Fixed the orienting ballistic path, though it doesn't properly handle
arbitrarily oriented sprites. They currently have to "point" toward (1, 0, 0) as that is the direction that will be aligned with the velocity. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3619 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
@@ -29,6 +29,9 @@ import com.jme.math.Vector3f;
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*/
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*/
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public class BallisticPath extends Path
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public class BallisticPath extends Path
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{
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{
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/** Gravity: it's the law. */
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public static final float G = -9.8f;
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/**
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/**
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* Moves the supplied sprite from the starting coordinate (which will
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* Moves the supplied sprite from the starting coordinate (which will
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* be modified) using the starting velocity, under the specified
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* be modified) using the starting velocity, under the specified
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@@ -21,8 +21,6 @@
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package com.threerings.jme.sprite;
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package com.threerings.jme.sprite;
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import com.jme.math.FastMath;
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import com.jme.math.Matrix3f;
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import com.jme.math.Quaternion;
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import com.jme.math.Quaternion;
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import com.jme.math.Vector3f;
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import com.jme.math.Vector3f;
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@@ -45,42 +43,41 @@ public class OrientingBallisticPath extends BallisticPath
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{
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{
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super(sprite, start, velocity, accel, duration);
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super(sprite, start, velocity, accel, duration);
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// rotate the sprite to start
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// TODO: handle orient that is not (1, 0, 0)
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rotate(orient, velocity);
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_orient = orient;
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// compute the up vector (opposite of acceleration)
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_up = accel.negate();
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_up.normalizeLocal();
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computeRotation(velocity);
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_sprite.getLocalRotation().set(_rotate);
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}
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}
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// documentation inherited
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// documentation inherited
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public void update (float time)
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public void update (float time)
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{
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{
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// keep track of the old velocity before we update
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_ovelocity.set(_velocity);
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// do the normal update
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// do the normal update
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super.update(time);
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super.update(time);
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// rotate the sprite accordingly
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computeRotation(_velocity);
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rotate(_ovelocity, _velocity);
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_sprite.getLocalRotation().set(_rotate);
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}
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}
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protected void rotate (Vector3f oorient, Vector3f norient)
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protected void computeRotation (Vector3f velocity)
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{
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{
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// compute the cross product to get the normal to the plane
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_axes[0].set(velocity);
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// defined by the velocity vectors
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_axes[0].normalizeLocal();
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oorient.cross(norient, _normal);
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_axes[0].cross(_up, _axes[1]);
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_axes[1].normalizeLocal();
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// compute the angle between the two vectors
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_axes[1].cross(_axes[0], _axes[2]);
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float angle = FastMath.acos(
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_axes[2].cross(_axes[0], _axes[1]);
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oorient.dot(norient) / (norient.length() * oorient.length()));
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_rotate.fromAxes(_axes);
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// now use that to compute a rotation matrix from the old to the
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// new vector
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_rotate.fromAngleAxis(angle, _normal);
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// finally rotate the sprite accordingly
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_sprite.getLocalRotation().multLocal(_rotate);
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}
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}
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protected Vector3f _ovelocity = new Vector3f();
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protected Vector3f _orient;
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protected Vector3f _normal = new Vector3f();
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protected Vector3f _up;
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protected Vector3f[] _axes = {
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new Vector3f(), new Vector3f(), new Vector3f() };
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protected Quaternion _rotate = new Quaternion();
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protected Quaternion _rotate = new Quaternion();
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}
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}
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@@ -9,9 +9,12 @@ import com.jme.math.FastMath;
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import com.jme.math.Matrix3f;
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import com.jme.math.Matrix3f;
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import com.jme.math.Quaternion;
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import com.jme.math.Quaternion;
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import com.jme.math.Vector3f;
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import com.jme.math.Vector3f;
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import com.jme.util.LoggingSystem;
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import com.jme.renderer.ColorRGBA;
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import com.jme.scene.shape.Box;
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import com.jme.scene.shape.Box;
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import com.jme.scene.shape.Quad;
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import com.jme.scene.shape.Sphere;
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import com.jme.scene.shape.Sphere;
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import com.jme.scene.state.LightState;
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import com.jme.util.LoggingSystem;
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import com.threerings.jme.JmeApp;
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import com.threerings.jme.JmeApp;
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@@ -24,25 +27,37 @@ public class PathTest extends JmeApp
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{
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{
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super.initRoot();
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super.initRoot();
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float range = 56, muzvel = 24;
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float dist = 10;
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// set up the camera
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// set up the camera
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Vector3f loc = new Vector3f(range/2, -range*2, 0);
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Vector3f loc = new Vector3f(0, -dist, 10);
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_camera.setLocation(loc);
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_camera.setLocation(loc);
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Matrix3f rotm = new Matrix3f();
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Matrix3f rotm = new Matrix3f();
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rotm.fromAngleAxis(-FastMath.PI/2, _camera.getLeft());
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rotm.fromAngleAxis(-FastMath.PI/4, _camera.getLeft());
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rotm.multLocal(_camera.getDirection());
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rotm.multLocal(_camera.getDirection());
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rotm.multLocal(_camera.getUp());
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rotm.multLocal(_camera.getUp());
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rotm.multLocal(_camera.getLeft());
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rotm.multLocal(_camera.getLeft());
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_camera.update();
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_camera.update();
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Box box = new Box("box", new Vector3f(-1, -1, -1),
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for (int yy = -1; yy < 1; yy++) {
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new Vector3f(1, 1, 1));
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for (int xx = -1; xx < 1; xx++) {
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Quad quad = new Quad("ground", 10, 10);
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quad.setLightCombineMode(LightState.OFF);
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int index = (yy+1)*2 + (xx+1);
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quad.setSolidColor(COLORS[index]);
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quad.setLocalTranslation(
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new Vector3f(xx * 10 + 5, yy * 10 + 5, -1));
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_geom.attachChild(quad);
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}
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}
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Box box = new Box("box", new Vector3f(-1, -0.5f, -0.25f),
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new Vector3f(1, 0.5f, 0.25f));
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_geom.attachChild(box);
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_geom.attachChild(box);
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Box box2 = new Box("box2", new Vector3f(-1, -1, -1),
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Box box2 = new Box("box2", new Vector3f(-.1f, -.1f, -.1f),
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new Vector3f(1, 1, 1));
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new Vector3f(.1f, .1f, .1f));
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box2.setLocalTranslation(new Vector3f(range, 0, 0));
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box2.setLocalTranslation(new Vector3f(dist, dist, 0));
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_geom.attachChild(box2);
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_geom.attachChild(box2);
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Sprite shot = new Sprite();
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Sprite shot = new Sprite();
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@@ -52,15 +67,22 @@ public class PathTest extends JmeApp
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Vector3f start = new Vector3f(0, 0, 0);
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Vector3f start = new Vector3f(0, 0, 0);
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// start with the "cannon" pointed along the x axis
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// start with the "cannon" pointed along the x axis
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Vector3f vel = new Vector3f(1, 0, 0);
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Vector3f diff = box2.getLocalTranslation().subtract(
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box.getLocalTranslation());
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Vector3f vel = diff.normalize();
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float range = diff.length(), angle = -FastMath.PI/4;
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Vector3f axis = UP.cross(vel);
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axis.normalizeLocal();
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// rotate it up (around the y axis) the necessary elevation
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// rotate it up (around the y axis) the necessary elevation
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Quaternion rot = new Quaternion();
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Quaternion rot = new Quaternion();
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float angle = BallisticPath.computeElevation(range, muzvel, -9.8f);
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rot.fromAngleAxis(angle, axis);
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rot.fromAngleAxis(angle, new Vector3f(0, 1, 0));
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rot.multLocal(vel);
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rot.multLocal(vel);
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// give the cannon its muzzle velocity
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// give the cannon its muzzle velocity
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float muzvel = FastMath.sqrt(range * BallisticPath.G /
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FastMath.sin(2*angle));
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vel.multLocal(muzvel);
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vel.multLocal(muzvel);
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float time = BallisticPath.computeFlightTime(range, muzvel, angle);
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float time = BallisticPath.computeFlightTime(range, muzvel, angle);
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@@ -69,6 +91,7 @@ public class PathTest extends JmeApp
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System.out.println("Range: " + range);
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System.out.println("Range: " + range);
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System.out.println("Muzzle velocity: " + muzvel);
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System.out.println("Muzzle velocity: " + muzvel);
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System.out.println("Rotation axis: " + axis);
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System.out.println("Angle: " + angle + " (" +
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System.out.println("Angle: " + angle + " (" +
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(angle * 180 / FastMath.PI) + ")");
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(angle * 180 / FastMath.PI) + ")");
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System.out.println("Flight time: " + time);
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System.out.println("Flight time: " + time);
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@@ -86,4 +109,7 @@ public class PathTest extends JmeApp
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}
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}
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protected static final Vector3f GRAVITY = new Vector3f(0, 0, -9.8f);
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protected static final Vector3f GRAVITY = new Vector3f(0, 0, -9.8f);
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protected static final Vector3f UP = new Vector3f(0, 0, 1);
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protected static final ColorRGBA[] COLORS = {
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ColorRGBA.red, ColorRGBA.green, ColorRGBA.blue, ColorRGBA.gray };
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}
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}
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