919790557f
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3575 542714f4-19e9-0310-aa3c-eee0fc999fb1
82 lines
2.8 KiB
Java
82 lines
2.8 KiB
Java
//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.sprite;
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import com.jme.math.Vector3f;
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/**
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* Moves a sprite along a series of straight lines.
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*/
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public class LineSegmentPath extends Path
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{
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/**
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* Creates a path for the supplied sprite traversing the supplied
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* series of points with the specified duration between points.
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*
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* @param points a list of points between which the sprite will be
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* moved linearly (the sprite will be moved immediately to the first
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* point).
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* @param durations defines the elapsed time between each successive
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* traversal. This will as a result be shorter by one element than the
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* points array.
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*/
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public LineSegmentPath (Sprite sprite, Vector3f[] points, float[] durations)
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{
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super(sprite);
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_points = points;
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_durations = durations;
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}
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// documentation inherited
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public void update (float time)
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{
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// note the accumulated time
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_accum += time;
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// if we have surpassed the time for this segment, subtract the
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// segment time and move on to the next segment
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if (_accum > _durations[_current]) {
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_accum -= _durations[_current];
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_current++;
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}
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// if we have completed our path, move the sprite to the final
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// position and wrap everything up
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if (_current >= _durations.length) {
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_sprite.setLocalTranslation(_points[_points.length-1]);
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_sprite.pathCompleted();
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return;
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}
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// move the sprite to the appropriate position between points
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_temp.interpolate(_points[_current], _points[_current+1],
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_accum / _durations[_current]);
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_sprite.setLocalTranslation(_temp);
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}
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protected Vector3f[] _points;
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protected float[] _durations;
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protected float _accum;
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protected int _current;
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protected Vector3f _temp = new Vector3f(0, 0, 0);
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}
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