// // $Id: LineSegmentPath.java,v 1.17 2002/04/16 02:29:05 mdb Exp $ package com.threerings.media.sprite; import java.awt.Color; import java.awt.Point; import java.awt.Graphics2D; import java.util.ArrayList; import java.util.Iterator; import java.util.List; import com.samskivert.util.StringUtil; import com.threerings.util.DirectionCodes; import com.threerings.media.Log; import com.threerings.media.util.MathUtil; /** * The line segment path is used to cause a sprite to follow a path * that is made up of a sequence of line segments. There must be at * least two nodes in any worthwhile path. The direction of the first * node in the path is meaningless since the sprite begins at that * node and will therefore never be heading towards it. */ public class LineSegmentPath implements DirectionCodes, Path { /** * Constructs a line segment path. */ public LineSegmentPath () { _nodes = new ArrayList(); } /** * Constructs a line segment path that consists of a single segment * connecting the point (x1, y1) with (x2, * y2). The orientation for the first node is set arbitrarily * and the second node is oriented based on the vector between the two * nodes. */ public LineSegmentPath (int x1, int y1, int x2, int y2) { _nodes = new ArrayList(); _nodes.add(new PathNode(x1, y1, NORTH)); Point p1 = new Point(x1, y1), p2 = new Point(x2, y2); int dir = getDirection(p1, p2); Log.info("orient " + dir + " " + p1 + " " + p2 + "."); _nodes.add(new PathNode(x2, y2, dir)); } /** * Constructs a line segment path with the specified list of * points. An arbitrary direction will be assigned to the * starting node. * * @param x the starting node x-position. * @param y the starting node y-position. */ public LineSegmentPath (List points) { _nodes = new ArrayList(); createPath(points); } /** * Return the requested node index in the path, or null if no such * index exists. * * @param idx the node index. * * @return the path node. */ public PathNode getNode (int idx) { return (PathNode)_nodes.get(idx); } /** * Return the number of nodes in the path. */ public int size () { return _nodes.size(); } // documentation inherited public void setVelocity (float velocity) { _vel = velocity; } /** * Computes the velocity at which the sprite will need to travel along * this path such that it will arrive at the destination in * approximately the specified number of milliseconds. Efforts are * taken to get the sprite there as close to the desired time as * possible, but framerate variation may prevent it from arriving * exactly on time. */ public void setDuration (long millis) { // if we have only zero or one nodes, we don't have enough // information to compute our velocity int ncount = _nodes.size(); if (ncount < 2) { Log.warning("Requested to set duration of bogus path " + "[path=" + this + ", duration=" + millis + "]."); return; } // compute the total distance along our path float distance = 0; PathNode start = (PathNode)_nodes.get(0); for (int ii = 1; ii < ncount; ii++) { PathNode end = (PathNode)_nodes.get(ii); distance += MathUtil.distance( start.loc.x, start.loc.y, end.loc.x, end.loc.y); start = end; } Log.info("Set velocity [millis=" + millis + ", dist=" + distance + ", path=" + this + "]."); // set the velocity accordingly setVelocity(distance/millis); } // documentation inherited from interface public void viewWillScroll (int dx, int dy) { // adjust the coordinates of our path nodes int ncount = _nodes.size(); for (int ii = 0; ii < ncount; ii++) { PathNode node = (PathNode)_nodes.get(ii); node.loc.x -= dx; node.loc.y -= dy; } } // documentation inherited public void init (Sprite sprite, long timestamp) { // give the sprite a chance to perform any starting antics sprite.pathBeginning(); // if we have only one node then let the sprite know that we're // done straight away if (size() < 2) { // move the sprite to the location specified by the first node // (assuming we have a first node) if (size() == 1) { PathNode node = (PathNode)_nodes.get(0); sprite.setLocation(node.loc.x, node.loc.y); } // and let the sprite know that we're done sprite.pathCompleted(); return; } // and an enumeration of the path nodes _niter = _nodes.iterator(); // pretend like we were previously heading to our starting position _dest = getNextNode(); // begin traversing the path headToNextNode(sprite, timestamp, timestamp); } // documentation inherited public boolean updatePosition (Sprite sprite, long timestamp) { // figure out how far along this segment we should be long msecs = timestamp - _nodestamp; float travpix = msecs * _vel; float pctdone = travpix / _seglength; // if we've moved beyond the end of the path, we need to adjust // the timestamp to determine how much time we used getting to the // end of this node, then move to the next one if (pctdone >= 1.0) { long used = (long)(_seglength / _vel); return headToNextNode(sprite, _nodestamp + used, timestamp); } // otherwise we position the sprite along the path int ox = sprite.getX(); int oy = sprite.getY(); int nx = _src.loc.x + (int)((_dest.loc.x - _src.loc.x) * pctdone); int ny = _src.loc.y + (int)((_dest.loc.y - _src.loc.y) * pctdone); // only update the sprite's location if it actually moved if (ox != nx || oy != ny) { sprite.setLocation(nx, ny); return true; } return false; } /** * Place the sprite moving along the path at the end of the * previous path node, face it appropriately for the next node, * and start it on its way. Returns whether the sprite position * moved. */ protected boolean headToNextNode (Sprite sprite, long startstamp, long now) { // check to see if we've completed our path if (!_niter.hasNext()) { // move the sprite to the location of our last destination sprite.setLocation(_dest.loc.x, _dest.loc.y); sprite.pathCompleted(); return true; } // our previous destination is now our source _src = _dest; // pop the next node off the path _dest = getNextNode(); // adjust the sprite's orientation sprite.setOrientation(_dest.dir); // make a note of when we started traversing this node _nodestamp = startstamp; // figure out the distance from source to destination _seglength = MathUtil.distance( _src.loc.x, _src.loc.y, _dest.loc.x, _dest.loc.y); // if we're already there (the segment length is zero), we skip to // the next segment if (_seglength == 0) { return headToNextNode(sprite, startstamp, now); } // now update the sprite's position based on our progress thus far return updatePosition(sprite, now); } // documentation inherited public void paint (Graphics2D gfx) { gfx.setColor(Color.red); Point prev = null; int size = size(); for (int ii = 0; ii < size; ii++) { PathNode n = (PathNode)getNode(ii); if (prev != null) { gfx.drawLine(prev.x, prev.y, n.loc.x, n.loc.y); } prev = n.loc; } } // documentation inherited public String toString () { return StringUtil.toString(_nodes.iterator()); } /** * Populate the path with the path nodes that lead the sprite from * its starting position to the given destination coordinates * following the given list of screen coordinates. */ protected void createPath (List points) { Point last = null; int size = points.size(); for (int ii = 0; ii < size; ii++) { Point p = (Point)points.get(ii); int dir = (ii == 0) ? NORTH : getDirection(last, p); addNode(p.x, p.y, dir); last = p; } } /** * Add a node to the path with the specified destination point and * facing direction. * * @param x the x-position. * @param y the y-position. * @param dir the facing direction. */ protected void addNode (int x, int y, int dir) { _nodes.add(new PathNode(x, y, dir)); } /** * Gets the next node in the path. */ protected PathNode getNextNode () { return (PathNode)_niter.next(); } /** * Returns the direction that point b lies in from point * a as one of the {@link DirectionCodes} direction * constants. */ protected int getDirection (Point a, Point b) { if (a.x == b.x && a.y > b.y) { return NORTH; } else if (a.x == b.x && a.y < b.y) { return SOUTH; } else if (a.x < b.x && a.y > b.y) { return NORTHEAST; } else if (a.x < b.x && a.y == b.y) { return EAST; } else if (a.x < b.x && a.y < b.y) { return SOUTHEAST; } else if (a.x > b.x && a.y < b.y) { return SOUTHWEST; } else if (a.x > b.x && a.y == b.y) { return WEST; } else if (a.x > b.x && a.y > b.y) { return NORTHWEST; } else { Log.warning("Can't sort out direction between " + a + " and " + b + "."); return NONE; } } /** The nodes that make up the path. */ protected ArrayList _nodes; /** We use this when moving along this path. */ protected Iterator _niter; /** When moving, the sprite's source path node. */ protected PathNode _src; /** When moving, the sprite's destination path node. */ protected PathNode _dest; /** The time at which we started traversing the current node. */ protected long _nodestamp; /** The length in pixels of the current path segment. */ protected float _seglength; /** The path velocity in pixels per millisecond. */ protected float _vel = DEFAULT_VELOCITY; /** When moving, the sprite position including fractional pixels. */ protected float _movex, _movey; /** When moving, the distance to move on each axis per tick. */ protected float _incx, _incy; /** The distance to move on the straight path line per tick. */ protected float _fracx, _fracy; /** Default sprite velocity. */ protected static final float DEFAULT_VELOCITY = 200f/1000f; }