Revision dd65ead3
Added by Leszek Koltunski over 5 years ago
| src/main/java/org/distorted/object/RubikCubeMovement.java | ||
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package org.distorted.object; |
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import org.distorted.library.type.Static2D; |
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import org.distorted.library.type.Static4D; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class RubikCubeMovement extends RubikObjectMovement |
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{
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private final static int LEFT = 0; // axisX left |
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private final static int RIGHT = 1; // axisX right |
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private final static int BOTTOM = 2; // axisY left |
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private final static int TOP = 3; // axisY right |
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private final static int BACK = 4; // axisZ left |
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private final static int FRONT = 5; // axisZ right |
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private static final int VECTX = 0; // |
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private static final int VECTY = 1; // don't change this |
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private static final int VECTZ = 2; // |
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private float[] mPoint, mCamera, mDiff, mTouch; |
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private int mRotationVect, mLastTouchedAxis, mLastTouchedLR; |
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private int mNumAxis, mNumFacesPerAxis; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private boolean isVertical(float x, float y) |
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{
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return (y>x) ? (y>=-x) : (y< -x); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int retFaceRotationSign(int axis, int lr) |
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{
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int face = axis*mNumFacesPerAxis + lr; |
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return (face==BACK || face==RIGHT || face==TOP) ? 1:-1; |
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} |
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RubikCubeMovement() |
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{
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super(3,2); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int retFaceXaxis(int axis)
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{
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return axis==0 ? VECTZ : VECTX;
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}
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private boolean isVertical(float x, float y)
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{
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return (y>x) ? (y>=-x) : (y< -x);
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private int retFaceYaxis(int axis) |
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{
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return axis==1 ? VECTZ : VECTY; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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private boolean faceIsVisible(int axis, int lr) |
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{
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return (lr==0 ? -1:1)*mCamera[axis] > 0.5f; |
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} |
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boolean faceIsVisible(int axis, int lr) |
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{
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return (2*lr-1)*mCamera[axis] > 0.5f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// given precomputed mCamera and mPoint, respectively camera and touch point positions in ScreenSpace, |
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// cast this touch point onto the surface defined by the 'face' and write the cast coords to 'output'. |
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// Center of the 'face' = (0,0), third coord always +- cubeHalfSize. |
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private void castTouchPointOntoFace(int axis, int lr, float[] output)
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{
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float diff = mPoint[axis]-mCamera[axis];
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float ratio = diff!=0.0f ? ( (lr-0.5f)-mCamera[axis])/diff : 0.0f;
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void castTouchPointOntoFace(int axis, int lr, float[] output) |
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{
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float diff = mPoint[axis]-mCamera[axis]; |
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float ratio= diff!=0.0f ? ((lr-0.5f)-mCamera[axis])/diff : 0.0f;
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output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0];
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output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1];
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output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2];
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}
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output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0]; |
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output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1]; |
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output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikCubeMovement() |
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void fillPossibleRotations(int axis, int[] output) |
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{
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switch(axis) |
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{
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mPoint = new float[3]; |
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mCamera= new float[3]; |
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mDiff = new float[3]; |
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mTouch = new float[3]; |
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mNumAxis = RubikCube.AXIS.length; |
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mNumFacesPerAxis = RubikCube.FACE_COLORS.length / mNumAxis; |
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case 0: output[0]=2; output[1]=1; break; // (Z,Y) when looking at LEFT or RIGHT |
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case 1: output[0]=0; output[1]=2; break; // (X,Z) when looking at BOTTOM or TOP |
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case 2: output[0]=0; output[1]=1; break; // (X,Y) when looking at FRONT or BACK |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera) |
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[0] = rotatedCamera.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[1] = rotatedCamera.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[2] = rotatedCamera.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++) |
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{
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for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++) |
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{
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if( faceIsVisible(mLastTouchedAxis, mLastTouchedLR) ) |
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{
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mTouch); |
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if( mTouch[0]<=0.5f && mTouch[0]>=-0.5f && |
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mTouch[1]<=0.5f && mTouch[1]>=-0.5f && |
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mTouch[2]<=0.5f && mTouch[2]>=-0.5f ) return true; |
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} |
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} |
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} |
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return false; |
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} |
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boolean isInsideFace(float[] p) |
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{
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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 ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public Static2D newRotation(Static4D rotatedTouchPoint) |
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mDiff); |
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mDiff[0] -= mTouch[0]; |
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mDiff[1] -= mTouch[1]; |
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mDiff[2] -= mTouch[2]; |
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int xAxis = retFaceXaxis(mLastTouchedAxis); |
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int yAxis = retFaceYaxis(mLastTouchedAxis); |
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mRotationVect = (isVertical( mDiff[xAxis], mDiff[yAxis]) ? xAxis : yAxis); |
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float offset= mTouch[mRotationVect]+0.5f; |
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mTouch[0] = mPoint[0]; |
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mTouch[1] = mPoint[1]; |
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mTouch[2] = mPoint[2]; |
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return new Static2D(mRotationVect,offset); |
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} |
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float fillUpRotationVectAndOffset(float[] v, int[] possible) |
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{
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mRotationVect = isVertical(v[possible[0]],v[possible[1]]) ? possible[0] : possible[1]; |
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return mTouch[mRotationVect]+0.5f; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float continueRotation(Static4D rotatedTouchPoint) |
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{
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mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[0]; |
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mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[1]; |
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mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[2]; |
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int xAxis= retFaceXaxis(mLastTouchedAxis); |
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int yAxis= retFaceYaxis(mLastTouchedAxis); |
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int sign = retFaceRotationSign(mLastTouchedAxis, mLastTouchedLR); |
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float angle = (mRotationVect==xAxis ? mDiff[yAxis] : -mDiff[xAxis]); |
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return sign*angle*0.5f; |
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} |
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float returnAngle(float[] v, int[] possible) |
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{
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float angle= (mRotationVect==possible[0] ? v[possible[1]] : -v[possible[0]]); |
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if( mLastTouchedAxis==2 ) angle = -angle; |
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return angle; |
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} |
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} |
| src/main/java/org/distorted/object/RubikObjectMovement.java | ||
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public abstract class RubikObjectMovement |
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{
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public abstract boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera); |
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public abstract Static2D newRotation(Static4D rotatedTouchPoint); |
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public abstract float continueRotation(Static4D rotatedTouchPoint); |
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float[] mPoint, mCamera, mTouch; |
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int mRotationVect, mLastTouchedAxis; |
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private float[] mDiff; |
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private int mLastTouchedLR; |
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private int mNumAxis, mNumFacesPerAxis; |
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private int[] mPossible; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract boolean faceIsVisible(int axis, int lr); |
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abstract void castTouchPointOntoFace(int axis, int lr, float[] output); |
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abstract boolean isInsideFace(float[] point); |
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abstract void fillPossibleRotations(int axis, int[] output); |
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abstract float fillUpRotationVectAndOffset(float[] vect, int[] possible); |
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abstract float returnAngle(float[] vect, int[] possible); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikObjectMovement(int numAxis, int numFacesPerAxis) |
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{
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mPoint = new float[3]; |
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mCamera= new float[3]; |
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mDiff = new float[3]; |
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mTouch = new float[3]; |
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mNumAxis = numAxis; |
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mNumFacesPerAxis = numFacesPerAxis; |
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mPossible = new int[mNumAxis-1]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera) |
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[0] = rotatedCamera.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[1] = rotatedCamera.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mCamera[2] = rotatedCamera.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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for( mLastTouchedAxis=0; mLastTouchedAxis<mNumAxis; mLastTouchedAxis++) |
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{
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for( mLastTouchedLR=0; mLastTouchedLR<mNumFacesPerAxis; mLastTouchedLR++) |
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{
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if( faceIsVisible(mLastTouchedAxis, mLastTouchedLR) ) |
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{
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mTouch); |
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if( isInsideFace(mTouch) ) |
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{
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fillPossibleRotations(mLastTouchedAxis, mPossible); |
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return true; |
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} |
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} |
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} |
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} |
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return false; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public Static2D newRotation(Static4D rotatedTouchPoint) |
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{
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mPoint[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO; |
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mPoint[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO; |
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castTouchPointOntoFace(mLastTouchedAxis, mLastTouchedLR, mDiff); |
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mDiff[0] -= mTouch[0]; |
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mDiff[1] -= mTouch[1]; |
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mDiff[2] -= mTouch[2]; |
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float offset = fillUpRotationVectAndOffset(mDiff, mPossible); |
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mTouch[0] = mPoint[0]; |
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mTouch[1] = mPoint[1]; |
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mTouch[2] = mPoint[2]; |
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return new Static2D(mRotationVect,offset); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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public float continueRotation(Static4D rotatedTouchPoint) |
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{
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mDiff[0] = rotatedTouchPoint.get0()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[0]; |
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mDiff[1] = rotatedTouchPoint.get1()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[1]; |
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mDiff[2] = rotatedTouchPoint.get2()/RubikObject.OBJECT_SCREEN_RATIO - mTouch[2]; |
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return (mLastTouchedLR-0.5f)*returnAngle(mDiff, mPossible); |
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} |
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} |
| src/main/java/org/distorted/object/RubikPyraminxMovement.java | ||
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package org.distorted.object; |
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import org.distorted.library.type.Static2D; |
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import org.distorted.library.type.Static4D; |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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class RubikPyraminxMovement extends RubikObjectMovement |
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{
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private static final float SQ2 = (float)Math.sqrt(2); |
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private static final float SQ3 = (float)Math.sqrt(3); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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RubikPyraminxMovement() |
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{
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RubikPyraminxMovement() |
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{
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super(4,1); |
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} |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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boolean faceIsVisible(int axis, int lr) |
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{
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return mCamera[axis] < -SQ2*SQ3/12; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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// TODO |
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void castTouchPointOntoFace(int axis, int lr, float[] output) |
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{
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/* |
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float diff = mPoint[axis]-mCamera[axis]; |
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float ratio= diff!=0.0f ? ((lr-0.5f)-mCamera[axis])/diff : 0.0f; |
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output[0] = (mPoint[0]-mCamera[0])*ratio + mCamera[0]; |
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output[1] = (mPoint[1]-mCamera[1])*ratio + mCamera[1]; |
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output[2] = (mPoint[2]-mCamera[2])*ratio + mCamera[2]; |
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*/ |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// ( 0, 1, 0 ) BOTTOM |
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// ( 0, -1.0f/3, 2*SQ2/3 ) BACK |
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// (-SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) LEFT |
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// ( SQ2*SQ3/3, -1.0f/3, -SQ2/3 ) RIGHT |
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public boolean faceTouched(Static4D rotatedTouchPoint, Static4D rotatedCamera) |
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void fillPossibleRotations(int axis, int[] output) |
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{
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switch(axis) |
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{
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return false; |
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case 0: output[0]=3; output[1]=1; output[2]=2; break; // (RIGHT,BACK,LEFT) when looking at BOTTOM |
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case 1: output[0]=2; output[1]=0; output[2]=3; break; // (LEFT,BOTTOM,RIGHT) when looking at BACK |
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case 2: output[0]=3; output[1]=0; output[2]=1; break; // (RIGHT,BOTTOM,BACK) when looking at LEFT |
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case 3: output[0]=1; output[1]=0; output[2]=2; break; // (BACK,BOTTOM,LEFT) when looking at RIGHT |
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} |
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} |
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| 45 | 74 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// TODO |
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public Static2D newRotation(Static4D rotatedTouchPoint)
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{
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return null;
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}
|
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boolean isInsideFace(float[] p)
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{
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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 );
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// TODO |
|
| 54 | 85 |
|
| 55 |
public float continueRotation(Static4D rotatedTouchPoint) |
|
| 56 |
{
|
|
| 57 |
return 0.0f; |
|
| 58 |
} |
|
| 86 |
float fillUpRotationVectAndOffset(float[] v, int[] possible) |
|
| 87 |
{
|
|
| 88 |
//mRotationVect = isVertical(v[possible[0]],v[possible[1]]) ? possible[0] : possible[1]; |
|
| 89 |
//return mTouch[mRotationVect]+0.5f; |
|
| 90 |
|
|
| 91 |
return 0; |
|
| 92 |
} |
|
| 93 |
|
|
| 94 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 95 |
// TODO |
|
| 96 |
|
|
| 97 |
float returnAngle(float[] v, int[] possible) |
|
| 98 |
{
|
|
| 99 |
/* |
|
| 100 |
float angle= (mRotationVect==possible[0] ? v[possible[1]] : -v[possible[0]]); |
|
| 101 |
if( mLastTouchedAxis==2 ) angle = -angle; |
|
| 102 |
return angle; |
|
| 103 |
*/ |
|
| 104 |
|
|
| 105 |
return 0; |
|
| 106 |
} |
|
| 59 | 107 |
} |
Also available in: Unified diff
Big progress with generalizing the Movement classes.