Commit 8b12634a authored by Bošániová Monika's avatar Bošániová Monika
Browse files

LaTex update

parent d4b27aa6
......@@ -1772,8 +1772,8 @@ RectTransform:
m_Children:
- {fileID: 379963032}
- {fileID: 981341156}
- {fileID: 634459033}
- {fileID: 1733321296}
- {fileID: 634459033}
- {fileID: 1562884291}
- {fileID: 2000658906}
- {fileID: 62275332}
......@@ -3093,7 +3093,7 @@ RectTransform:
m_Children:
- {fileID: 1576110456}
m_Father: {fileID: 320450172}
m_RootOrder: 2
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
......@@ -9516,7 +9516,7 @@ RectTransform:
m_Children:
- {fileID: 1273888895}
m_Father: {fileID: 320450172}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
......
......@@ -12,6 +12,9 @@ public class Rotator : MonoBehaviour
private Vector2 startMousePosition;
private Colors side = Colors.Blue;
private bool autoRotating = false;
private Vector3 rotatingDestination = new Vector3();
private CubeMapMatrix cubemap;
private Quaternion targetQuaternion;
......@@ -26,11 +29,25 @@ public class Rotator : MonoBehaviour
// Update is called once per frame
void Update()
{
if (Input.GetAxis("Mouse ScrollWheel") != 0) // forward
{
//var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//RaycastHit hit = new RaycastHit();
}
if (autoRotating)
doAutoRotation();
}
void doAutoRotation()
{
//float step = 2f * Time.deltaTime;
//movingParts.transform.localRotation = Quaternion.RotateTowards(movingParts.transform.localRotation, rotatingDestination, step);
//
////if within one degree, set angle to target angle and end the rotation
//if (Quaternion.Angle(transform.localRotation, targetQuaternion) <= 1)
//{
// transform.localRotation = targetQuaternion;
// //unparent the little cubes
// cubeState.PutDown(activeSide, transform.parent);
// readCube.ReadState();
// CubeState.autoRotating = false;
// autoRotating = false;
// dragging = false;
//}
}
void OnMouseDown()
{
......@@ -44,12 +61,13 @@ public class Rotator : MonoBehaviour
return;
}
if (hit.normal.x == 1) side = Colors.Orange; else
if (hit.normal.x == -1) side = Colors.Red; else
if (hit.normal.y == 1) side = Colors.White; else
if (hit.normal.x == 1) side = Colors.Orange; else
if (hit.normal.x == -1) side = Colors.Red; else
if (hit.normal.y == 1) side = Colors.White; else
if (hit.normal.y == -1) side = Colors.Yellow; else
if (hit.normal.z == 1) side = Colors.Green; else
if (hit.normal.z == -1) side = Colors.Blue;
if (hit.normal.z == 1) side = Colors.Green; else
if (hit.normal.z == -1) side = Colors.Blue; else
return;
List<Transform> childsToEdit = new List<Transform>();
float epsilon = 0.01f;
......@@ -67,11 +85,9 @@ public class Rotator : MonoBehaviour
}
}
// set parent back
foreach (Transform child in childsToEdit)
child.SetParent(movingParts.transform);
}
void OnMouseDrag()
......@@ -80,26 +96,21 @@ public class Rotator : MonoBehaviour
switch (side)
{
case Colors.Orange: axis.x = 1; break;
case Colors.Red: axis.x = -1; break;
case Colors.White: axis.y = 1; break;
case Colors.Orange: axis.x = 1; break;
case Colors.Red: axis.x = -1; break;
case Colors.White: axis.y = 1; break;
case Colors.Yellow: axis.y = -1; break;
case Colors.Green: axis.z = 1; break;
case Colors.Blue: axis.z = -1; break;
case Colors.Green: axis.z = 1; break;
case Colors.Blue: axis.z = -1; break;
}
float distance = (startMousePosition.x - Input.mousePosition.x) / 6f + (startMousePosition.y - Input.mousePosition.y) / 6f;
//float distance = (startMousePosition.x - Input.mousePosition.x) / 6f + (startMousePosition.y - Input.mousePosition.y) / 6f;
//float diffX = startMousePosition.x - Input.mousePosition.x;
//float diffY = startMousePosition.y - Input.mousePosition.y;
//distance *= Math.Sign(-diffX);
//distance *= Math.Sign(diffY);
//distance *= Math.Sign(Input.mousePosition.y - Screen.width / 2f);
//distance *= Math.Sign(Input.mousePosition.x - Screen.width / 2f);
//float distance = (float)(Math.Atan2(startMousePosition.y - Screen.width / 2f, startMousePosition.x - Screen.width / 2f));
//distance -= (float)(Math.Atan2(Input.mousePosition.y - Screen.width / 2f, Input.mousePosition.x - Screen.width / 2f));
movingParts.transform.RotateAround(Vector3.zero, axis, -distance);
float distance = (float)(Math.Atan2(startMousePosition.x - Screen.width / 2f, startMousePosition.y - Screen.height / 2f));
distance -= (float)(Math.Atan2(Input.mousePosition.x - Screen.width / 2f, Input.mousePosition.y - Screen.height / 2f));
if (Math.Abs(distance) > Math.PI) distance += (float)(-Math.Sign(distance) * 2 * Math.PI);
movingParts.transform.RotateAround(Vector3.zero, axis, -distance*57.2f);
startMousePosition = Input.mousePosition;
}
......@@ -110,12 +121,12 @@ public class Rotator : MonoBehaviour
switch (side)
{
case Colors.Orange: axis.x = 1; break;
case Colors.Red: axis.x = -1; break;
case Colors.White: axis.y = 1; break;
case Colors.Orange: axis.x = 1; break;
case Colors.Red: axis.x = -1; break;
case Colors.White: axis.y = 1; break;
case Colors.Yellow: axis.y = -1; break;
case Colors.Green: axis.z = 1; break;
case Colors.Blue: axis.z = -1; break;
case Colors.Green: axis.z = 1; break;
case Colors.Blue: axis.z = -1; break;
}
......@@ -156,63 +167,51 @@ public class Rotator : MonoBehaviour
(float)Math.Round(plane.transform.position.z * 10) / 10f);
string side2D = "";
int index = 0;
if (roundedPos.x == 1.5)
{
side2D = "Right";
int index = (-(int)roundedPos.y + 1) * 3 + (int)roundedPos.z + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = (-(int)roundedPos.y + 1) * 3 + (int)roundedPos.z + 1;
}
else
if (roundedPos.x == -1.5)
{
side2D = "Left";
int index = (-(int)roundedPos.y + 1) * 3 - (int)roundedPos.z + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = (-(int)roundedPos.y + 1) * 3 - (int)roundedPos.z + 1;
}
else
if (roundedPos.y == 1.5)
{
side2D = "Up";
int index = (-(int)roundedPos.z + 1) * 3 + (int)roundedPos.x + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = (-(int)roundedPos.z + 1) * 3 + (int)roundedPos.x + 1;
}
else
if (roundedPos.y == -1.5)
{
side2D = "Down";
int index = ((int)roundedPos.z + 1) * 3 + (int)roundedPos.x + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = ((int)roundedPos.z + 1) * 3 + (int)roundedPos.x + 1;
}
else
if (roundedPos.z == 1.5)
{
side2D = "Back";
int index = (-(int)roundedPos.y + 1) * 3 - (int)roundedPos.x + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = (-(int)roundedPos.y + 1) * 3 - (int)roundedPos.x + 1;
}
else
if (roundedPos.z == -1.5)
{
side2D = "Front";
int index = (-(int)roundedPos.y + 1) * 3 + (int)roundedPos.x + 1;
Cube2DMap.transform.Find(side2D).transform.Find(index.ToString()).transform.GetComponent<Image>().color = plane.GetComponent<Renderer>().material.color;
index = (-(int)roundedPos.y + 1) * 3 + (int)roundedPos.x + 1;
}
else
continue;
print(
plane.GetComponent<Renderer>().material + " " +
plane.transform.position + " " +
side2D);
Cube2DMap
.transform.Find(side2D)
.transform.Find(index.ToString())
.transform.GetComponent<Image>()
.color = plane.GetComponent<Renderer>().material.color;
}
}
......
\chapter{Riešnie}
V tejto kapitole sa zameriame na celkové riešenie a vytváranie tejto práce.
Samotné dielo si prešlo viacerými úpravami, kým sa dostalo do finálnej podoby.
Opíšeme celý proces vytvárania, vzhľad prostredia,
ako fungujú jednotlivé prvky, či dôvody, prečo sme daný problém riešili takýmto smerom.
Aplikácia je rozdelená na dve scény, a to menu a samotný riešič. Prepínanie týchto dvoch
častí zabezpečuje skript SceneLoader.
\section{Prostredie}
Celé užívateľské prostedie sme sa snažili ladiť do tmavých farieb. Jedným z hlavných
dôvodov prečo sme volili túto cestu je, že sme chceli uľahčiť
používateľom pohľad a manipuláciu s aplikáciou. Ďaľšou výhodou určite je vyniknutie
farebných strán modelu kocky. Chceli sme zamedziť splynutiu hlavne svetloladených stien
s pozadím. V celom prostredí aplikácie prevyšuje tmavá šedá až čierna farba s fialovými
komponentami. Tie sa nachádzajú napríklad už hneď v menu.
\subsection{Menu aplikácie}
Po zapnutí aplikácie, užívateľa privíta menu. Celá scená má nastavený tzv. Canvas
(prek. plátno), ktoré zahŕňa všetko, čo sa týka ohľadom funkčnosti a manipulácie
tejto časti programu. Ako pozadie má nastavený obrázok znázorňujúci čiernu školskú
tabuľu, ten je vycentrovaný na stred a zarovnaný, aby pokrýval celú časť plátna.
Rovnako pod touto komponentou sú vytvorené aj tri tlačidlá. Tie sú zladené do
fialovej farby s bielym nápisom. Čo sa týa manipulácie, snažili sme sa ich vytvoriť, čo
responzívne a užívateľsky príjemné, preto si používatelia môžu povšimnúť rôznych
efektov stmavnutia a či zosvetlenia pri pohybe v ich oblasti myšou alebo klikom na ne.
funkcie jednotlivých tlačidiel sú nasledujúce:
\begin{center}
\begin{tabular}{||c|c||}
\hline
Názov tlačidla & Funkcia tlačidla \\ [0.5ex]
\hline\hline
Play & Prepne sa do scény so samotným programom a riešičom \\
\hline
Tutorial & Zobrazí užívateľovi scénu, kde mu objasní, ako daná aplikácia funguje \\
\hline
Quit & Zatvorí celú aplikáciu \\ [1ex]
\hline
\end{tabular}
\end{center}
\section{3D vizualizácia}
\subsection{Pohyby a rotácie}
\subsection{Práca kamery}
\subsection{Svetlo}
\subsection{Model Kocky}
Model kocky vznikal s myšlienkou jednoduchého vytvárania a pekného dizajnu.
Celý objekt bol vymodelovaný z jednej kocky, ktorá je nakopírovaná 27-krát.
Pri tomto procese, bolo potrebné dávať pozor, aby stred celého telesa bol
vycentrovaný na súradniciach (0,0,0). Dôvodom je jednoduchšie vypočítavanie neskôr
pridaných rotácií a práca s kamerou. (n)
Každá malá kocka je obalená z každej strany inými šiestimi malými objektami zvanými
rovnako Cube (prekl. kocka), no tie sú vždy z dvoch strách zmenšené o desať percent
a z tretej o 90 percent. Výber, ktorá zo strán je zmenšená o viac ako tie ostatné
dve, je odôvodnený jeho pozíciou. Celý dizajn má za následok vytvorenie krajšieho
3D modelu. V prvom rade sme sa chceli vyhnúť, aby strany kocky vyzerali plocho
a obyčajne. Preto sme ich nechali vystúpenejšie.
Materiál používaný na steny kociek je matný a farebne vybraný podľa presných RGB
hodnôt nájdených na stránke (link).
Model je prevolene otočený bielou stranou hore. To je z dôvodu, že väčšina riešičov
Rubikových kociek odporúča držať kocku touto stenou hore, no ide iba o orientáciu.
S efektivitou posladania tohto hlavolamu to nemá čo dočinenia.
\subsection{Pohyby a rotácie}
\subsection{Farbenie presných častí kocky}
Narozdiel od rozloženia kocky pomocou rotácií a ťahov, sme si povedali, že bude
dobrý nápad uľahčiť užívateľom namapovanie ich aktuálneho problému, ktorý chcú poskladať.
Predsa nie každý vie, ako dostal určité časti na svoje miesta. Preto naša aplikácia
podporuje zmenu režimu z rotácií na farbenie každej malej časti zvlášť podľa vybranej farby.
Farba premaľovávanie je predvolene biela. Nie je za tým nič špeciálne, iba sme nechceli,
aby sa nám v programe mohli vyskytnúť menšie chyby, kde by hodnota vyberanej farby
bola null.
Pre zvolenie
Ak by sa užívateľ chcel vrátiť späť do režimu rotácii pokojne môže.
\section{Riešič}
\subsection{Myšlienka}
\subsection{Algoritmus}
\ No newline at end of file
......@@ -16,5 +16,14 @@ nad ňou aspoň kúsok svojho voľného času.
Klasická varianta tohto puzzle pozostáva z 27 malých kociek poskladaných do kocky o rozmerov
3x3x3. Každá z jej šiestich stien má pridelenú farbu, ktorá bola pôvodne označovaná
samolepiacou nálepkou. Na kocke si môžeme povšimnúť väčšinou týchto 6 farieb.
Záleží od typu a výrobcu, no väčšinou sa jedná o červenú, žltú, modrú, zelenú, oranžovú a bielu.
Model kocky, vytvorený v tejto práci, nie je výnimkou. Preto sa snaží podobať, čo najviac originálu.
\subsection{}
\subsection{Motivácia}
\ No newline at end of file
\subsection{Motivácia}
Už od mala som bola fascinovaná skladaním Rubikovej kocky. Slúžila mi nie len na krátenie voľného
času, ale aj ako pomôcka pri cvičení vizuálnej predstavivosti. Myslím si, že v dnešnej dobe chýba
ľuďom a hlavne deťom nejaký spôsob, ako by mohli premýšľať v 3D priestore a zároveň pri tom trénovať
a vymýšľať rôzne algoritmi, či postupy.
Preto som sa rozhodla, vytvoriť tento softvérový projekt, ktorým som chcela priblížiť užívateľom
prácu s Rubikovou kockou, a naučiť ich jednoduché základné riešnie tohto hlavolamu, na ktoré som pomaly prichádzala
sama v rannom detstve.
\ No newline at end of file
\relax
\providecommand\hyper@newdestlabel[2]{}
\@setckpt{makra}{
\setcounter{page}{1}
\setcounter{equation}{0}
\setcounter{enumi}{0}
\setcounter{enumii}{0}
\setcounter{enumiii}{0}
\setcounter{enumiv}{0}
\setcounter{footnote}{0}
\setcounter{mpfootnote}{0}
\setcounter{part}{0}
\setcounter{chapter}{0}
\setcounter{section}{0}
\setcounter{subsection}{0}
\setcounter{subsubsection}{0}
\setcounter{paragraph}{0}
\setcounter{subparagraph}{0}
\setcounter{figure}{0}
\setcounter{table}{0}
\setcounter{Item}{0}
\setcounter{Hfootnote}{0}
\setcounter{bookmark@seq@number}{0}
\setcounter{parentequation}{0}
\setcounter{FancyVerbLine}{0}
\setcounter{NAT@ctr}{0}
\setcounter{veta}{0}
\setcounter{definice}{0}
}
......@@ -80,15 +80,15 @@
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<xmp:CreatorTool>LaTeX with hyperref</xmp:CreatorTool>
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<xmp:CreateDate>2021-07-01T16:48:10+02:00</xmp:CreateDate>
<xmp:MetadataDate>2021-07-01T16:48:10+02:00</xmp:MetadataDate>
<xmp:ModifyDate>2021-07-08T22:00:23+02:00</xmp:ModifyDate>
<xmp:CreateDate>2021-07-08T22:00:23+02:00</xmp:CreateDate>
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</x:xmpmeta>
......
\relax
\providecommand\hyper@newdestlabel[2]{}
\providecommand\HyperFirstAtBeginDocument{\AtBeginDocument}
\HyperFirstAtBeginDocument{\ifx\hyper@anchor\@undefined
\global\let\oldcontentsline\contentsline
\gdef\contentsline#1#2#3#4{\oldcontentsline{#1}{#2}{#3}}
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\AtEndDocument{\ifx\hyper@anchor\@undefined
\let\contentsline\oldcontentsline
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\global\let\hyper@last\relax
\gdef\HyperFirstAtBeginDocument#1{#1}
\providecommand\HyField@AuxAddToFields[1]{}
\providecommand\HyField@AuxAddToCoFields[2]{}
\providecommand\babel@aux[2]{}
\@nameuse{bbl@beforestart}
\catcode `"\active
\catcode `-\active
\@input{titulka.aux}
\babel@aux{czech}{}
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\relax
\providecommand\hyper@newdestlabel[2]{}
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