Files
Party-Parrots-At-Sea/src/main/java/seng302/models/BoatGroup.java
T
Kusal Ekanayake 5fe330bfbb Boat trials and wakes now work with both fast and slow data sets.
Instead of fixed, hard coded thresholds and scale factors dynamically changing values
that scale with the onscreen movement are used to determine how graphical objects
are drawn.

#implement #story[816]
2017-05-01 16:41:58 +12:00

311 lines
12 KiB
Java

package seng302.models;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.scene.shape.Polygon;
import javafx.scene.text.Text;
import javafx.scene.transform.Rotate;
import seng302.models.parsers.StreamParser;
/**
* BoatGroup is a javafx group that by default contains a graphical objects for representing a 2 dimensional boat.
* It contains a single polygon for the boat, a group of lines to show it's path, a wake object and two text labels to
* annotate the boat teams name and the boats velocity.
*/
public class BoatGroup extends RaceObject{
private static final double TEAMNAME_X_OFFSET = 10d;
private static final double TEAMNAME_Y_OFFSET = -15d;
private static final double VELOCITY_X_OFFSET = 10d;
private static final double VELOCITY_Y_OFFSET = -5d;
private static final double BOAT_HEIGHT = 15d;
private static final double BOAT_WIDTH = 10d;
private static double expectedUpdateInterval = 200;
private boolean destinationSet;
private Point2D lastPoint;
private int wakeGenerationDelay = 10;
private double distanceTravelled;
private Boat boat;
private Group lineGroup = new Group();
private Polygon boatPoly;
private Text teamNameObject;
private Text velocityObject;
private Wake wake;
/**
* Creates a BoatGroup with the default triangular boat polygon.
* @param boat The boat that the BoatGroup will represent. Must contain an ID which will be used to tell which
* BoatGroup to update.
* @param color The colour of the boat polygon and the trailing line.
*/
public BoatGroup (Boat boat, Color color){
this.boat = boat;
initChildren(color);
}
/**
* Creates a BoatGroup with the boat being the default polygon. The head of the boat should be at point (0,0).
* @param boat The boat that the BoatGroup will represent. Must contain an ID which will be used to tell which
* BoatGroup to update.
* @param color The colour of the boat polygon and the trailing line.
* @param points An array of co-ordinates x1,y1,x2,y2,x3,y3... that will make up the boat polygon.
*/
public BoatGroup (Boat boat, Color color, double... points)
{
this.boat = boat;
initChildren(color, points);
}
/**
* Creates the javafx objects that will be the in the group by default.
* @param color The colour of the boat polygon and the trailing line.
* @param points An array of co-ordinates x1,y1,x2,y2,x3,y3... that will make up the boat polygon.
*/
private void initChildren (Color color, double... points) {
boatPoly = new Polygon(points);
boatPoly.setFill(color);
teamNameObject = new Text(boat.getShortName());
velocityObject = new Text(String.valueOf(boat.getVelocity()));
teamNameObject.setX(TEAMNAME_X_OFFSET);
teamNameObject.setY(TEAMNAME_Y_OFFSET);
teamNameObject.relocate(teamNameObject.getX(), teamNameObject.getY());
velocityObject.setX(VELOCITY_X_OFFSET);
velocityObject.setY(VELOCITY_Y_OFFSET);
velocityObject.relocate(velocityObject.getX(), velocityObject.getY());
destinationSet = false;
wake = new Wake(0, -BOAT_HEIGHT);
super.getChildren().addAll(teamNameObject, velocityObject, boatPoly);
}
/**
* Creates the javafx objects that will be the in the group by default.
* @param color The colour of the boat polygon and the trailing line.
*/
private void initChildren (Color color) {
initChildren(color,
-BOAT_WIDTH / 2, BOAT_HEIGHT / 2,
0.0, -BOAT_HEIGHT / 2,
BOAT_WIDTH / 2, BOAT_HEIGHT / 2);
}
/**
* Moves the boat and its children annotations from its current coordinates by specified amounts.
* @param dx The amount to move the X coordinate by
* @param dy The amount to move the Y coordinate by
*/
public void moveGroupBy(double dx, double dy, double rotation) {
boatPoly.setLayoutX(boatPoly.getLayoutX() + dx);
boatPoly.setLayoutY(boatPoly.getLayoutY() + dy);
teamNameObject.setLayoutX(teamNameObject.getLayoutX() + dx);
teamNameObject.setLayoutY(teamNameObject.getLayoutY() + dy);
velocityObject.setLayoutX(velocityObject.getLayoutX() + dx);
velocityObject.setLayoutY(velocityObject.getLayoutY() + dy);
wake.setLayoutX(wake.getLayoutX() + dx);
wake.setLayoutY(wake.getLayoutY() + dy);
rotateTo(rotation + currentRotation);
}
/**
* Moves the boat and its children annotations to coordinates specified
* @param x The X coordinate to move the boat to
* @param y The Y coordinate to move the boat to
* @param rotation The heading in degrees from north the boat should rotate to.
*/
public void moveTo (double x, double y, double rotation) {
rotateTo(rotation);
moveTo(x, y);
}
/**
* Moves the boat and its children annotations to coordinates specified
* @param x The X coordinate to move the boat to
* @param y The Y coordinate to move the boat to
*/
public void moveTo (double x, double y) {
boatPoly.setLayoutX(x);
boatPoly.setLayoutY(y);
teamNameObject.setLayoutX(x);
teamNameObject.setLayoutY(y);
velocityObject.setLayoutX(x);
velocityObject.setLayoutY(y);
wake.setLayoutX(x);
wake.setLayoutY(y);
wake.rotate(currentRotation);
}
/**
* Updates the position of all graphics in the BoatGroup based off of the given time interval.
* @param timeInterval The interval, in milliseconds, the boat should update it's position based on.
*/
public void updatePosition (long timeInterval) {
//Calculate the movement of the boat.
double dx = pixelVelocityX * timeInterval;
double dy = pixelVelocityY * timeInterval;
double rotation = rotationalVelocity * timeInterval;
distanceTravelled += Math.abs(dx) + Math.abs(dy);
moveGroupBy(dx, dy, rotation);
//Draw a new section of the trail every 20 pixels of movement.
if (distanceTravelled > 20) {
distanceTravelled = 0;
if (lastPoint != null) {
Line l = new Line(
lastPoint.getX(),
lastPoint.getY(),
boatPoly.getLayoutX(),
boatPoly.getLayoutY()
);
l.getStrokeDashArray().setAll(3d, 7d);
l.setStroke(boatPoly.getFill());
lineGroup.getChildren().add(l);
}
if (destinationSet){ //Only begin drawing after the first destination is set
lastPoint = new Point2D(boatPoly.getLayoutX(), boatPoly.getLayoutY());
}
}
wake.updatePosition(timeInterval);
}
/**
* Sets the destination of the boat and the headng it should have once it reaches
* @param newXValue
* @param newYValue
* @param rotation Rotation to move graphics to.
* @param raceIds RaceID of the object to move.
*/
public void setDestination (double newXValue, double newYValue, double rotation, int... raceIds) {
if (hasRaceId(raceIds)) {
destinationSet = true;
boat.setVelocity(StreamParser.boatSpeeds.get((long)boat.getId()));
if (currentRotation < 0)
currentRotation = 360 - currentRotation;
double dx = newXValue - boatPoly.getLayoutX();
if ((dx > 0 && pixelVelocityX < 0) || (dx < 0 && pixelVelocityX > 0)) {
pixelVelocityX = 0;
} else {
pixelVelocityX = dx / expectedUpdateInterval;
}
double dy = newYValue - boatPoly.getLayoutY();
//Check movement is reasonable. Assumes a 1000 * 1000 canvas
if (Math.abs(dx) > 50 || Math.abs(dy) > 50) {
// System.out.println("dx = " + dx);
// System.out.println("dy = " + dy);
dx = 0;
dy = 0;
moveTo(newXValue, newYValue);
}
//Slight delay on changing X/Y direction that could help jitter. Disabled since there was an issue with
//packets that might be causing it.
// if ((dx > 0 && pixelVelocityX < 0) || (dx < 0 && pixelVelocityX > 0)) {
// pixelVelocityX = 0;
// } else {
// pixelVelocityX = dx / expectedUpdateInterval;
// }
// if ((dy > 0 && pixelVelocityY < 0) || (dy < 0 && pixelVelocityY > 0)) {
// pixelVelocityY = 0;
// } else {
// pixelVelocityY = dy / expectedUpdateInterval;
// }
pixelVelocityX = dx / expectedUpdateInterval;
pixelVelocityY = dy / expectedUpdateInterval;
rotationalGoal = rotation;
calculateRotationalVelocity();
if (wakeGenerationDelay > 0) {
wake.rotate(rotationalGoal);
wakeGenerationDelay--;
} else {
wake.setRotationalVelocity(rotationalVelocity, currentRotation, boat.getVelocity());
}
velocityObject.setText(String.format("%.2f m/s", boat.getVelocity()));
}
}
public void setDestination (double newXValue, double newYValue, int... raceIDs) {
destinationSet = true;
if (hasRaceId(raceIDs)) {
double rotation = Math.abs(
Math.toDegrees(
Math.atan(
(newYValue - boatPoly.getLayoutY()) / (newXValue - boatPoly.getLayoutX())
)
)
);
setDestination(newXValue, newYValue, rotation, raceIDs);
}
}
public void rotateTo (double rotation) {
currentRotation = rotation;
boatPoly.getTransforms().clear();
boatPoly.getTransforms().add(new Rotate(rotation));
}
public void forceRotation () {
rotateTo (rotationalGoal);
wake.rotate(rotationalGoal);
}
public void setTeamNameObjectVisible(Boolean visible) {
teamNameObject.setVisible(visible);
}
public void setVelocityObjectVisible(Boolean visible) {
velocityObject.setVisible(visible);
}
public void setLineGroupVisible(Boolean visible) {
lineGroup.setVisible(visible);
}
public void setWakeVisible(Boolean visible) {
wake.setVisible(visible);
}
public Boat getBoat() {
return boat;
}
/**
* Returns true if this BoatGroup contains at least one of the given IDs.
*
* @param raceIds The ID's to check the BoatGroup for.
* @return True if the BoatGroup contains at east one of the given IDs, false otherwise.
*/
public boolean hasRaceId (int... raceIds) {
for (int id : raceIds) {
if (id == boat.getId())
return true;
}
return false;
}
/**
* Returns all raceIds associated with this group. For BoatGroups the ID's are for the boat.
*
* @return An array containing all ID's associated with this RaceObject.
*/
public int[] getRaceIds () {
return new int[] {boat.getId()};
}
/**
* Due to javaFX limitations annotations associated with a boat that you want to appear below all boats in the
* Z-axis need to be pulled out of the BoatGroup and added to the parent group of the BoatGroups. This function
* returns these annotations as a group.
*
* @return A group containing low priority annotations.
*/
public Group getLowPriorityAnnotations () {
Group group = new Group();
group.getChildren().addAll(wake, lineGroup);
return group;
}
}