780e39d4e9
Modified sprite and path code to make use of these timestamps to determine a sprite's progress along the path. Abstracted the path stuff so that paths other than line segment paths can be cleanly implemented. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@337 542714f4-19e9-0310-aa3c-eee0fc999fb1
255 lines
7.5 KiB
Java
255 lines
7.5 KiB
Java
//
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// $Id: LineSegmentPath.java,v 1.9 2001/09/13 19:10:26 mdb Exp $
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package com.threerings.media.sprite;
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import java.awt.Color;
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import java.awt.Point;
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import java.awt.Graphics2D;
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import java.util.ArrayList;
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import java.util.Iterator;
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import com.samskivert.util.StringUtil;
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import com.threerings.media.util.MathUtil;
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/**
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* The <code>LineSegmentPath</code> class is used to cause a sprite to
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* follow a path that is made up of a sequence of line segments. There
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* must be at least two nodes in any worthwhile path. The direction of the
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* first node in the path is meaningless since the sprite begins at that
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* node and will therefore never be heading towards it.
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*/
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public class LineSegmentPath implements Path
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{
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/**
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* Construct a <code>LineSegmentPath</code> object.
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*/
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public LineSegmentPath ()
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{
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_nodes = new ArrayList();
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}
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/**
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* Construct a <code>LineSegmentPath</code> object with the specified
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* starting node coordinates. An arbitrary direction will be assigned
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* to the starting node.
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*
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* @param x the starting node x-position.
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* @param y the starting node y-position.
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*/
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public LineSegmentPath (int x, int y)
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{
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_nodes = new ArrayList();
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// add the starting node with an arbitrarily chosen direction
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// since direction is meaningless here
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addNode(x, y, Sprite.DIR_NORTH);
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}
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/**
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* Add a node to the path with the specified destination point and
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* facing direction.
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*
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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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public void addNode (int x, int y, int dir)
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{
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_nodes.add(new PathNode(x, y, dir));
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}
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/**
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* Add a node to the path with the specified destination point. An
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* arbitrary direction will be assigned to the node.
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*
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* @param x the x-position.
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* @param y the y-position.
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*/
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public void addNode (int x, int y)
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{
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_nodes.add(new PathNode(x, y, Sprite.DIR_NORTH));
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}
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/**
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* Return the requested node index in the path, or null if no such
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* index exists.
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*
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* @param idx the node index.
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*
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* @return the path node.
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*/
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public PathNode getNode (int idx)
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{
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return (PathNode)_nodes.get(idx);
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}
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/**
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* Return the number of nodes in the path.
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*/
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public int size ()
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{
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return _nodes.size();
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}
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/**
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* Sets the velocity of this sprite in pixels per millisecond. The
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* velocity is measured as pixels traversed along the path that the
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* sprite is traveling rather than in the x or y directions
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* individually.
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*
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* @param velocity the sprite velocity in pixels per millisecond.
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*/
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public void setVelocity (float velocity)
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{
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_vel = velocity;
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}
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// documentation inherited
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public void init (Sprite sprite, long timestamp)
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{
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// if we have only one node then let the sprite know that we're
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// done straight away
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if (size() < 2) {
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// move the sprite to the location specified by the first node
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// (assuming we have a first node)
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if (size() == 1) {
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PathNode node = (PathNode)_nodes.get(0);
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sprite.setLocation(node.loc.x, node.loc.y);
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}
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// and let the sprite know that we're done
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sprite.pathCompleted();
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return;
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}
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// and an enumeration of the path nodes
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_niter = _nodes.iterator();
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// pretend like we were previously heading to our starting position
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_dest = (PathNode)_niter.next();
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// begin traversing the path
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headToNextNode(sprite, timestamp, timestamp);
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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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// figure out how far along this segment we should be
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long msecs = timestamp - _nodestamp;
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float travpix = msecs * _vel;
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float pctdone = travpix / _seglength;
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// if we've moved beyond the end of the path, we need to adjust
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// the timestamp to determine how much time we used getting to the
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// end of this node, then move to the next one
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if (pctdone >= 1.0) {
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long used = (long)(_seglength / _vel);
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return headToNextNode(sprite, _nodestamp + used, timestamp);
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}
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// otherwise we position the sprite along the path
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int ox = sprite.getX();
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int oy = sprite.getY();
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int nx = _src.loc.x + (int)((_dest.loc.x - _src.loc.x) * pctdone);
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int ny = _src.loc.y + (int)((_dest.loc.y - _src.loc.y) * pctdone);
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// only update the sprite's location if it actually moved
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if (ox != nx || oy != ny) {
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sprite.setLocation(nx, ny);
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return true;
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}
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return false;
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}
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protected boolean headToNextNode (Sprite sprite, long startstamp, long now)
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{
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// check to see if we've completed our path
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if (!_niter.hasNext()) {
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// move the sprite to the location of our last destination
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sprite.setLocation(_dest.loc.x, _dest.loc.y);
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sprite.pathCompleted();
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return true;
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}
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// our previous destination is now our source
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_src = _dest;
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// pop the next node off the path
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_dest = (PathNode)_niter.next();
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// adjust the sprite's orientation
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sprite.setOrientation(_dest.dir);
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// make a note of when we started traversing this node
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_nodestamp = startstamp;
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// figure out the distance from source to destination
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_seglength = MathUtil.distance(_src.loc.x, _src.loc.y,
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_dest.loc.x, _dest.loc.y);
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// if we're already there (the segment length is zero), we skip to
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// the next segment
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if (_seglength == 0) {
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return headToNextNode(sprite, startstamp, now);
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}
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// now update the sprite's position based on our progress thus far
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return updatePosition(sprite, now);
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}
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public void paint (Graphics2D gfx)
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{
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gfx.setColor(Color.red);
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Point prev = null;
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int size = size();
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for (int ii = 0; ii < size; ii++) {
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PathNode n = (PathNode)getNode(ii);
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if (prev != null) {
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gfx.drawLine(prev.x, prev.y, n.loc.x, n.loc.y);
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}
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prev = n.loc;
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}
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}
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public String toString ()
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{
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return StringUtil.toString(_nodes.iterator());
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}
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/** The nodes that make up the path. */
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protected ArrayList _nodes;
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/** We use this when moving along this path. */
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protected Iterator _niter;
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/** When moving, the sprite's source path node. */
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protected PathNode _src;
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/** When moving, the sprite's destination path node. */
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protected PathNode _dest;
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/** The time at which we started traversing the current node. */
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protected long _nodestamp;
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/** The length in pixels of the current path segment. */
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protected float _seglength;
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/** The path velocity in pixels per millisecond. */
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protected float _vel = DEFAULT_VELOCITY;
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/** When moving, the sprite position including fractional pixels. */
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protected float _movex, _movey;
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/** When moving, the distance to move on each axis per tick. */
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protected float _incx, _incy;
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/** The distance to move on the straight path line per tick. */
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protected float _fracx, _fracy;
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/** Default sprite velocity. */
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protected static final float DEFAULT_VELOCITY = 200f/1000f;
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}
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