Another API change

This commit is contained in:
Paul Schaller 2023-11-21 18:11:41 +01:00
parent b282d41fc9
commit a253490145

View File

@ -10,14 +10,18 @@ import java.util.List;
import com.cringe_studios.christmastreescanning.Point3D; import com.cringe_studios.christmastreescanning.Point3D;
public class PointNormalizer { public class PointNormalizer {
Point2D[] points;
public PointNormalizer(Point2D[] newPoints) {
this.points = newPoints;
}
// This method normalizes the Point coordinates, // This method normalizes the Point coordinates,
// Optionally flips them horizontally // Optionally flips them horizontally
// Adjusts the height (y-coordinate) to make the virtual points not squished (puts them into a rectangle) // Adjusts the height (y-coordinate) to make the virtual points not squished (puts them into a rectangle)
// Returns the Points as Point2D // Returns the Points as Point2D
public Point2D[] normalizePoints(Point[] points, boolean isBacksite) { public void normalizePoints() {
if(points == null) return null; if(points == null) return;
Point2D normalizedPoints[] = new Point2D.Double[points.length]; Point2D normalizedPoints[] = new Point2D.Double[points.length];
for(int i = 0; i < normalizedPoints.length; i++) { for(int i = 0; i < normalizedPoints.length; i++) {
@ -25,68 +29,64 @@ public class PointNormalizer {
} }
//TODO is this still needed? //TODO is this still needed?
if(isBacksite) {
for(int i = 0; i < normalizedPoints.length; i++) {
normalizedPoints[i].setLocation(-normalizedPoints[i].getX(), normalizedPoints[i].getY());
}
} }
return normalizedPoints; public Point2D[] getPoints() {
return points;
} }
/** // /**
* Normalizes 3D points with the given parameters and returns a NEW array with the normalized points. To see which coordinate dimension represents what direction, view Point3D class // * Normalizes 3D points with the given parameters and returns a NEW array with the normalized points. To see which coordinate dimension represents what direction, view Point3D class
* @param points // * @param points
* @param baseline for z coordinates. Can be different to the lowest LED // * @param baseline for z coordinates. Can be different to the lowest LED
* @param minX minimal X value of LED box // * @param minX minimal X value of LED box
* @param minY minimal Y value of LED box // * @param minY minimal Y value of LED box
* @param maxX maximal X value of LED box // * @param maxX maximal X value of LED box
* @param maxY maximal Y value of LED box // * @param maxY maximal Y value of LED box
* @return new Array with normalized Points // * @return new Array with normalized Points
*/ // */
public Point3D[] normalizePoints(Point3D[] points, double baseline, double minX, double minY, double maxX, double maxY) { // public Point3D[] normalizePoints(Point3D[] points, double baseline, double minX, double minY, double maxX, double maxY) {
Point3D normalizedPoints[] = new Point3D[points.length]; // Point3D normalizedPoints[] = new Point3D[points.length];
for(int i = 0; i < normalizedPoints.length; i++) { // for(int i = 0; i < normalizedPoints.length; i++) {
double normalizedX = (points[i].x - minX) / (maxX - minX); // double normalizedX = (points[i].x - minX) / (maxX - minX);
double normalizedY = (points[i].y - minY) / (maxY - minY); // double normalizedY = (points[i].y - minY) / (maxY - minY);
double normalizedZ = ((baseline - points[i].z) - minX) / (maxX - minX); // double normalizedZ = ((baseline - points[i].z) - minX) / (maxX - minX);
//
normalizedX = normalizedX * 2.0 - 1.0; // normalizedX = normalizedX * 2.0 - 1.0;
normalizedY = normalizedY * 2.0 - 1.0; // normalizedY = normalizedY * 2.0 - 1.0;
//
normalizedPoints[i] = new Point3D(normalizedX, normalizedY, normalizedZ); // normalizedPoints[i] = new Point3D(normalizedX, normalizedY, normalizedZ);
} // }
//
return normalizedPoints; // return normalizedPoints;
} // }
//
public Point3D[] normalizePoints(Point3D[] points, double baseline) { // public Point3D[] normalizePoints(Point3D[] points, double baseline) {
double lowestX = Double.POSITIVE_INFINITY; // double lowestX = Double.POSITIVE_INFINITY;
double highestX = Double.NEGATIVE_INFINITY; // double highestX = Double.NEGATIVE_INFINITY;
//
for(int i = 0; i < points.length; i++) { // for(int i = 0; i < points.length; i++) {
if(lowestX > points[i].x) { // if(lowestX > points[i].x) {
lowestX = points[i].x; // lowestX = points[i].x;
} // }
//
if(highestX < points[i].x) { // if(highestX < points[i].x) {
highestX = points[i].x; // highestX = points[i].x;
} // }
} // }
//
return normalizePoints(points, baseline, lowestX, highestX, lowestX, highestX); // return normalizePoints(points, baseline, lowestX, highestX, lowestX, highestX);
} // }
//
public Point3D[] normalizePoints(Point3D[] points) { // public Point3D[] normalizePoints(Point3D[] points) {
double lowestZ = Double.POSITIVE_INFINITY; // double lowestZ = Double.POSITIVE_INFINITY;
//
for(int i = 0; i < points.length; i++) { // for(int i = 0; i < points.length; i++) {
if(lowestZ > points[i].z) { // if(lowestZ > points[i].z) {
lowestZ = points[i].z; // lowestZ = points[i].z;
} // }
} // }
//
return normalizePoints(points, lowestZ); // return normalizePoints(points, lowestZ);
} // }
} }