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.
349 lines
11 KiB
Java
349 lines
11 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 palmTree 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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//palmTrees never moves
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public final static vector movenment = new vector(0,0,0);
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//angles between leave branch
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public static int[] angles = new int[5];
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public palmTree(float x, float y, float z){
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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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teamNo = -1;
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type = 100;
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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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this.angle = (int)(360*Math.random());
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x = x+0.05f - (float)(Math.random()/10);
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y = y+0.05f - (float)(Math.random()/10);
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z = z+0.05f - (float)(Math.random()/10);
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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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float scale_i = (float)(Math.random() * 0.3) - 0.15f;
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float scale_j = (float)(Math.random() * 0.3) - 0.15f;
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float scale_k = (float)(Math.random() * 0.3) - 0.15f;
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float scale_j_x = (float)(Math.random() * 0.3) - 0.15f;
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float scale_j_y = (float)(Math.random() * 0.3) - 0.15f;
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iDirection = new vector(0.7f+0.3f*1.1f + scale_i,0,0);
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jDirection = new vector(scale_j_x,(1.1f+0.3f) + scale_j ,scale_j_y);
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kDirection = new vector(0,0,0.7f+0.3f*1.1f + scale_k);
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//adjust orientation of the model
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iDirection.rotate_XZ(angle);
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kDirection.rotate_XZ(angle);
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int color = 110 << 16 | 205 << 8 | 10;
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postProcessingThread.theMiniMap.background[tileIndex] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 1] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 128] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 129] = color;
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boundary2D.owner = this;
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currentCommand = StandBy;
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angles[0] = 0;
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makePolygons();
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}
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public palmTree(float x, float y, float z, float scale_i, float scale_j, float scale_k, float scale_j_x, float scale_j_y, int angle, int angle1, int angle2, int angle3, int angle4, int angle5){
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//uncontrollable unit, but act as a small sized static collidable agent
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type = 100;
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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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mainThread.gridMap.tiles[tileIndex][4] = this;
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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(-0.75f,-0.2f, -0.95f);
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tempshadowvertex0 = new vector(0,0,0);
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shadowvertex1 =start.myClone();
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shadowvertex1.add(-0.75f,-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, -0.95f);
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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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iDirection = new vector(0.7f+0.3f*1.1f + scale_i,0,0);
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jDirection = new vector(scale_j_x,(1.1f+0.3f) + scale_j ,scale_j_y);
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kDirection = new vector(0,0,0.7f+0.3f*1.1f + scale_k);
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iDirection.rotate_XZ(angle);
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kDirection.rotate_XZ(angle);
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int color = 110 << 16 | 205 << 8 | 10;
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postProcessingThread.theMiniMap.background[tileIndex] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 1] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 128] = color;
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postProcessingThread.theMiniMap.background[tileIndex + 129] = color;
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boundary2D.owner = this;
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currentCommand = StandBy;
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angles[0] = angle1;
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angles[1] = angle2;
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angles[2] = angle3;
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angles[3] = angle4;
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angles[4] = angle5;
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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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vector[] v;
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start.add(0,-0.25f,0);
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polygons = new polygon3D[8 + 5*6];
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if(angles[0] ==0){
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for(int i = 0; i < 5; i++){
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angles[i] = 72*(i+1) + 15 - (int)(30*Math.random());
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}
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}
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//body
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v = new vector[]{put(-0.001, 0.1, -0.01), put(0.016, 0.1, -0.01), put(0.01, 0, -0.01), put(-0.014, 0, -0.01)};
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polygons[0] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(-0.001, 0.1, 0.01), put(-0.001, 0.1, -0.01), put(-0.014, 0, -0.01), put(-0.014, 0, 0.014)};
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polygons[1] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.016, 0.1, 0.01), put(-0.001, 0.1, 0.01), put(-0.014, 0, 0.014), put(0.01, 0, 0.014)};
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polygons[2] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.016, 0.1, -0.01), put(0.016, 0.1, 0.01), put(0.01, 0, 0.014), put(0.01, 0, -0.01)};
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polygons[3] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.002, 0.3, -0.008), put(0.013, 0.3, -0.008), put(0.016, 0.1, -0.01), put(-0.001, 0.1, -0.01)};
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polygons[4] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.002, 0.3, 0.006), put(0.002, 0.3, -0.008), put(-0.001, 0.1, -0.01),put(-0.001, 0.1, 0.01)};
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polygons[5] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.013, 0.3, 0.006), put(0.002, 0.3, 0.006), put(-0.001, 0.1, 0.01),put(0.016, 0.1, 0.01)};
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polygons[6] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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v = new vector[]{put(0.013, 0.3, -0.008), put(0.013, 0.3, 0.006), put(0.016, 0.1, 0.01), put(0.016, 0.1, -0.01)};
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polygons[7] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[4], 0.1f,0.5f,1);
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//leaves
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start.add(0.005f, 0,0);
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int index = 8;
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int currentAngle = 0;
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for(int i = 0; i < 5; i++){
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v = new vector[]{put(0.015, 0.3, 0.01), put(0, 0.3, 0), put(0, 0.34, 0.05), put(0.015, 0.32, 0.05)};
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polygons[index] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[5], 1,1,1);
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v = new vector[]{put(0, 0.3, 0), put(-0.015, 0.3, 0.01), put(-0.015, 0.32, 0.05), put(0, 0.34, 0.05)};
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polygons[index+1] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[5], 1,1,1);
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v = new vector[]{put(0, 0.34, 0.05), put(0, 0.33, 0.09), put(0.015, 0.31, 0.09), put(0.015, 0.32, 0.05)};
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polygons[index + 2] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[5], 1,1,1);
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v = new vector[]{put(0, 0.34, 0.05), put(-0.015, 0.32, 0.05), put(-0.015, 0.31, 0.09), put(0, 0.33, 0.09)};
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polygons[index + 3] = new polygon3D(v, v[0], v[1], v [3], mainThread.textures[5], 1,1,1);
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v = new vector[]{put(0, 0.33, 0.09), put(-0.015, 0.31, 0.09), put(0, 0.29, 0.12)};
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polygons[index + 4] = new polygon3D(v, v[0], v[1], v [2], mainThread.textures[5], 1,1,1);
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v = new vector[]{put(0.015, 0.31, 0.09), put(0, 0.33, 0.09), put(0, 0.29, 0.12)};
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polygons[index + 5] = new polygon3D(v, v[0], v[1], v [2], mainThread.textures[5], 1,1,1);
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iDirection.rotate_XZ(angles[i]-currentAngle);
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kDirection.rotate_XZ(angles[i]-currentAngle);
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currentAngle = angles[i];
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index+=6;
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}
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for(int i = 0; i < polygons.length; i++){
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polygons[i].Ambient_I+=10;
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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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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 palm tree 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 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)
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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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