// // $Id$ // // 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.Vector3f; /** * Moves a sprite along a series of straight lines. */ public class LineSegmentPath extends Path { /** * Creates a path for the supplied sprite traversing the supplied * series of points with the specified duration between points. * * @param points a list of points between which the sprite will be * moved linearly (the sprite will be moved immediately to the first * point). * @param durations defines the elapsed time between each successive * traversal. This will as a result be shorter by one element than the * points array. */ public LineSegmentPath (Sprite sprite, Vector3f[] points, float[] durations) { super(sprite); _points = points; _durations = durations; } // documentation inherited public void update (float time) { // note the accumulated time _accum += time; // if we have surpassed the time for this segment, subtract the // segment time and move on to the next segment if (_accum > _durations[_current]) { _accum -= _durations[_current]; _current++; } // if we have completed our path, move the sprite to the final // position and wrap everything up if (_current >= _durations.length) { _sprite.setLocalTranslation(_points[_points.length-1]); _sprite.pathCompleted(); return; } // move the sprite to the appropriate position between points _temp.interpolate(_points[_current], _points[_current+1], _accum / _durations[_current]); _sprite.setLocalTranslation(_temp); } protected Vector3f[] _points; protected float[] _durations; protected float _accum; protected int _current; protected Vector3f _temp = new Vector3f(0, 0, 0); }