More polishing work on scene rendering.

git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@543 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Walter Korman
2001-10-24 00:55:08 +00:00
parent 7263ecba95
commit c839b61548
12 changed files with 745 additions and 351 deletions
@@ -0,0 +1,185 @@
//
// $Id: TilePath.java,v 1.1 2001/10/24 00:55:08 shaper Exp $
package com.threerings.miso.scene;
import java.awt.*;
import java.util.List;
import com.threerings.media.sprite.*;
import com.threerings.miso.Log;
import com.threerings.miso.scene.util.IsoUtil;
/**
* The tile path represents a path of tiles through a scene. The path
* is traversed by treating each pair of connected tiles as a line
* segment. Only ambulatory sprites can follow a tile path, and their
* tile coordinates are updated as the path is traversed.
*/
public class TilePath extends LineSegmentPath
{
/**
* Constructs a tile path.
*
* @param model the iso scene view model the path is associated with.
* @param sprite the sprite to follow the path.
* @param tiles the tiles to be traversed during the path.
* @param destx the destination x-position in screen pixel
* coordinates.
* @param desty the destination y-position in screen pixel
* coordinates.
*/
public TilePath (
IsoSceneViewModel model, AmbulatorySprite sprite, List tiles,
int destx, int desty)
{
_model = model;
// set up the path nodes
createPath(sprite, tiles, destx, desty);
}
// documentation inherited
public boolean updatePosition (Sprite sprite, long timestamp)
{
boolean moved = super.updatePosition(sprite, timestamp);
if (moved) {
AmbulatorySprite as = (AmbulatorySprite)sprite;
int sx = sprite.getX(), sy = sprite.getY();
Point pos = new Point();
// check whether we've arrived at the destination tile
if (!_arrived) {
// get the sprite's latest tile coordinates
IsoUtil.screenToTile(_model, sx, sy, pos);
// if the sprite has reached the destination tile,
// update the sprite's tile location and remember
// we've arrived
int dtx = _dest.getTileX(), dty = _dest.getTileY();
if (pos.x == dtx && pos.y == dty) {
as.setTileLocation(dtx, dty);
// Log.info("Sprite arrived [dtx=" + dtx +
// ", dty=" + dty + "].");
_arrived = true;
}
}
// get the sprite's latest fine coordinates
IsoUtil.tileToScreen(_model, as.getTileX(), as.getTileY(), pos);
Point fpos = new Point();
IsoUtil.pixelToFine(_model, sx - pos.x, sy - pos.y, fpos);
// inform the sprite
as.setFineLocation(fpos.x, fpos.y);
// Log.info("Sprite moved [s=" + as + "].");
}
return moved;
}
// documentation inherited
protected PathNode getNextNode ()
{
// upgrade the path node to a tile path node
_dest = (TilePathNode)super.getNextNode();
// note that we've not yet arrived at the destination tile
_arrived = false;
return _dest;
}
/**
* Populate the path with the tile path nodes that lead the sprite
* from its starting position to the given destination coordinates
* following the given list of tile coordinates.
*/
protected void createPath (
AmbulatorySprite sprite, List tiles, int destx, int desty)
{
// constrain destination pixels to fine coordinates
Point fpos = new Point();
IsoUtil.screenToFull(_model, destx, desty, fpos);
// add the starting path node
int stx = sprite.getTileX(), sty = sprite.getTileY();
int sx = sprite.getX(), sy = sprite.getY();
addNode(stx, sty, sx, sy, Sprite.DIR_NORTH);
// TODO: make more visually appealing path segments from start
// to second tile, and penultimate to ultimate tile.
// add all remaining path nodes excepting the last one
Point prev = new Point(stx, sty);
Point spos = new Point();
int size = tiles.size();
for (int ii = 1; ii < size - 1; ii++) {
Point next = (Point)tiles.get(ii);
// determine the direction from previous to next node
int dir = IsoUtil.getIsoDirection(prev.x, prev.y, next.x, next.y);
// determine the node's position in screen pixel coordinates
IsoUtil.tileToScreen(_model, next.x, next.y, spos);
// add the node to the path, wandering through the middle
// of each tile in the path for now
int dsx = spos.x + _model.tilehwid;
int dsy = spos.y + _model.tilehhei;
addNode(next.x, next.y, dsx, dsy, dir);
prev = next;
}
// get the final destination point's screen coordinates
// constrained to the closest full coordinate
IsoUtil.fullToScreen(_model, fpos.x, fpos.y, spos);
// get the tile coordinates for the final destination tile
int tdestx = IsoUtil.fullToTile(fpos.x);
int tdesty = IsoUtil.fullToTile(fpos.y);
// get the facing direction for the final node
int dir;
if (prev.x == stx && prev.y == sty) {
// if destination is within starting tile, direction is
// determined by studying the fine coordinates
dir = IsoUtil.getDirection(_model, sx, sy, spos.x, spos.y);
} else {
// else it's based on the last tile we traversed
dir = IsoUtil.getIsoDirection(prev.x, prev.y, tdestx, tdesty);
}
// add the final destination path node
addNode(tdestx, tdesty, spos.x, spos.y, dir);
}
/**
* Add a node to the path with the specified destination
* coordinates and facing direction.
*
* @param tx the tile x-position.
* @param ty the tile y-position.
* @param x the x-position.
* @param y the y-position.
* @param dir the facing direction.
*/
protected void addNode (int tx, int ty, int x, int y, int dir)
{
_nodes.add(new TilePathNode(tx, ty, x, y, dir));
}
/** Whether the sprite has arrived at the current destination tile. */
protected boolean _arrived;
/** The destination tile path node. */
protected TilePathNode _dest;
/** The iso scene view model. */
protected IsoSceneViewModel _model;
}