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"use strict";
var animations = new Map();
animations.set("pitchA",
{
name: "pitch",
cubies: [4,5,1,0],
vec: new THREE.Vector3(1.0,0.0,0.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
animations.set("pitchB",
{
name: "pitch",
cubies: [7,6,2,3],
vec: new THREE.Vector3(1.0,0.0,0.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
animations.set("rollA",
{
name: "roll",
cubies: [3,7,4,0],
vec: new THREE.Vector3(0.0,0.0,1.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
animations.set("rollB",
{
name: "roll",
cubies: [6,5,1,2],
vec: new THREE.Vector3(0.0,0.0,1.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
animations.set("yawA",
{
name: "yaw",
cubies: [0,1,2,3],
vec: new THREE.Vector3(0.0,1.0,0.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
animations.set("yawB",
{
name: "yaw",
cubies: [4,5,6,7],
vec: new THREE.Vector3(0.0,1.0,0.0),
dir: 1,
func: function(x){ return Math.sin(x); },
max_rotation: Math.PI/2,
});
function startAnimation(a,d)
{
if(!animation)
{
current_animation = animations.get(a);
current_animation.dir = d;
x = 0.0;
animation = true;
face = new THREE.Object3D();
var temp = new THREE.Vector3();
q = new THREE.Quaternion();
q_init = new THREE.Quaternion();
temp.copy(current_animation.vec);
q_init.setFromAxisAngle(temp.multiplyScalar(current_animation.dir).normalize(),0.0);
q_end = new THREE.Quaternion();
temp.copy(current_animation.vec);
q_end.setFromAxisAngle(temp.multiplyScalar(current_animation.dir).normalize(),current_animation.dir*current_animation.max_rotation);
for(var i = 0; i < 4; i++)
{
scene.remove(cubies.get(current_animation.cubies[i]).mesh);
face.add(cubies.get(current_animation.cubies[i]).mesh);
}
scene.add(face);
}
}
Animator.prototype.goOn = function()
{
startAnimation(this.moves[this.index].move, this.moves[this.index].dir);
if(! scramb)
{
info.innerHTML = "N. of moves: " + (this.index+1);
}
if(++this.index == this.moves.length)
{
animator = null;
removeCounter = 5.0;
if(scramb)
{
scramb = false;
}
}
};
function Animator(moves)
{
this.index = 0;
this.moves = moves;
}
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