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Revision 348dfe69

Added by Leszek Koltunski over 4 years ago

Adjustment to Static's API.

View differences:

src/main/java/org/distorted/magic/RubikSurfaceView.java
73 73

  
74 74
    public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
75 75
      {
76
      float qx = quat1.get1();
77
      float qy = quat1.get2();
78
      float qz = quat1.get3();
79
      float qw = quat1.get4();
76
      float qx = quat1.get0();
77
      float qy = quat1.get1();
78
      float qz = quat1.get2();
79
      float qw = quat1.get3();
80 80

  
81
      float rx = quat2.get1();
82
      float ry = quat2.get2();
83
      float rz = quat2.get3();
84
      float rw = quat2.get4();
81
      float rx = quat2.get0();
82
      float ry = quat2.get1();
83
      float rz = quat2.get2();
84
      float rw = quat2.get3();
85 85

  
86 86
      float tx = rw*qx - rz*qy + ry*qz + rx*qw;
87 87
      float ty = rw*qy + rz*qx + ry*qw - rx*qz;
......
96 96

  
97 97
    public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
98 98
      {
99
      float qx = quat.get1();
100
      float qy = quat.get2();
101
      float qz = quat.get3();
102
      float qw = quat.get4();
99
      float qx = quat.get0();
100
      float qy = quat.get1();
101
      float qz = quat.get2();
102
      float qw = quat.get3();
103 103

  
104 104
      Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
105 105
      Static4D tmp = quatMultiply(quat,vector);
......
112 112

  
113 113
    public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
114 114
      {
115
      float qx = quat.get1();
116
      float qy = quat.get2();
117
      float qz = quat.get3();
118
      float qw = quat.get4();
115
      float qx = quat.get0();
116
      float qy = quat.get1();
117
      float qz = quat.get2();
118
      float qw = quat.get3();
119 119

  
120 120
      Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
121 121
      Static4D tmp = quatMultiply(quatInverted,vector);
......
393 393
                                           Static2D rot = mMovement.newRotation(rotatedTouchPoint2);
394 394
                                           RubikCube cube = mRenderer.getCube();
395 395

  
396
                                           cube.addNewRotation( (int)rot.get1(), (int)(cube.getSize()*rot.get2()) );
396
                                           cube.addNewRotation( (int)rot.get0(), (int)(cube.getSize()*rot.get1()) );
397 397

  
398 398
                                           mBeginningRotation = false;
399 399
                                           mContinuingRotation= true;

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