Bobble paths now with extra smoothness
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3971 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) 2002-2006 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.media.util;
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import com.threerings.util.RandomUtil;
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/**
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* Bobble a Pathable smoothly.
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*/
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public class SmoothBobblePath extends BobblePath
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{
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public SmoothBobblePath (int dx, int dy, long duration)
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{
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this(dx, dy, duration, 1L);
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}
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public SmoothBobblePath (int dx, int dy, long duration, long updateFreq)
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{
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super(dx, dy, duration, updateFreq);
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}
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// documentation inherited
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public void init (Pathable pable, long tickstamp)
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{
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super.init(pable, tickstamp);
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_newx = _sx;
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_newy = _sy;
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_oldx = _sx;
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_oldy = _sy;
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}
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// documentation inherited
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public boolean tick (Pathable pable, long tickStamp)
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{
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// see if we need to stop
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if (_stopTime <= tickStamp) {
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boolean updated = updatePositionTo(pable, _sy, _sy);
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pable.pathCompleted(tickStamp);
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return updated;
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}
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// see if it's time to update the position
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if (_nextMove < tickStamp) {
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_oldx = _newx;
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_oldy = _newy;
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do {
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_newx = _sx + RandomUtil.getInt(_dx * 2 + 1) - _dx;
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_newy = _sy + RandomUtil.getInt(_dy * 2 + 1) - _dy;
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} while (_newx == _oldx && _newy == _oldy);
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_nextMove = tickStamp + _updateFreq;
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}
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float movePerc = (float)(_nextMove - tickStamp) / (float)_updateFreq;
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int x = _oldx + (int)((_newx - _oldx) * movePerc);
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int y = _oldy + (int)((_newy - _oldy) * movePerc);
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// update the position
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return updatePositionTo(pable, x, y);
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}
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/** The previous position. */
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protected int _oldx, _oldy;
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/** The next position. */
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protected int _newx, _newy;
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}
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