Added boat wakes back to the visualiser

#story[923]
This commit is contained in:
Michael Rausch
2017-05-19 16:57:29 +12:00
parent a2123df0c5
commit aaf2e6a3f0
5 changed files with 108 additions and 49 deletions
+3
View File
@@ -17,6 +17,9 @@ public class App extends Application {
primaryStage.setTitle("RaceVision");
primaryStage.setScene(new Scene(root));
primaryStage.setMaximized(true);
primaryStage.setFullScreenExitHint("");
primaryStage.setFullScreen(true);
primaryStage.show();
primaryStage.setOnCloseRequest(e -> {
@@ -105,7 +105,7 @@ public class RaceViewController extends Thread implements ImportantAnnotationDel
// Load FXML and set CSS
fxmlLoader
.setLocation(getClass().getResource("/views/importantAnnotationSelectView.fxml"));
Scene scene = new Scene(fxmlLoader.load(), 469, 248);
Scene scene = new Scene(fxmlLoader.load(), 469, 298);
scene.getStylesheets().add(getClass().getResource("/css/master.css").toString());
stage.initStyle(StageStyle.UNDECORATED);
@@ -132,6 +132,7 @@ public class StartScreenController implements Initializable {
}
public void switchToRaceView() {
StreamParser.boatPositions.clear();
switchedToRaceView = true;
setContentPane("/views/RaceView.fxml");
}
@@ -39,6 +39,7 @@ public class BoatGroup extends Group{
private double xIncrement;
private double yIncrement;
private long lastTimeValid = 0;
private Double lastRotation = 0.0;
private long framesToMove;
//Graphical objects
private Yacht boat;
@@ -159,6 +160,9 @@ public class BoatGroup extends Group{
estTimeToNextMarkObject.setLayoutY(estTimeToNextMarkObject.getLayoutY() + dy);
legTimeObject.setLayoutX(legTimeObject.getLayoutX() + dx);
legTimeObject.setLayoutY(legTimeObject.getLayoutY() + dy);
////////
wake.setLayoutX(wake.getLayoutX() + dx);
wake.setLayoutY(wake.getLayoutY() + dy);
}
@@ -179,6 +183,11 @@ public class BoatGroup extends Group{
estTimeToNextMarkObject.setLayoutY(y);
legTimeObject.setLayoutX(x);
legTimeObject.setLayoutY(y);
/////////
wake.setLayoutX(x);
wake.setLayoutY(y);
wake.rotate(rotation);
}
public void rotateTo (double rotation) {
@@ -191,6 +200,33 @@ public class BoatGroup extends Group{
if (framesToMove <= 0){
isStopped = true;
}
////////////
wake.updatePosition(1000/60);
}
///////////
/**
* Calculates the rotational velocity required to reach the rotationalGoal from the currentRotation.
*/
protected Double calculateRotationalVelocity (Double rotationalGoal) {
Double rotationalVelocity = 0.0;
if (Math.abs(rotationalGoal - lastRotation) > 180) {
if (rotationalGoal - lastRotation >= 0.0) {
rotationalVelocity = ((rotationalGoal - lastRotation) - 360) / 200;
} else {
rotationalVelocity = (360 + (rotationalGoal - lastRotation)) / 200;
}
} else {
rotationalVelocity = (rotationalGoal - lastRotation) / 200;
}
//Sometimes the rotation is too large to be realistic. In that case just do it instantly.
if (Math.abs(rotationalVelocity) > 1) {
rotationalVelocity = 0.0;
}
return rotationalVelocity;
}
/**
@@ -208,13 +244,25 @@ public class BoatGroup extends Group{
framesToMove = Math.round((frameRate/(1000.0f/(timeValid-lastTimeValid))));
double dx = newXValue - boatPoly.getLayoutX();
double dy = newYValue - boatPoly.getLayoutY();
xIncrement = dx/framesToMove;
yIncrement = dy/framesToMove;
Double rotationalVelocity = calculateRotationalVelocity(rotation);
if (Math.abs(rotationalVelocity) > 0.075) {
rotationalVelocity = 0.0;
wake.rotate(rotation);
}
rotateTo(rotation);
wake.setRotationalVelocity(rotationalVelocity, groundSpeed);
velocityObject.setText(String.format("%.2f m/s", groundSpeed));
lastTimeValid = timeValid;
isStopped = false;
lastRotation = rotation;
}
+50 -43
View File
@@ -1,30 +1,34 @@
package seng302.models;
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;
/**
* By default wake is a group containing 5 arcs. Each arc starts from the same point. Each arc is larger and more
* transparent than the last. On calling updatePositions() arcs rotate at velocities given by setRotationalVelocity().
* The larger and more transparent an arc is the longer the delay before it rotates at the latest velocity. It is
* assumed that rotationalVelocities() are set regularly as wakes do not stop rotating and an array of velocities needs
* to be populated for the class to work as expected.
* A group containing objects used to represent wakes onscreen. Contains functionality for their animation.
*/
class Wake extends Group {
private int numWakes = 5;
private double[] velocities = new double[13];
//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 = 750;
private Arc[] arcs = new Arc[numWakes];
private double[] rotationalVelocities = new double[numWakes];
private double[] rotations = new double[numWakes];
private int[] velocityIndices = new int[numWakes];
private double sum = 0;
private static double max;
private double baseRad;
/**
* 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.
*/
@@ -35,73 +39,76 @@ class Wake extends Group {
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);
//Opacity increases from 0.5 -> 0 evenly over the 5 wake arcs.
arc.setFill(new Color(0.18, 0.7, 1.0, 1.0 + -0.175 * i));
arc.setType(ArcType.ROUND);
arc.setCache(true);
arc.setCacheHint(CacheHint.SPEED);
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));
baseRad = (20 / numWakes);
arcs[i] = arc;
}
super.getChildren().addAll(arcs);
}
/**
* Sets the rotationalVelocity of each arc. Each arc is 3 velocities behind the next smallest arc. The smallest uses
* the latest given velocity.
* Sets the rotationalVelocity of each arc.
*
* @param rotationalVelocity The rotationalVelocity the wake should move at.
* @param rotationGoal Where the wake will rotate to if the wake is calculated to be on a straight section. This is
* used to prevent desynchronisation with the Boat polygon.
* @param velocity The real world velocity of the boat in m/s.
*/
void setRotationalVelocity (double rotationalVelocity, double rotationGoal, double velocity) {
sum -= Math.abs(velocities[(velocityIndices[0] + 10) % 13]);
sum += Math.abs(rotationalVelocity);
max = Math.max(max, rotationalVelocity);
if (sum < (max / 3))
rotate (rotationGoal); //In relatively straight segments the wake snaps to match the boats current position.
//This stops the wake from eventually becoming out of sync with the boat.
//This accounts for rogue rotations that are greater than what would be realistic. Value is kinda rough.
//Basically just for our internal mock.
if (Math.abs(rotationalVelocity) > 0.05) {
rotationalVelocity = 0;
rotate(rotationGoal);
}
//Update the index of the array of recent velocities that each wake uses. Each wake is 3 velocities behind the
//next smallest wake.
velocityIndices[0] = (13 + (velocityIndices[0] - 1) % 13) % 13;
velocities[velocityIndices[0]] = rotationalVelocity;
for (int i = 1; i < numWakes; i++)
velocityIndices[i] = (velocityIndices[0] + 3 * i) % 13;
void setRotationalVelocity(double rotationalVelocity, double velocity) {
rotationalVelocities[0] = rotationalVelocity;
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);
//Scale wakes based on velocity.
double baseRad = 20;
double rad;
if (rotationalVelocities[i - 1] < 0.01 && rotationalVelocities[i - 1] > -0.01) {
rotationalVelocities[i] = distDeg / UNIFICATION_SPEED * Math.log(Math.abs(distDeg) + 1) / Math.log(MAX_DIFF / numWakes);
} else {
if (distDeg < (MAX_DIFF / numWakes))
rotationalVelocities[i] = rotationalVelocities[i - 1] * Math.log(Math.abs(distDeg) + 1) / Math.log(MAX_DIFF / numWakes);
else
rotationalVelocities[i] = rotationalVelocities[i - 1];
}
}
double rad = baseRad + velocity;
for (Arc arc : arcs) {
rad = baseRad + velocity;
arc.setRadiusX(rad);
arc.setRadiusY(rad);
baseRad += 5 + (velocity / 2);
rad += (20 / numWakes) + (velocity / 2);
}
}
/**
* Arcs rotate based on the distance they would have travelled over the supplied time interval.
*
* @param timeInterval the time interval, in microseconds, that the wake should move.
*/
void updatePosition(long timeInterval) {
for (int i = 0; i < numWakes; i++) {
rotations[i] = rotations[i] + velocities[velocityIndices[i]] * timeInterval;
rotations[i] = rotations[i] + rotationalVelocities[i] * timeInterval;
arcs[i].getTransforms().setAll(new Rotate(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));
}
}
}