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