Revision fb377dae
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/objects/RubikMovement.java | ||
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public abstract class RubikMovement |
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{ |
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private int mLastTouchedAxis; |
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private int mLastTouchedFace, mNumFaceAxis;
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private float[] mPoint, mCamera, mTouch; |
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private float[] mPoint2D, mMove2D; |
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private float[][][] mCastAxis; |
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private int mNumRotAxis, mNumFaceAxis;
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private int[] mEnabledRotAxis;
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private float mDistanceCenterFace3D, mDistanceCenterFace2D; |
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private Static3D[] mFaceAxis; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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abstract boolean isInsideFace(float[] point); |
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abstract void computeEnabledAxis(int face, float[] touchPoint, int[] enabledAxis); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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mPoint2D = new float[2]; |
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mMove2D = new float[2]; |
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mNumRotAxis = rotAxis.length; |
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mFaceAxis = faceAxis; |
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mNumFaceAxis= mFaceAxis.length; |
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mEnabledRotAxis = new int[rotAxis.length+1]; |
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mDistanceCenterFace3D = distance3D; // distance from the center of the object to each of its faces |
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mDistanceCenterFace2D = distance2D; // distance from the center of a face to its edge |
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// mCastAxis[1][2]{0,1} are the 2D coords of the 2nd axis cast onto the face defined by the |
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// 1st pair (axis,lr) |
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mCastAxis = new float[mNumFaceAxis][mNumRotAxis][2];
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mCastAxis = new float[mNumFaceAxis][rotAxis.length][2];
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for( int casted=0; casted<mNumRotAxis; casted++)
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for( int casted=0; casted<rotAxis.length; casted++)
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{ |
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Static3D a = rotAxis[casted]; |
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mPoint[0]= a.get0(); |
... | ... | |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// find the casted axis with which our move2D vector forms an angle closest to 90 deg. |
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private int computeRotationIndex(int faceAxis, float[] move2D) |
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private int computeRotationIndex(int faceAxis, float[] move2D, int[] enabled)
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{ |
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float cosAngle, minCosAngle = Float.MAX_VALUE; |
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int minIndex=-1; |
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int minIndex=-1, index;
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float m0 = move2D[0]; |
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float m1 = move2D[1]; |
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float len = (float)Math.sqrt(m0*m0 + m1*m1); |
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float x,y; |
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if( len!=0.0f ) |
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{ |
... | ... | |
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m1 = 0.0f; // |
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} |
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for(int rotAxis=0; rotAxis<mNumRotAxis; rotAxis++) |
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int numAxis = enabled[0]; |
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for(int axis=1; axis<=numAxis; axis++) |
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{ |
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x = mCastAxis[faceAxis][rotAxis][0]; |
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y = mCastAxis[faceAxis][rotAxis][1]; |
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index = enabled[axis]; |
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cosAngle = m0*mCastAxis[faceAxis][index][0] + m1*mCastAxis[faceAxis][index][1]; |
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if( cosAngle<0 ) cosAngle = -cosAngle; |
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if( x*x + y*y > 0.01f )
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if( cosAngle<minCosAngle )
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{ |
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cosAngle = m0*x + m1*y; |
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if( cosAngle<0 ) cosAngle = -cosAngle; |
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if( cosAngle<minCosAngle ) |
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{ |
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minCosAngle=cosAngle; |
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minIndex = rotAxis; |
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} |
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minCosAngle=cosAngle; |
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minIndex = index; |
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} |
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} |
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... | ... | |
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mCamera[1] = rotatedCamera.get1()/objectRatio; |
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mCamera[2] = rotatedCamera.get2()/objectRatio; |
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for( mLastTouchedAxis=0; mLastTouchedAxis<mNumFaceAxis; mLastTouchedAxis++)
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for( mLastTouchedFace=0; mLastTouchedFace<mNumFaceAxis; mLastTouchedFace++)
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{ |
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if( faceIsVisible(mFaceAxis[mLastTouchedAxis]) )
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if( faceIsVisible(mFaceAxis[mLastTouchedFace]) )
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{ |
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castTouchPointOntoFace(mFaceAxis[mLastTouchedAxis], mTouch);
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convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedAxis], mPoint2D);
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castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
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convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mPoint2D);
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if( isInsideFace(mPoint2D) ) return true; |
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} |
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} |
... | ... | |
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mPoint[1] = rotatedTouchPoint.get1()/objectRatio; |
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mPoint[2] = rotatedTouchPoint.get2()/objectRatio; |
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castTouchPointOntoFace(mFaceAxis[mLastTouchedAxis], mTouch);
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convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedAxis], mMove2D);
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castTouchPointOntoFace(mFaceAxis[mLastTouchedFace], mTouch);
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convertTo2Dcoords(mTouch, mFaceAxis[mLastTouchedFace], mMove2D);
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mMove2D[0] -= mPoint2D[0]; |
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mMove2D[1] -= mPoint2D[1]; |
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int rotIndex = computeRotationIndex(mLastTouchedAxis, mMove2D); |
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float offset = computeOffset(mPoint2D, mCastAxis[mLastTouchedAxis][rotIndex]); |
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computeEnabledAxis(mLastTouchedFace, mPoint2D, mEnabledRotAxis); |
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int rotIndex = computeRotationIndex(mLastTouchedFace, mMove2D, mEnabledRotAxis); |
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float offset = computeOffset(mPoint2D, mCastAxis[mLastTouchedFace][rotIndex]); |
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return new Static2D(rotIndex,offset); |
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} |
... | ... | |
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public int getTouchedFace() |
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{ |
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return mLastTouchedAxis;
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return mLastTouchedFace;
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
Major progress with Dino; rotations (almost?) work now.