Files
narya/tests/src/java/com/threerings/jme/sprite/PathTest.java
T
Michael Bayne f3dec66a8d More geometric jockeying that you can shake a stick at. The
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
2005-06-23 21:12:17 +00:00

140 lines
4.7 KiB
Java

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