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
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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.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.Vector3f;
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/**
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* A ballistic path that orients the sprite toward the velocity vector as
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* it traverses the path.
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*/
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public class OrientingBallisticPath extends BallisticPath
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{
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/**
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* Creates a {@link BallisticPath} that will rotate the sprite so that
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* the supplied <code>orient</code> is aligned with the velocity
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* vector at all points along the path. If the provided orientation is
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* not initially in line with the starting velocity, the sprite will
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* be rotated immediately and then adjusted as it follows the path.
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*/
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public OrientingBallisticPath (
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Sprite sprite, Vector3f orient, Vector3f start, Vector3f velocity,
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Vector3f accel, float duration)
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{
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super(sprite, start, velocity, accel, duration);
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// rotate the sprite to start
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rotate(orient, velocity);
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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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// 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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super.update(time);
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// rotate the sprite accordingly
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rotate(_ovelocity, _velocity);
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}
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protected void rotate (Vector3f oorient, Vector3f norient)
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{
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// compute the cross product to get the normal to the plane
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// defined by the velocity vectors
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oorient.cross(norient, _normal);
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// compute the angle between the two vectors
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float angle = FastMath.acos(
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oorient.dot(norient) / (norient.length() * oorient.length()));
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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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protected Vector3f _ovelocity = new Vector3f();
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protected Vector3f _normal = new Vector3f();
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protected Quaternion _rotate = new Quaternion();
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}
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