f3dec66a8d
LineSegmentPath now orients sprites along the path (and even handles an arbitrary notion of "forward" for the sprite). git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3620 542714f4-19e9-0310-aa3c-eee0fc999fb1
140 lines
4.7 KiB
Java
140 lines
4.7 KiB
Java
//
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// $Id$
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package com.threerings.jme.sprite;
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import java.util.Arrays;
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import java.util.logging.Level;
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import com.jme.math.FastMath;
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import com.jme.math.Matrix3f;
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import com.jme.math.Quaternion;
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import com.jme.math.Vector3f;
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import com.jme.renderer.ColorRGBA;
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import com.jme.scene.shape.Box;
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import com.jme.scene.shape.Disk;
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import com.jme.scene.shape.Quad;
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import com.jme.scene.shape.Sphere;
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import com.jme.scene.state.LightState;
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import com.jme.util.LoggingSystem;
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import com.threerings.jme.JmeApp;
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import com.threerings.jme.sprite.LineSegmentPath;
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/**
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* Used for testing paths.
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*/
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public class PathTest extends JmeApp
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{
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protected void initRoot ()
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{
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super.initRoot();
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float dist = 10;
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// set up the camera
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Vector3f loc = new Vector3f(0, -dist, 10);
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_camera.setLocation(loc);
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Matrix3f rotm = new Matrix3f();
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rotm.fromAngleAxis(-FastMath.PI/4, _camera.getLeft());
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rotm.multLocal(_camera.getDirection());
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rotm.multLocal(_camera.getUp());
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rotm.multLocal(_camera.getLeft());
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_camera.update();
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for (int yy = -1; yy < 1; yy++) {
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for (int xx = -1; xx < 1; xx++) {
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Quad quad = new Quad("ground", 10, 10);
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quad.setLightCombineMode(LightState.OFF);
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int index = (yy+1)*2 + (xx+1);
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quad.setSolidColor(COLORS[index]);
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quad.setLocalTranslation(
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new Vector3f(xx * 10 + 5, yy * 10 + 5, -1));
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_geom.attachChild(quad);
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}
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}
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Box target = new Box("target", new Vector3f(-.1f, -.1f, -.1f),
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new Vector3f(.1f, .1f, .1f));
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target.setLocalTranslation(new Vector3f(dist, dist, 0));
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_geom.attachChild(target);
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Box box = new Box("box", new Vector3f(-1, -0.5f, -0.25f),
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new Vector3f(1, 0.5f, 0.25f));
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Disk disk = new Disk("dot", 10, 10, 0.5f);
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disk.setLightCombineMode(LightState.OFF);
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disk.setLocalTranslation(new Vector3f(0.5f, 0f, 0.3f));
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Sprite shot = new Sprite();
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shot.attachChild(box);
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shot.attachChild(disk);
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_geom.attachChild(shot);
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// testBallistic(shot, target);
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testLineSegment(shot);
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}
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protected void testBallistic (Sprite shot, Box target)
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{
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// start with the "cannon" pointed along the x axis
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Vector3f diff = target.getLocalTranslation().subtract(
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shot.getLocalTranslation());
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Vector3f vel = diff.normalize();
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float range = diff.length(), angle = -FastMath.PI/4;
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Vector3f axis = UP.cross(vel);
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axis.normalizeLocal();
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// rotate it up (around the y axis) the necessary elevation
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Quaternion rot = new Quaternion();
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rot.fromAngleAxis(angle, axis);
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rot.multLocal(vel);
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// give the cannon its muzzle velocity
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float muzvel = FastMath.sqrt(range * BallisticPath.G /
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FastMath.sin(2*angle));
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vel.multLocal(muzvel);
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Vector3f start = new Vector3f(0, 0, 0);
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float time = BallisticPath.computeFlightTime(range, muzvel, angle);
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shot.move(new OrientingBallisticPath(
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shot, new Vector3f(1, 0, 0), start, vel, GRAVITY, time));
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System.out.println("Range: " + range);
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System.out.println("Muzzle velocity: " + muzvel);
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System.out.println("Rotation axis: " + axis);
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System.out.println("Angle: " + angle + " (" +
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(angle * 180 / FastMath.PI) + ")");
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System.out.println("Flight time: " + time);
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System.out.println("Velocity: " + vel);
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}
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protected void testLineSegment (Sprite shot)
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{
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Vector3f[] points = new Vector3f[] {
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new Vector3f(0, 0, 0), new Vector3f(2, 0, 0), new Vector3f(3, 0, 0),
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new Vector3f(3, 2, 0), new Vector3f(5, 2, 0), new Vector3f(5, -2, 0),
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new Vector3f(-4, -2, 0)
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};
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float[] durations = new float[points.length];
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Arrays.fill(durations, 1f);
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Vector3f up = new Vector3f(0, 0, 1);
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Vector3f orient = new Vector3f(1, 0, 0);
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shot.move(new LineSegmentPath(shot, up, orient, points, durations));
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}
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public static void main (String[] args)
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{
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LoggingSystem.getLogger().setLevel(Level.OFF);
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PathTest test = new PathTest();
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if (!test.init()) {
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System.exit(-1);
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}
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test.run();
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}
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protected static final Vector3f GRAVITY = new Vector3f(0, 0, -9.8f);
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protected static final Vector3f UP = new Vector3f(0, 0, 1);
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protected static final ColorRGBA[] COLORS = {
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ColorRGBA.red, ColorRGBA.green, ColorRGBA.blue, ColorRGBA.gray };
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}
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