Added 3D window to GameView3D to begin adding assets to. Used it to refine all 3D assets implemented by ModelFactory and manually test that they work.

#implement #test
This commit is contained in:
cir27
2017-09-08 01:50:56 +12:00
parent eed5f56690
commit 0bf6dd9e6b
26 changed files with 690 additions and 886 deletions
@@ -0,0 +1,124 @@
package seng302.visualiser.fxObjects.assets_2D;
import javafx.application.Platform;
import javafx.scene.CacheHint;
import javafx.scene.Group;
import javafx.scene.paint.Color;
import javafx.scene.shape.Arc;
import javafx.scene.shape.ArcType;
import javafx.scene.shape.StrokeLineCap;
import javafx.scene.transform.Rotate;
/**
* A group containing objects used to represent wakes onscreen. Contains functionality for their animation.
*/
public class Wake extends Group {
//The number of wakes
private int numWakes = 8;
//The total possible difference between the first wake and the last. Increasing/Decreasing this will make wakes fan out more/less.
private final double MAX_DIFF = 75;
//Increasing/decreasing this will alter the speed that wakes converge when the heading stop changing. Anything over about 1500 may cause oscillation.
private final int UNIFICATION_SPEED = 45;
private Arc[] arcs = new Arc[numWakes];
private double[] rotationalVelocities = new double[numWakes];
private double[] rotations = new double[numWakes];
/**
* Create a wake at the given location.
*
* @param startingX x location where the tip of wake arcs will be.
* @param startingY y location where the tip of wake arcs will be.
*/
Wake(double startingX, double startingY) {
super.setLayoutX(startingX);
super.setLayoutY(startingY);
Arc arc;
for (int i = 0; i < numWakes; i++) {
//Default triangle is -110 deg out of phase with a default wake and has angle of 40 deg.
arc = new Arc(0, 0, 0, 0, -110, 40);
arc.setCache(true);
arc.setCacheHint(CacheHint.ROTATE);
arc.setType(ArcType.OPEN);
arc.setStroke(
new Color(
0.18, 0.7, 1.0, 1.0 + (-0.99 / numWakes * i)
)
);
arc.setStrokeWidth(3.0);
arc.setStrokeLineCap(StrokeLineCap.ROUND);
arc.setFill(new Color(0.0, 0.0, 0.0, 0.0));
arcs[i] = arc;
arc.getTransforms().setAll(
new Rotate(1)
);
}
super.getChildren().addAll(arcs);
}
void setRotation (double rotation, double velocity) {
// if (Math.abs(rotations[0] - rotation) > 20) {
Platform.runLater(() -> {
rotate(rotation);
double rad = (14 / numWakes) + velocity;
for (Arc arc : arcs) {
arc.setRadiusX(rad);
arc.setRadiusY(rad);
rad += (14 / numWakes) + (velocity / 2.5);
}
});
// } else {
// rotations[0] = rotation;
// ((Rotate) arcs[0].getTransforms().get(0)).setAngle(rotation);
// for (int i = 1; i < numWakes; i++) {
// double wakeSeparationRad = Math.toRadians(rotations[i - 1] - rotations[i]);
// double shortestDistance = Math.atan2(
// Math.sin(wakeSeparationRad),
// Math.cos(wakeSeparationRad)
// );
// double distDeg = Math.toDegrees(shortestDistance);
// if (rotationalVelocities[i - 1] < 0.01 && rotationalVelocities[i - 1] > -0.01) {
// rotationalVelocities[i] = distDeg / UNIFICATION_SPEED * 2 * Math.log(Math.abs(distDeg) + 1) / Math.log(MAX_DIFF / numWakes);
//
// } else {
// if (distDeg < (MAX_DIFF / numWakes)) {
// rotationalVelocities[i] = distDeg / UNIFICATION_SPEED * Math.log(Math.abs(distDeg) + 1) / Math.log(MAX_DIFF / numWakes);
// } else
// rotationalVelocities[i] = rotationalVelocities[i - 1];
// }
// }
// }
// double rad = (14 / numWakes) + velocity;
// for (Arc arc : arcs) {
// arc.setRadiusX(rad);
// arc.setRadiusY(rad);
// rad += (14 / numWakes) + (velocity / 2.5);
// }
}
/**
* Arcs rotate based on the distance they would have travelled over the supplied time interval.
*/
void updatePosition() {
for (int i = 0; i < numWakes; i++) {
rotations[i] = rotations[i] + rotationalVelocities[i];
((Rotate) arcs[i].getTransforms().get(0)).setAngle(rotations[i]);
}
}
/**
* Rotate all wakes to the given rotation.
*
* @param rotation the from north angle in degrees to rotate to.
*/
void rotate(double rotation) {
for (int i = 0; i < arcs.length; i++) {
rotations[i] = rotation;
rotationalVelocities[i] = 0;
arcs[i].getTransforms().setAll(new Rotate(rotation));
}
}
}