 2D Y = (0,0,-1) in the North Pole and (0,0,1) in the South Pole)
197

  
198
  private void convertTo2Dcoords(float[] point3D, Static3D faceAxis, float[] output)
199
    {
200
    float y0,y1,y2; // base Y vector of the 2D coord system
201
    float a0 = faceAxis.get0();
202
    float a1 = faceAxis.get1();
203
    float a2 = faceAxis.get2();
204

  
205
    if( a0==0.0f && a2==0.0f )
206
      {
207
      y0=0; y1=0; y2=-a1;
208
      }
209
    else if( a1==0.0f )
210
      {
211
      y0=0; y1=1; y2=0;
212
      }
213
    else
214
      {
215
      float norm = (float)(-a1/Math.sqrt(1-a1*a1));
216
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
217
      }
218

  
219
    float x0 = y1*a2 - y2*a1;  //
220
    float x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
221
    float x2 = y0*a1 - y1*a0;  //
222

  
223
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
224

  
225
    float origin0 = originAlpha*a0; // coords of the point where axis
226
    float origin1 = originAlpha*a1; // intersects surface plane i.e.
227
    float origin2 = originAlpha*a2; // the origin of our 2D coord system
228

  
229
    float v0 = point3D[0] - origin0;
230
    float v1 = point3D[1] - origin1;
231
    float v2 = point3D[2] - origin2;
232

  
233
    output[0] = v0*x0 + v1*x1 + v2*x2;
234
    output[1] = v0*y0 + v1*y1 + v2*y2;
235
    }
236

  
237
///////////////////////////////////////////////////////////////////////////////////////////////////
238
// PUBLIC API
239
///////////////////////////////////////////////////////////////////////////////////////////////////
240

  
241
  public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera)
242
    {
243
    float objectRatio = RubikObject.getObjectRatio();
244

  
245
    mPoint[0]  = rotatedTouchPoint.get0()/objectRatio;
246
    mPoint[1]  = rotatedTouchPoint.get1()/objectRatio;
247
    mPoint[2]  = rotatedTouchPoint.get2()/objectRatio;
248

  
249
    mCamera[0] = rotatedCamera.get0()/objectRatio;
250
    mCamera[1] = rotatedCamera.get1()/objectRatio;
251
    mCamera[2] = rotatedCamera.get2()/objectRatio;
252

  
253
    for( mLastTouchedFace=0; mLastTouchedFace<mNumFaceAxis; mLastTouchedFace++)
254
      {
255
      if( faceIsVisible(mFaceAxis[mLastTouchedFace]) )
256
        {
257
        castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
258
        convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mPoint2D);
259
        if( isInsideFace(mPoint2D) ) return true;
260
        }
261
      }
262

  
263
    return false;
264
    }
265

  
266
///////////////////////////////////////////////////////////////////////////////////////////////////
267

  
268
  public Static2D newRotation(Static4D rotatedTouchPoint)
269
    {
270
    float objectRatio = RubikObject.getObjectRatio();
271

  
272
    mPoint[0] = rotatedTouchPoint.get0()/objectRatio;
273
    mPoint[1] = rotatedTouchPoint.get1()/objectRatio;
274
    mPoint[2] = rotatedTouchPoint.get2()/objectRatio;
275

  
276
    castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
277
    convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mMove2D);
278

  
279
    mMove2D[0] -= mPoint2D[0];
280
    mMove2D[1] -= mPoint2D[1];
281

  
282
    computeEnabledAxis(mLastTouchedFace, mPoint2D, mEnabledRotAxis);
283
    int rotIndex = computeRotationIndex(mLastTouchedFace, mMove2D, mEnabledRotAxis);
284
    float offset = computeOffset(mPoint2D, mCastedRotAxis[mLastTouchedFace][rotIndex]);
285

  
286
    return new Static2D(rotIndex,offset);
287
    }
288

  
289
///////////////////////////////////////////////////////////////////////////////////////////////////
290

  
291
  public Static4D getCastedRotAxis(int rotIndex)
292
    {
293
    return mCastedRotAxis4D[mLastTouchedFace][rotIndex];
294
    }
295

  
296
///////////////////////////////////////////////////////////////////////////////////////////////////
297

  
298
  public int getTouchedFace()
299
    {
300
    return mLastTouchedFace;
301
    }
302

  
303
///////////////////////////////////////////////////////////////////////////////////////////////////
304

  
305
  public float[] getTouchedPoint3D()
306
    {
307
    return mTouch;
308
    }
309
  }
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 RubikMovement
25
{
26
  RubikMovementCube()
27
    {
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

  
38
///////////////////////////////////////////////////////////////////////////////////////////////////
39

  
40
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
41
    {
42
    enabled[0] = 2;
43

  
44
    switch(face)
45
      {
46
      case 0:
47
      case 1: enabled[1]=1; enabled[2]=2; break;
48
      case 2:
49
      case 3: enabled[1]=0; enabled[2]=2; break;
50
      case 4:
51
      case 5: enabled[1]=0; enabled[2]=1; break;
52
      }
53
    }
54
}
src/main/java/org/distorted/objects/RubikMovementDiamond.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 RubikMovementDiamond extends RubikMovement
25
{
26
  RubikMovementDiamond()
27
    {
28
    super(RubikDiamond.ROT_AXIS, RubikDiamond.FACE_AXIS, 0.25f, 0.25f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
32
// _____________
33
// |  \  0  /  |
34
// |   \   /   |
35
// | 3 |   | 1 |
36
// |   /   \   |
37
// |  /  2  \  |
38
// -------------
39

  
40
  private int getQuarter(float[] touchPoint)
41
    {
42
    boolean p0 = touchPoint[1] >= touchPoint[0];
43
    boolean p1 = touchPoint[1] >=-touchPoint[0];
44

  
45
    if( p0 )  return p1 ? 0:3;
46
    else      return p1 ? 1:2;
47
    }
48

  
49
///////////////////////////////////////////////////////////////////////////////////////////////////
50

  
51
  boolean isInsideFace(float[] p)
52
    {
53
    return ( p[0]<=0.25f && p[0]>=-0.25f && p[1]<=0.25f && p[1]>=-0.25f );
54
    }
55

  
56
///////////////////////////////////////////////////////////////////////////////////////////////////
57

  
58
  void computeEnabledAxis(int face, float[] touchPoint, int[] enabled)
59
    {
60
    enabled[0] = 2;
61

  
62
    int quarter = getQuarter(touchPoint);
63

  
64
    switch(face)
65
      {
66
      case 0: switch(quarter)
67
                {
68
                case 0: enabled[1]=0; enabled[2]=1; break;
69
                case 1: enabled[1]=3; enabled[2]=1; break;
70
                case 2: enabled[1]=2; enabled[2]=3; break;
71
                case 3: enabled[1]=0; enabled[2]=2; break;
72
                }
73
              break;
74
      case 1: switch(quarter)
75
                {
76
                case 0: enabled[1]=2; enabled[2]=3; break;
77
                case 1: enabled[1]=3; enabled[2]=1; break;
78
                case 2: enabled[1]=0; enabled[2]=1; break;
79
                case 3: enabled[1]=0; enabled[2]=2; break;
80
                }
81
              break;
82
      case 2: switch(quarter)
83
                {
84
                case 0: enabled[1]=1; enabled[2]=2; break;
85
                case 1: enabled[1]=0; enabled[2]=1; break;
86
                case 2: enabled[1]=0; enabled[2]=3; break;
87
                case 3: enabled[1]=2; enabled[2]=3; break;
88
                }
89
              break;
90
      case 3: switch(quarter)
91
                {
92
                case 0: enabled[1]=1; enabled[2]=2; break;
93
                case 1: enabled[1]=2; enabled[2]=3; break;
94
                case 2: enabled[1]=0; enabled[2]=3; break;
95
                case 3: enabled[1]=0; enabled[2]=1; break;
96
                }
97
              break;
98
      case 4: switch(quarter)
99
                {
100
                case 0: enabled[1]=0; enabled[2]=3; break;
101
                case 1: enabled[1]=0; enabled[2]=2; break;
102
                case 2: enabled[1]=1; enabled[2]=2; break;
103
                case 3: enabled[1]=1; enabled[2]=3; break;
104
                }
105
              break;
106
      case 5: switch(quarter)
107
                {
108
                case 0: enabled[1]=1; enabled[2]=2; break;
109
                case 1: enabled[1]=0; enabled[2]=2; break;
110
                case 2: enabled[1]=0; enabled[2]=3; break;
111
                case 3: enabled[1]=1; enabled[2]=3; break;
112
                }
113
              break;
114
      }
115
    }
116
}
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 RubikMovement
25
{
26
  RubikMovementDino()
27
    {
28
    super(RubikDino.ROT_AXIS, RubikDino.FACE_AXIS, 0.5f, 0.5f);
29
    }
30

  
31
///////////////////////////////////////////////////////////////////////////////////////////////////
... This diff was truncated because it exceeds the maximum size that can be displayed.

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