Revision dd65ead3
Added by Leszek Koltunski about 4 years ago
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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} |
Also available in: Unified diff
Big progress with generalizing the Movement classes.