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Revision cad4b4d6

Added by Leszek Koltunski over 4 years ago

Progress with object Movement. Looks like detecting which face got touched and where (in 2D in-face surface coordinates) does work now.

View differences:

src/main/java/org/distorted/object/RubikObjectMovement.java
114 114

  
115 115
  private void convertTo2Dcoords(float[] point3D, Static3D axis, int lr, float[] output)
116 116
    {
117
    float y0,y1,y2, x0,x1,x2;  // base X and Y vectors of the 2D coord system
117
    float y0,y1,y2; // base Y vector of the 2D coord system
118 118
    float a0 = axis.get0();
119 119
    float a1 = axis.get1();
120 120
    float a2 = axis.get2();
......
138 138
      y0 = norm*a0; y1= norm*(a1-1/a1); y2=norm*a2;
139 139
      }
140 140

  
141
    x0 = y1*a2 - y2*a1;  //
142
    x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
143
    x2 = y0*a1 - y1*a0;  //
141
    float x0 = y1*a2 - y2*a1;  //
142
    float x1 = y2*a0 - y0*a2;  // (2D coord baseY) x (axis) = 2D coord baseX
143
    float x2 = y0*a1 - y1*a0;  //
144 144

  
145 145
    float originAlpha = point3D[0]*a0 + point3D[1]*a1 + point3D[2]*a2;
146 146

  
src/main/java/org/distorted/object/RubikPyraminxMovement.java
55 55
  boolean isInsideFace(float[] p)
56 56
    {
57 57
    boolean a1 = p[1] >= -SQ3/6;
58
    boolean a2 = p[1]*SQ3 <= 1 + 2*p[0];
59
    boolean a3 = p[1]*SQ3 <= 1 - 2*p[0];
58
    boolean a2 = p[1] <=  SQ3*(1.0f/3 + p[0]);
59
    boolean a3 = p[1] <=  SQ3*(1.0f/3 - p[0]);
60 60

  
61 61
    return a1 && a2 && a3;
62 62
    }

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