More polishing work on scene rendering.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@543 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id: TilePath.java,v 1.1 2001/10/24 00:55:08 shaper Exp $
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package com.threerings.miso.scene;
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import java.awt.*;
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import java.util.List;
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import com.threerings.media.sprite.*;
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import com.threerings.miso.Log;
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import com.threerings.miso.scene.util.IsoUtil;
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/**
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* The tile path represents a path of tiles through a scene. The path
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* is traversed by treating each pair of connected tiles as a line
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* segment. Only ambulatory sprites can follow a tile path, and their
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* tile coordinates are updated as the path is traversed.
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*/
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public class TilePath extends LineSegmentPath
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{
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/**
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* Constructs a tile path.
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*
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* @param model the iso scene view model the path is associated with.
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* @param sprite the sprite to follow the path.
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* @param tiles the tiles to be traversed during the path.
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* @param destx the destination x-position in screen pixel
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* coordinates.
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* @param desty the destination y-position in screen pixel
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* coordinates.
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*/
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public TilePath (
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IsoSceneViewModel model, AmbulatorySprite sprite, List tiles,
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int destx, int desty)
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{
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_model = model;
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// set up the path nodes
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createPath(sprite, tiles, destx, desty);
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}
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// documentation inherited
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public boolean updatePosition (Sprite sprite, long timestamp)
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{
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boolean moved = super.updatePosition(sprite, timestamp);
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if (moved) {
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AmbulatorySprite as = (AmbulatorySprite)sprite;
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int sx = sprite.getX(), sy = sprite.getY();
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Point pos = new Point();
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// check whether we've arrived at the destination tile
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if (!_arrived) {
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// get the sprite's latest tile coordinates
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IsoUtil.screenToTile(_model, sx, sy, pos);
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// if the sprite has reached the destination tile,
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// update the sprite's tile location and remember
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// we've arrived
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int dtx = _dest.getTileX(), dty = _dest.getTileY();
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if (pos.x == dtx && pos.y == dty) {
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as.setTileLocation(dtx, dty);
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// Log.info("Sprite arrived [dtx=" + dtx +
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// ", dty=" + dty + "].");
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_arrived = true;
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}
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}
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// get the sprite's latest fine coordinates
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IsoUtil.tileToScreen(_model, as.getTileX(), as.getTileY(), pos);
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Point fpos = new Point();
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IsoUtil.pixelToFine(_model, sx - pos.x, sy - pos.y, fpos);
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// inform the sprite
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as.setFineLocation(fpos.x, fpos.y);
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// Log.info("Sprite moved [s=" + as + "].");
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}
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return moved;
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}
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// documentation inherited
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protected PathNode getNextNode ()
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{
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// upgrade the path node to a tile path node
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_dest = (TilePathNode)super.getNextNode();
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// note that we've not yet arrived at the destination tile
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_arrived = false;
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return _dest;
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}
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/**
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* Populate the path with the tile path nodes that lead the sprite
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* from its starting position to the given destination coordinates
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* following the given list of tile coordinates.
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*/
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protected void createPath (
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AmbulatorySprite sprite, List tiles, int destx, int desty)
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{
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// constrain destination pixels to fine coordinates
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Point fpos = new Point();
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IsoUtil.screenToFull(_model, destx, desty, fpos);
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// add the starting path node
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int stx = sprite.getTileX(), sty = sprite.getTileY();
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int sx = sprite.getX(), sy = sprite.getY();
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addNode(stx, sty, sx, sy, Sprite.DIR_NORTH);
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// TODO: make more visually appealing path segments from start
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// to second tile, and penultimate to ultimate tile.
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// add all remaining path nodes excepting the last one
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Point prev = new Point(stx, sty);
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Point spos = new Point();
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int size = tiles.size();
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for (int ii = 1; ii < size - 1; ii++) {
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Point next = (Point)tiles.get(ii);
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// determine the direction from previous to next node
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int dir = IsoUtil.getIsoDirection(prev.x, prev.y, next.x, next.y);
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// determine the node's position in screen pixel coordinates
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IsoUtil.tileToScreen(_model, next.x, next.y, spos);
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// add the node to the path, wandering through the middle
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// of each tile in the path for now
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int dsx = spos.x + _model.tilehwid;
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int dsy = spos.y + _model.tilehhei;
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addNode(next.x, next.y, dsx, dsy, dir);
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prev = next;
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}
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// get the final destination point's screen coordinates
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// constrained to the closest full coordinate
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IsoUtil.fullToScreen(_model, fpos.x, fpos.y, spos);
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// get the tile coordinates for the final destination tile
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int tdestx = IsoUtil.fullToTile(fpos.x);
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int tdesty = IsoUtil.fullToTile(fpos.y);
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// get the facing direction for the final node
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int dir;
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if (prev.x == stx && prev.y == sty) {
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// if destination is within starting tile, direction is
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// determined by studying the fine coordinates
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dir = IsoUtil.getDirection(_model, sx, sy, spos.x, spos.y);
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} else {
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// else it's based on the last tile we traversed
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dir = IsoUtil.getIsoDirection(prev.x, prev.y, tdestx, tdesty);
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}
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// add the final destination path node
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addNode(tdestx, tdesty, spos.x, spos.y, dir);
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}
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/**
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* Add a node to the path with the specified destination
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* coordinates and facing direction.
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*
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* @param tx the tile x-position.
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* @param ty the tile y-position.
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* @param x the x-position.
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* @param y the y-position.
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* @param dir the facing direction.
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*/
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protected void addNode (int tx, int ty, int x, int y, int dir)
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{
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_nodes.add(new TilePathNode(tx, ty, x, y, dir));
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}
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/** Whether the sprite has arrived at the current destination tile. */
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protected boolean _arrived;
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/** The destination tile path node. */
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protected TilePathNode _dest;
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/** The iso scene view model. */
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protected IsoSceneViewModel _model;
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}
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