Project

General

Profile

Download (14.6 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / Cubit.java @ f8ce34ab

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2019 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 android.content.SharedPreferences;
23

    
24
import com.google.firebase.crashlytics.FirebaseCrashlytics;
25

    
26
import org.distorted.library.effect.MatrixEffectMove;
27
import org.distorted.library.effect.MatrixEffectQuaternion;
28
import org.distorted.library.effect.MatrixEffectRotate;
29
import org.distorted.library.main.DistortedEffects;
30
import org.distorted.library.main.DistortedNode;
31
import org.distorted.library.mesh.MeshBase;
32
import org.distorted.library.message.EffectListener;
33
import org.distorted.library.type.Dynamic1D;
34
import org.distorted.library.type.Static1D;
35
import org.distorted.library.type.Static3D;
36
import org.distorted.library.type.Static4D;
37
import org.distorted.main.RubikSurfaceView;
38

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

    
41
class Cubit
42
  {
43
  private static final int POST_ROTATION_MILLISEC = 500;
44
  private static final Static3D matrCenter = new Static3D(0,0,0);
45

    
46
  private final Static3D mOrigPosition;
47

    
48
  private RubikObject mParent;
49
  private MeshBase mMesh;
50
  private Static3D mRotationAxis;
51
  private MatrixEffectRotate mRotateEffect;
52
  private Static3D mCurrentPosition;
53
  private int mNumAxis;
54
  private Dynamic1D mRotationAngle;
55

    
56
  DistortedNode mNode;
57
  DistortedEffects mEffect;
58
  Static4D mQuatScramble;
59
  float[] mRotationRow;
60

    
61
///////////////////////////////////////////////////////////////////////////////////////////////////
62
// Because of quatMultiplication, errors can accumulate - so to avoid this, we
63
// correct the value of the 'scramble' quat to what it should be - one of the legal quats from the
64
// list LEGAL_QUATS.
65
//
66
// We also have to remember that the group of unit quaternions is a double-cover of rotations
67
// in 3D ( q represents the same rotation as -q ) - so invert if needed.
68

    
69
  private void normalizeScrambleQuat(Static4D quat)
70
    {
71
    final float MAX_ERROR = 0.0001f;
72

    
73
    float x = quat.get0();
74
    float y = quat.get1();
75
    float z = quat.get2();
76
    float w = quat.get3();
77
    float diff;
78

    
79
    for(float legal: mParent.LEGAL_QUATS)
80
      {
81
      diff = x-legal;
82
      if( diff*diff<MAX_ERROR ) x = legal;
83
      diff = y-legal;
84
      if( diff*diff<MAX_ERROR ) y = legal;
85
      diff = z-legal;
86
      if( diff*diff<MAX_ERROR ) z = legal;
87
      diff = w-legal;
88
      if( diff*diff<MAX_ERROR ) w = legal;
89
      }
90

    
91
    if( w<0 )
92
      {
93
      w = -w;
94
      z = -z;
95
      y = -y;
96
      x = -x;
97
      }
98
    else if( w==0 )
99
      {
100
      if( z<0 )
101
        {
102
        z = -z;
103
        y = -y;
104
        x = -x;
105
        }
106
      else if( z==0 )
107
        {
108
        if( y<0 )
109
          {
110
          y = -y;
111
          x = -x;
112
          }
113
        else if( y==0 )
114
          {
115
          if( x<0 )
116
            {
117
            x = -x;
118
            }
119
          }
120
        }
121
      }
122

    
123
    quat.set(x,y,z,w);
124
    }
125

    
126
///////////////////////////////////////////////////////////////////////////////////////////////////
127

    
128
  private void modifyCurrentPosition(Static4D quat)
129
    {
130
    float cubitCenterX = mCurrentPosition.get0();
131
    float cubitCenterY = mCurrentPosition.get1();
132
    float cubitCenterZ = mCurrentPosition.get2();
133

    
134
    Static4D cubitCenter =  new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
135
    Static4D rotatedCenter = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
136

    
137
    float rotatedX = rotatedCenter.get0();
138
    float rotatedY = rotatedCenter.get1();
139
    float rotatedZ = rotatedCenter.get2();
140

    
141
    mCurrentPosition.set(rotatedX, rotatedY, rotatedZ);
142
    mParent.clampPos(mCurrentPosition);
143

    
144
    computeRotationRow();
145
    }
146

    
147
///////////////////////////////////////////////////////////////////////////////////////////////////
148
// cast current position on axis; use mStart and mStep to compute the rotation row for each axis.
149

    
150
  private void computeRotationRow()
151
    {
152
    float tmp;
153
    Static3D axis;
154
    float x = mCurrentPosition.get0();
155
    float y = mCurrentPosition.get1();
156
    float z = mCurrentPosition.get2();
157

    
158
    for(int i=0; i<mNumAxis; i++)
159
      {
160
      axis = mParent.ROTATION_AXIS[i];
161
      tmp = x*axis.get0() + y*axis.get1() + z*axis.get2();
162
      mRotationRow[i] = (tmp-mParent.mStart)/mParent.mStep;
163
      }
164
    }
165

    
166
///////////////////////////////////////////////////////////////////////////////////////////////////
167

    
168
  Cubit(RubikObject parent, MeshBase mesh, Static3D position)
169
    {
170
    float x = position.get0();
171
    float y = position.get1();
172
    float z = position.get2();
173

    
174
    Static3D vector = new Static3D(x,y,z);
175

    
176
    mParent          = parent;
177
    mMesh            = mesh;
178
    mOrigPosition    = new Static3D(x,y,z);
179
    mQuatScramble    = new Static4D(0,0,0,1);
180
    mRotationAngle   = new Dynamic1D();
181
    mRotationAxis    = new Static3D(1,0,0);
182
    mCurrentPosition = position;
183
    mRotateEffect    = new MatrixEffectRotate(mRotationAngle, mRotationAxis, matrCenter);
184

    
185
    mNumAxis     = mParent.ROTATION_AXIS.length;
186
    mRotationRow = new float[mNumAxis];
187
    computeRotationRow();
188

    
189
    mEffect = new DistortedEffects();
190
    mEffect.apply(mParent.mSinkEffect);
191
    mEffect.apply( new MatrixEffectMove(vector) );
192
    mEffect.apply( new MatrixEffectQuaternion(mQuatScramble, matrCenter));
193
    mEffect.apply(mRotateEffect);
194
    mEffect.apply(mParent.mQuatAEffect);
195
    mEffect.apply(mParent.mQuatCEffect);
196
    mEffect.apply(mParent.mScaleEffect);
197

    
198
    mNode = new DistortedNode(mParent.mTexture,mEffect,mMesh);
199
    }
200

    
201
///////////////////////////////////////////////////////////////////////////////////////////////////
202

    
203
  void savePreferences(SharedPreferences.Editor editor)
204
    {
205
    String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
206

    
207
    editor.putFloat("qx_"+number, mQuatScramble.get0());
208
    editor.putFloat("qy_"+number, mQuatScramble.get1());
209
    editor.putFloat("qz_"+number, mQuatScramble.get2());
210
    editor.putFloat("qw_"+number, mQuatScramble.get3());
211
    }
212

    
213
///////////////////////////////////////////////////////////////////////////////////////////////////
214

    
215
  void restorePreferences(SharedPreferences preferences)
216
    {
217
    String number = mOrigPosition.get0()+"_"+mOrigPosition.get1()+"_"+mOrigPosition.get2();
218

    
219
    float qx = preferences.getFloat("qx_"+number, 0.0f);
220
    float qy = preferences.getFloat("qy_"+number, 0.0f);
221
    float qz = preferences.getFloat("qz_"+number, 0.0f);
222
    float qw = preferences.getFloat("qw_"+number, 1.0f);
223

    
224
    mQuatScramble.set(qx,qy,qz,qw);
225
    modifyCurrentPosition(mQuatScramble);
226
    }
227

    
228
///////////////////////////////////////////////////////////////////////////////////////////////////
229
// return if the Cubit, when rotated with its own mQuatScramble, would have looked any different
230
// then if it were rotated by quaternion 'quat'.
231
// No it is not so simple as the quats need to be the same - imagine a 4x4x4 cube where the two
232
// middle squares get interchanged. No visible difference!
233
//
234
// So: this is true iff the cubit
235
// a) is a corner or edge and the quaternions are the same
236
// b) is inside one of the faces and after rotations by both quats it ends up on the same face.
237

    
238
  boolean thereIsNoVisibleDifference(Static4D quat)
239
    {
240
    if ( mQuatScramble.get0()==quat.get0() &&
241
         mQuatScramble.get1()==quat.get1() &&
242
         mQuatScramble.get2()==quat.get2() &&
243
         mQuatScramble.get3()==quat.get3()  ) return true;
244

    
245
    int belongsToHowManyFaces = 0;
246
    int size = mParent.getSize()-1;
247
    float row;
248
    final float MAX_ERROR = 0.01f;
249

    
250
    for(int i=0; i<mNumAxis; i++)
251
      {
252
      row = mRotationRow[i];
253
      if( (row     <MAX_ERROR && row     >-MAX_ERROR) ||
254
          (row-size<MAX_ERROR && row-size>-MAX_ERROR)  ) belongsToHowManyFaces++;
255
      }
256

    
257
    switch(belongsToHowManyFaces)
258
      {
259
      case 0 : return true ;  // 'inside' cubit that does not lie on any face
260
      case 1 :                // cubit that lies inside one of the faces
261
               float cubitCenterX = mCurrentPosition.get0();
262
               float cubitCenterY = mCurrentPosition.get1();
263
               float cubitCenterZ = mCurrentPosition.get2();
264

    
265
               Static4D cubitCenter = new Static4D(cubitCenterX, cubitCenterY, cubitCenterZ, 0);
266
               Static4D rotated1 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, quat);
267
               Static4D rotated2 = RubikSurfaceView.rotateVectorByQuat( cubitCenter, mQuatScramble );
268

    
269
               float row1, row2, row3, row4;
270
               float ax,ay,az;
271
               Static3D axis;
272
               float x1 = rotated1.get0();
273
               float y1 = rotated1.get1();
274
               float z1 = rotated1.get2();
275
               float x2 = rotated2.get0();
276
               float y2 = rotated2.get1();
277
               float z2 = rotated2.get2();
278

    
279
               for(int i=0; i<mNumAxis; i++)
280
                 {
281
                 axis = mParent.ROTATION_AXIS[i];
282
                 ax = axis.get0();
283
                 ay = axis.get1();
284
                 az = axis.get2();
285

    
286
                 row1 = ((x1*ax + y1*ay + z1*az) - mParent.mStart) / mParent.mStep;
287
                 row2 = ((x2*ax + y2*ay + z2*az) - mParent.mStart) / mParent.mStep;
288
                 row3 = row1 - size;
289
                 row4 = row2 - size;
290

    
291
                 if( (row1<MAX_ERROR && row1>-MAX_ERROR && row2<MAX_ERROR && row2>-MAX_ERROR) ||
292
                     (row3<MAX_ERROR && row3>-MAX_ERROR && row4<MAX_ERROR && row4>-MAX_ERROR)  )
293
                   {
294
                   return true;
295
                   }
296
                 }
297
               return false;
298
      default: return false;  // edge or corner
299
      }
300
    }
301

    
302
///////////////////////////////////////////////////////////////////////////////////////////////////
303

    
304
  void removeRotationNow(Static4D quat)
305
    {
306
    mRotationAngle.removeAll();
307
    mQuatScramble.set(RubikSurfaceView.quatMultiply(quat,mQuatScramble));
308
    normalizeScrambleQuat( mQuatScramble );
309
    modifyCurrentPosition(quat);
310
    }
311

    
312
///////////////////////////////////////////////////////////////////////////////////////////////////
313

    
314
  void beginNewRotation(int axis)
315
    {
316
    mRotationAxis.set( mParent.ROTATION_AXIS[axis] );
317
    mRotationAngle.add(mParent.mRotationAngleStatic);
318
    }
319

    
320
///////////////////////////////////////////////////////////////////////////////////////////////////
321

    
322
  void addNewRotation(int axis, long durationMillis, int angle)
323
    {
324
    mRotationAxis.set( mParent.ROTATION_AXIS[axis] );
325
    mRotationAngle.setDuration(durationMillis);
326
    mRotationAngle.resetToBeginning();
327
    mRotationAngle.add(new Static1D(0));
328
    mRotationAngle.add(new Static1D(angle));
329
    }
330

    
331
///////////////////////////////////////////////////////////////////////////////////////////////////
332

    
333
  void resetRotationAngle()
334
    {
335
    mRotationAngle.setDuration(POST_ROTATION_MILLISEC);
336
    mRotationAngle.resetToBeginning();
337
    mRotationAngle.removeAll();
338
    mRotationAngle.add(mParent.mRotationAngleStatic);
339
    mRotationAngle.add(mParent.mRotationAngleMiddle);
340
    mRotationAngle.add(mParent.mRotationAngleFinal);
341
    }
342

    
343
///////////////////////////////////////////////////////////////////////////////////////////////////
344

    
345
  float getAngle()
346
    {
347
    int pointNum = mRotationAngle.getNumPoints();
348

    
349
    if( pointNum>=1 )
350
      {
351
      return mRotationAngle.getPoint(pointNum-1).get0();
352
      }
353
    else
354
      {
355
      FirebaseCrashlytics crashlytics = FirebaseCrashlytics.getInstance();
356
      crashlytics.setCustomKey("getAngle", "points in RotationAngle: "+pointNum );
357
      crashlytics.log("points in RotationAngle: "+pointNum);
358
      return 0;
359
      }
360
    }
361

    
362
///////////////////////////////////////////////////////////////////////////////////////////////////
363
// all DistortedTextures, DistortedNodes, DistortedFramebuffers, DistortedScreens and all types of
364
// Meshes HAVE TO be markedForDeletion when they are no longer needed- otherwise we have a major
365
// memory leak.
366

    
367
  void releaseResources()
368
    {
369
    mMesh.markForDeletion();
370
    mNode.markForDeletion();
371
    }
372

    
373
///////////////////////////////////////////////////////////////////////////////////////////////////
374

    
375
  void solve()
376
    {
377
    mQuatScramble.set(0,0,0,1);
378
    mCurrentPosition.set(mOrigPosition);
379
    computeRotationRow();
380
    }
381

    
382
///////////////////////////////////////////////////////////////////////////////////////////////////
383

    
384
  long setUpCallback(EffectListener listener)
385
    {
386
    mRotateEffect.notifyWhenFinished(listener);
387
    return mRotateEffect.getID();
388
    }
389

    
390
///////////////////////////////////////////////////////////////////////////////////////////////////
391

    
392
  float getDistSquared(float[] point)
393
    {
394
    float dx = mCurrentPosition.get0() - point[0];
395
    float dy = mCurrentPosition.get1() - point[1];
396
    float dz = mCurrentPosition.get2() - point[2];
397

    
398
    return dx*dx + dy*dy + dz*dz;
399
    }
400

    
401
///////////////////////////////////////////////////////////////////////////////////////////////////
402

    
403
  int getColorIndex(int face)
404
    {
405
    Static4D texMap = mMesh.getTextureMap(face);
406
    return (int)(texMap.get0() / texMap.get2());
407
    }
408

    
409
///////////////////////////////////////////////////////////////////////////////////////////////////
410

    
411
  MeshBase getMesh()
412
    {
413
    return mMesh;
414
    }
415
}
(1-1/8)