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nenya/src/java/com/threerings/jme/camera/SplinePath.java
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Michael Bayne c2117ee86d Behold, Nenya, Ring of Water and repository for our media and animation related
goodies, both Java 2D and LWJGL/JME 3D.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1 ed5b42cb-e716-0410-a449-f6a68f950b19
2006-06-23 18:07:28 +00:00

114 lines
3.9 KiB
Java

//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.camera;
import com.jme.math.Vector3f;
import com.jme.renderer.Camera;
import com.threerings.jme.Log;
/**
* Moves the camera along a cubic Hermite spline path defined by the start and
* end locations and directions. Spline formulas obtained from
* <a href="http://en.wikipedia.org/wiki/Cubic_Hermite_spline">Wikipedia</a>.
*/
public class SplinePath extends CameraPath
{
/**
* Creates a cubic spline path for the camera to follow.
*
* @param tloc the target location
* @param tdir the target direction
* @param axis the heading axis (typically {@link Vector3f#UNIT_Z})
* @param duration the duration of the path
* @param tension the tension parameter, which can range from zero to one:
* higher tension values create a more direct path with a sharper turn,
* lower values create a rounder path with a smoother turn
*/
public SplinePath (CameraHandler camhand, Vector3f tloc,
Vector3f tdir, Vector3f axis, float duration, float tension)
{
super(camhand);
// get the spline function coefficients
Camera cam = camhand.getCamera();
_p0 = new Vector3f(cam.getLocation());
_p1 = new Vector3f(tloc);
float tscale = (1f - tension) * _p0.distance(_p1);
_m0 = cam.getDirection().mult(tscale);
_m1 = tdir.mult(tscale);
_axis = axis;
_duration = duration;
}
// documentation inherited
public boolean tick (float secondsSince)
{
_elapsed = Math.min(_elapsed + secondsSince, _duration);
float t = _elapsed / _duration, t2 = t*t, t3 = t2*t,
h00 = 2*t3 - 3*t2 + 1,
h00p = 6*t2 - 6*t,
h10 = t3 - 2*t2 + t,
h10p = 3*t2 - 4*t + 1,
h01 = -2*t3 + 3*t2,
h01p = -6*t2 + 6*t,
h11 = t3 - t2,
h11p = 3*t2 - 2*t;
// take the derivative to find the direction
_p0.mult(h00p, _dir);
_dir.scaleAdd(h10p, _m0, _dir);
_dir.scaleAdd(h01p, _p1, _dir);
_dir.scaleAdd(h11p, _m1, _dir);
_dir.normalizeLocal();
// evaluate the spline function to find the location
_p0.mult(h00, _loc);
_loc.scaleAdd(h10, _m0, _loc);
_loc.scaleAdd(h01, _p1, _loc);
_loc.scaleAdd(h11, _m1, _loc);
// compute the left and up vectors using the direction and
// axis vectors
Camera cam = _camhand.getCamera();
_axis.cross(_dir, _left);
_left.normalizeLocal();
_dir.cross(_left, _up);
// update the camera's location and orientation
cam.setFrame(_loc, _left, _up, _dir);
return _elapsed >= _duration;
}
/** The parameters of the spline. */
Vector3f _p0, _m0, _p1, _m1, _axis;
/** Working vectors. */
Vector3f _loc = new Vector3f(), _left = new Vector3f(),
_up = new Vector3f(), _dir = new Vector3f();
/** The elapsed time and total duration. */
float _elapsed, _duration;
}