view of the back ground. Also the screen resolution and the shadowmap resolution are no longer hard coded everywhere. They are defined in mainThread.java.
309 lines
9.3 KiB
Java
309 lines
9.3 KiB
Java
package entity;
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import java.awt.Rectangle;
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import core.*;
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//palmTree model
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public class lightPole extends solidObject{
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//the polygons of the model
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public polygon3D[] polygons;
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public int angle;
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public int tileIndex;
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public vector shadowvertex0, tempshadowvertex0,shadowvertex1, tempshadowvertex1,shadowvertex2, tempshadowvertex2,shadowvertex3, tempshadowvertex3;
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//a screen space boundary which is used to test if the object is visible from camera point of view
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public final static Rectangle visibleBoundary = new Rectangle(-50,-50,screen_width+100, screen_height+100);
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//a screen space boundary which is used to test if the entire object is within the screen
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public final static Rectangle screenBoundary = new Rectangle(40,40,screen_width - 90, screen_height - 80);
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//screen space boundary which is used to test if the shadow of the object is within the screen
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public final static Rectangle shadowBoundary1 = new Rectangle(0,0,screen_width, screen_height);
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//lightPole never moves
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public final static vector movenment = new vector(0,0,0);
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public boolean vanished;
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public lightPole(float x, float y, float z, int angle){
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//uncontrollable unit, but act as a small sized static collidable agent
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ID = -1;
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type = 100;
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teamNo = -1;
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this.angle = angle;
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boundary2D = new Rect((int)(x*64), (int)(z*64), 1, 1);
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tileIndex = boundary2D.x1/16 + (127 - (boundary2D.y1)/16)*128;
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if(tileIndex >= 0 && tileIndex < 128*128)
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mainThread.gridMap.tiles[tileIndex][4] = this;
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else
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tileIndex = 0;
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start = new vector(x,y,z);
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centre = start.myClone();
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tempCentre = start.myClone();
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shadowvertex0 =start.myClone();
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shadowvertex0.add(-0.35f,-0.2f, -0.35f);
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tempshadowvertex0 = new vector(0,0,0);
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shadowvertex1 =start.myClone();
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shadowvertex1.add(-0.35f,-0.2f, 0);
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tempshadowvertex1 = new vector(0,0,0);
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shadowvertex2 =start.myClone();
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shadowvertex2.add(0,-0.2f, -0.35f);
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tempshadowvertex2 = new vector(0,0,0);
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shadowvertex3 =start.myClone();
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shadowvertex3.add(0,-0.2f, 0f);
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tempshadowvertex3 = new vector(0,0,0);
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//create main axis in object space
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iDirection = new vector(1f,0,0);
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jDirection = new vector(0,1f,0);
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kDirection = new vector(0,0,1f);
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boundary2D.owner = this;
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currentCommand = StandBy;
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makePolygons();
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}
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//Construct polygons for this model.
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//The polygon data is hard-coded here
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private void makePolygons(){
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polygons = new polygon3D[57];
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vector[] v;
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//power tower A
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float r = 0.008f;
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float r1 = 0.006f;
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float delta = (float)Math.PI/8;
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for(int i = 0; i < 16; i++){
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v = new vector[]{put(r1*Math.cos(i*delta), 0.4, r1*Math.sin(i*delta)),
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put(r1*Math.cos((i+1)*delta), 0.4, r1*Math.sin((i+1)*delta)),
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put(r*Math.cos((i+1)*delta), 0, r*Math.sin((i+1)*delta)),
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put(r*Math.cos(i*delta), 0, r*Math.sin(i*delta))
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};
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polygons[i] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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}
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iDirection.rotate_YZ(30);
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jDirection.rotate_YZ(30);
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kDirection.rotate_YZ(30);
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start.z-=0.221f;
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for(int i = 0; i < 16; i++){
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v = new vector[]{put(r1*Math.cos(i*delta), 0.502, r1*Math.sin(i*delta)),
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put(r1*Math.cos((i+1)*delta), 0.502, r1*Math.sin((i+1)*delta)),
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put(r1*Math.cos((i+1)*delta), 0.449, r1*Math.sin((i+1)*delta)),
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put(r1*Math.cos(i*delta), 0.449, r1*Math.sin(i*delta))
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};
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polygons[i+16] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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}
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iDirection.rotate_YZ(30);
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jDirection.rotate_YZ(30);
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kDirection.rotate_YZ(30);
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start.z-=0.14f;
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start.y+=0.2f;
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float r2 = 0.004f;
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for(int i = 0; i < 16; i++){
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v = new vector[]{put(r2*Math.cos(i*delta), 0.55, r2*Math.sin(i*delta)),
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put(r2*Math.cos((i+1)*delta), 0.55, r2*Math.sin((i+1)*delta)),
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put(r1*Math.cos((i+1)*delta), 0.45, r1*Math.sin((i+1)*delta)),
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put(r1*Math.cos(i*delta), 0.45, r1*Math.sin(i*delta))
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};
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polygons[i+32] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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}
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start.set(centre);
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start.z+=0.1f;
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start.y -=0.02f;
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iDirection.set(1f,0,0);
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jDirection.set(0,1f,0);
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kDirection.set(0,0,1f);
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float h = 0.5f;
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float w1 = -0.01f*0.9f;
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float w2 = -0.005f*0.9f;
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float w3 = 0.005f*0.9f;
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float w4 = 0.01f*0.9f;
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float h1 = 0.04f*1f;
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float h2 = 0.035f*1f;
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float h3 = 0.015f*1f;
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float h4 = 0.01f*1f;
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float thickness = 0.01f;
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v = new vector[]{put(w2,h, h1), put(w3,h,h1), put(w4,h, h2), put(w4,h, h3), put(w3,h, h4), put(w2,h, h4), put(w1,h, h3), put(w1,h, h2)};
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polygons[48] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w2, h, h4), put(w3, h, h4), put(w3, h-thickness, h4), put(w2, h-thickness, h4)};
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polygons[49] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w2, h-thickness, h1), put(w3, h-thickness, h1), put(w3, h, h1), put(w2, h, h1)};
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polygons[50] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w3, h, h4), put(w4, h, h3), put(w4, h-thickness, h3), put(w3, h-thickness, h4) };
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polygons[51] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w1, h, h3), put(w2, h, h4), put(w2, h-thickness, h4), put(w1, h-thickness, h3) };
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polygons[52] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w4, h, h3), put(w4, h , h2), put(w4, h-thickness , h2), put(w4, h-thickness, h3)};
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polygons[53] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w1, h-thickness, h3), put(w1, h-thickness , h2), put(w1, h , h2), put(w1, h, h3)};
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polygons[54] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w4,h,h2), put(w3, h, h1),put(w3, h-thickness, h1), put(w4,h-thickness,h2)};
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polygons[55] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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v = new vector[]{put(w2, h, h1), put(w1,h,h2), put(w1,h-thickness,h2), put(w2, h-thickness, h1)};
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polygons[56] = new polygon3D(v, v[0], v[1], v[3], mainThread.textures[25], 10f,10f,1);
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for(int i = 0; i < polygons.length; i++){
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for(int j = 0; j < polygons[i].vertex3D.length; j++){
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polygons[i].vertex3D[j].subtract(centre);
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polygons[i].vertex3D[j].rotate_XZ(angle);
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polygons[i].vertex3D[j].add(centre);
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}
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polygons[i].normal.rotate_XZ(angle);
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polygons[i].findDiffuse();
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polygons[i].parentObject = this;
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}
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}
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//update the model
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public void update(){
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if(vanished)
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return;
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mainThread.gridMap.currentObstacleMap[tileIndex] = false;
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//update center in camera coordinate
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tempCentre.set(centre);
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tempCentre.subtract(camera.position);
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tempCentre.rotate_XZ(camera.XZ_angle);
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tempCentre.rotate_YZ(camera.YZ_angle);
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tempCentre.updateLocation();
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if(tempCentre.screenX > screen_width+150 || tempCentre.screenX < - 150 || tempCentre.screenY < - 150 || tempCentre.screenY > screen_height+150){
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visible = false;
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return;
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}
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//test if the light pole is visible in camera point of view
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if(visibleBoundary.contains(tempCentre.screenX, tempCentre.screenY)){
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visible = true;
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if(screenBoundary.contains(tempCentre.screenX, tempCentre.screenY))
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withinViewScreen = true;
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else
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withinViewScreen = false;
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}else{
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visible = false;
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}
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tempshadowvertex0.set(shadowvertex0);
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tempshadowvertex0.subtract(camera.position);
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tempshadowvertex0.rotate_XZ(camera.XZ_angle);
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tempshadowvertex0.rotate_YZ(camera.YZ_angle);
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tempshadowvertex0.updateLocation();
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tempshadowvertex1.set(shadowvertex1);
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tempshadowvertex1.subtract(camera.position);
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tempshadowvertex1.rotate_XZ(camera.XZ_angle);
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tempshadowvertex1.rotate_YZ(camera.YZ_angle);
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tempshadowvertex1.updateLocation();
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tempshadowvertex2.set(shadowvertex2);
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tempshadowvertex2.subtract(camera.position);
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tempshadowvertex2.rotate_XZ(camera.XZ_angle);
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tempshadowvertex2.rotate_YZ(camera.YZ_angle);
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tempshadowvertex2.updateLocation();
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tempshadowvertex3.set(shadowvertex3);
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tempshadowvertex3.subtract(camera.position);
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tempshadowvertex3.rotate_XZ(camera.XZ_angle);
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tempshadowvertex3.rotate_YZ(camera.YZ_angle);
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tempshadowvertex3.updateLocation();
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//if the object is visible then draw it on the shadow buffer from light point of view
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if(shadowBoundary1.contains(tempshadowvertex0.screenX, tempshadowvertex0.screenY) ||
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shadowBoundary1.contains(tempshadowvertex1.screenX, tempshadowvertex1.screenY) ||
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shadowBoundary1.contains(tempshadowvertex2.screenX, tempshadowvertex2.screenY) ||
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shadowBoundary1.contains(tempshadowvertex3.screenX, tempshadowvertex3.screenY)
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){
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for(int i = 0; i < polygons.length; i++){
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polygons[i].update_lightspace();
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}
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}
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}
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public void vanish(){
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mainThread.gridMap.tiles[tileIndex][4] = null;
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mainThread.gridMap.currentObstacleMap[tileIndex] = true;
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vanished = true;
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}
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public vector getMovement(){
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return movenment;
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}
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//draw model
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public void draw(){
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if(!visible || vanished)
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return;
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for(int i = 0; i < polygons.length; i++){
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polygons[i].update();
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}
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for(int i = 0; i < polygons.length; i++){
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polygons[i].draw();
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}
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}
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}
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