/// <summary> /// Transforms us into a new macro based on a different click location. /// </summary> public Macro Transform(Cell clickedCell, Vector3D clickedPoint, Puzzle puzzle, bool mouseMotionReflected) { Macro m = this.CloneAllButTwists(); m.SetupMobius(clickedCell, clickedPoint, puzzle, mouseMotionReflected); // Did we have an odd number of view reflections? bool viewReflected = this.ViewReflected ^ m.ViewReflected; Isometry iso1 = new Isometry(m.Mobius, null); Isometry iso2 = new Isometry(this.Mobius, null); if (viewReflected) { iso1 = Isometry.ReflectX() * iso1; } Isometry combined = iso1.Inverse() * iso2; foreach (SingleTwist t in this.m_twists) { // Find the transformed twist data. // NOTE: We choose the one which will be closest to the origin after transformation, // which hopefully won't lead to performance problems. // I initially just used the first TwistDataForStateCalcs list item, // but that led to issues because sometimes it would get transformed // to very near the disk boundary. We'd have run out of cells to // find the correct closest, and the transformed macros got all messed up. TwistData tdOriginal = t.IdentifiedTwistData.TwistDataForStateCalcs .OrderBy(td => combined.Apply(td.Center).MagSquared()) .First(); Vector3D newCenter = combined.Apply(tdOriginal.Center); TwistData tdNew = puzzle.ClosestTwistingCircles(newCenter); SingleTwist tClone = t.Clone(); tClone.IdentifiedTwistData = tdNew.IdentifiedTwistData; // If the reverse state of our transformed twist // has changed, we may need to reverse the new twist. bool reverse = tdOriginal.Reverse ^ tdNew.Reverse; if (reverse ^ viewReflected) // NOTE: Very similar to code in Renderer. { tClone.ReverseTwist(); } m.m_twists.Add(tClone); } return(m); }
/// <summary> /// Get a distribution of points on a sphere. /// The points are the vertices of a geodesic dome. /// </summary> private static Vector3D[] SpherePoints() { List <Vector3D> spherePoints = new List <Vector3D>(); TilingConfig config = new TilingConfig(3, 5); Tiling tiling = new Tiling(); tiling.GenerateInternal(config); Tile baseTile = tiling.Tiles.First(); Vector3D[] templateTextureCoords = TextureHelper.TextureCoords(baseTile.Boundary, Geometry.Spherical, doGeodesicDome: true); foreach (Tile tile in tiling.Tiles) { Isometry isom = new Isometry(); isom.CalculateFromTwoPolygons(baseTile, tile, Geometry.Spherical); Vector3D[] textureCoords = Isometry.TransformVertices(templateTextureCoords, isom.Inverse()); spherePoints.AddRange(textureCoords); } return(spherePoints.Select(p => H3Models.UHSToBall(p)).Distinct().ToArray()); }