Created a path for ballistic motion and an associated test. Yay for
physics. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3610 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.sprite;
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import com.jme.math.Vector3f;
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/**
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* Moves a sprite ballistically.
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*/
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public class BallisticPath extends Path
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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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* be modified) using the starting velocity, under the specified
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* acceleration.
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*/
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public BallisticPath (Sprite sprite, Vector3f start, Vector3f velocity,
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Vector3f accel, float duration)
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{
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super(sprite);
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_curpos = start;
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_velocity = velocity;
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_accel = accel;
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_duration = duration;
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}
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// documentation inherited
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public void update (float time)
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{
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// adjust the position
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_velocity.mult(time, _temp);
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_curpos.addLocal(_temp);
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_sprite.setLocalTranslation(_curpos);
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// check to see if we're done
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_accum += time;
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if (_accum >= _duration) {
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_sprite.pathCompleted();
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} else {
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// adjust our velocity due to acceleration
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_accel.mult(time, _temp);
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_velocity.addLocal(_temp);
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}
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}
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protected Vector3f _curpos, _velocity, _accel;
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protected float _duration, _accum;
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protected Vector3f _temp = new Vector3f(0, 0, 0);
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}
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