Created a specialization of the ballistic path that orients the sprite in

the direction of motion as it traverses the path.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3614 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2005-06-22 20:21:45 +00:00
parent 80ac008f24
commit 8ef2a508c9
2 changed files with 92 additions and 6 deletions
@@ -0,0 +1,86 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.sprite;
import com.jme.math.FastMath;
import com.jme.math.Matrix3f;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
/**
* A ballistic path that orients the sprite toward the velocity vector as
* it traverses the path.
*/
public class OrientingBallisticPath extends BallisticPath
{
/**
* Creates a {@link BallisticPath} that will rotate the sprite so that
* the supplied <code>orient</code> is aligned with the velocity
* vector at all points along the path. If the provided orientation is
* not initially in line with the starting velocity, the sprite will
* be rotated immediately and then adjusted as it follows the path.
*/
public OrientingBallisticPath (
Sprite sprite, Vector3f orient, Vector3f start, Vector3f velocity,
Vector3f accel, float duration)
{
super(sprite, start, velocity, accel, duration);
// rotate the sprite to start
rotate(orient, velocity);
}
// documentation inherited
public void update (float time)
{
// keep track of the old velocity before we update
_ovelocity.set(_velocity);
// do the normal update
super.update(time);
// rotate the sprite accordingly
rotate(_ovelocity, _velocity);
}
protected void rotate (Vector3f oorient, Vector3f norient)
{
// compute the cross product to get the normal to the plane
// defined by the velocity vectors
oorient.cross(norient, _normal);
// compute the angle between the two vectors
float angle = FastMath.acos(
oorient.dot(norient) / (norient.length() * oorient.length()));
// now use that to compute a rotation matrix from the old to the
// new vector
_rotate.fromAngleAxis(angle, _normal);
// finally rotate the sprite accordingly
_sprite.getLocalRotation().multLocal(_rotate);
}
protected Vector3f _ovelocity = new Vector3f();
protected Vector3f _normal = new Vector3f();
protected Quaternion _rotate = new Quaternion();
}
@@ -24,8 +24,10 @@ public class PathTest extends JmeApp
{
super.initRoot();
float range = 56, muzvel = 24;
// set up the camera
Vector3f loc = new Vector3f(250, -600, 0);
Vector3f loc = new Vector3f(range/2, -range*2, 0);
_camera.setLocation(loc);
Matrix3f rotm = new Matrix3f();
rotm.fromAngleAxis(-FastMath.PI/2, _camera.getLeft());
@@ -34,8 +36,6 @@ public class PathTest extends JmeApp
rotm.multLocal(_camera.getLeft());
_camera.update();
float range = 560, muzvel = 82;
Box box = new Box("box", new Vector3f(-1, -1, -1),
new Vector3f(1, 1, 1));
_geom.attachChild(box);
@@ -45,9 +45,8 @@ public class PathTest extends JmeApp
box2.setLocalTranslation(new Vector3f(range, 0, 0));
_geom.attachChild(box2);
Sphere ball = new Sphere("ball", 10, 10, 1);
Sprite shot = new Sprite();
shot.attachChild(ball);
shot.attachChild(box);
_geom.attachChild(shot);
Vector3f start = new Vector3f(0, 0, 0);
@@ -65,7 +64,8 @@ public class PathTest extends JmeApp
vel.multLocal(muzvel);
float time = BallisticPath.computeFlightTime(range, muzvel, angle);
shot.move(new BallisticPath(shot, start, vel, GRAVITY, time));
shot.move(new OrientingBallisticPath(
shot, new Vector3f(1, 0, 0), start, vel, GRAVITY, time));
System.out.println("Range: " + range);
System.out.println("Muzzle velocity: " + muzvel);