X-Git-Url: http://www2.svjatoslav.eu/gitweb/?a=blobdiff_plain;f=src%2Fmain%2Fjava%2Feu%2Fsvjatoslav%2Fsixth%2Fe3d%2Fgui%2FAvatar.java;h=f2d58c98f5f9ec61fd644ef66264141a3ebd077c;hb=HEAD;hp=6e4c5ec6daa039e5fc1a7d8f423ea4747dc95367;hpb=2e7e46514dd35006e9dde07b1959540078292691;p=sixth-3d.git diff --git a/src/main/java/eu/svjatoslav/sixth/e3d/gui/Avatar.java b/src/main/java/eu/svjatoslav/sixth/e3d/gui/Avatar.java index 6e4c5ec..f2d58c9 100755 --- a/src/main/java/eu/svjatoslav/sixth/e3d/gui/Avatar.java +++ b/src/main/java/eu/svjatoslav/sixth/e3d/gui/Avatar.java @@ -1,12 +1,7 @@ /* - * Sixth 3D engine. Copyright ©2012-2018, Svjatoslav Agejenko, svjatoslav@svjatoslav.eu - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of version 3 of the GNU Lesser General Public License - * or later as published by the Free Software Foundation. - * + * Sixth 3D engine. Author: Svjatoslav Agejenko. + * This project is released under Creative Commons Zero (CC0) license. */ - package eu.svjatoslav.sixth.e3d.gui; import eu.svjatoslav.sixth.e3d.geometry.Point3D; @@ -14,13 +9,28 @@ import eu.svjatoslav.sixth.e3d.geometry.Point3D; import static java.lang.Math.cos; import static java.lang.Math.sin; -public class Avatar implements ViewUpdateListener { +/** + * The avatar is a user-controlled object in the 3D world. + * + * It is a point in space that can be moved around by the user. + * It has orientation in space, and it can also be rotated around. + */ +public class Avatar implements ViewRenderListener { + /** + * Avatar movement speed, relative to the world. When avatar coordinates are + * updated within the world, avatar orientation relative to the world is + * taken into account. + */ public static final double SPEED_LIMIT = 30; /** * Just in case we want to adjust global speed for some reason. */ private static final double SPEED_MULTIPLIER = .02d; + /** + * Determines amount of friction user experiences every millisecond while moving around in space. + */ + private static final double MILLISECOND_FRICTION = 1.005; /** * Avatar movement speed, relative to avatar itself. When avatar coordinates * are updated within the world, avatar orientation relative to the world is @@ -32,23 +42,16 @@ public class Avatar implements ViewUpdateListener { * Avatar location within the 3D world. */ private Point3D location = new Point3D(); - /** * Avatar orientation on the X-Z plane. It changes when turning left or * right. */ private double orientationXZ; - /** * Avatar orientation on the Y-Z plane. It changes when looking up or down. */ private double orientationYZ; - /** - * Determines amount of friction user experiences every millisecond while moving around in space. - */ - private static final double MILLISECOND_FRICTION = 1.005; - public Avatar() { } @@ -69,11 +72,12 @@ public class Avatar implements ViewUpdateListener { setAngleYZ(angleYZ); } + @Override - public boolean beforeViewUpdate(final ViewContext viewContext, final int millisecondsSinceLastFrame) { + public boolean beforeRender(final ViewPanel viewPanel, final int millisecondsSinceLastFrame) { final Point3D locationBeforeUpdate = new Point3D(location); - translateAvatarLocation(millisecondsSinceLastFrame); + translateAvatarLocationBasedOnMovementVector(millisecondsSinceLastFrame); applyFrictionToUserMovement(millisecondsSinceLastFrame); return isFrameRepaintNeeded(locationBeforeUpdate); } @@ -84,8 +88,7 @@ public class Avatar implements ViewUpdateListener { } public void enforceSpeedLimit() { - final double currentSpeed = movementVector - .getDistanceTo(Point3D.ZERO); + final double currentSpeed = movementVector.getVectorLength(); if (currentSpeed <= SPEED_LIMIT) return; @@ -122,14 +125,24 @@ public class Avatar implements ViewUpdateListener { } public double getMovementSpeed() { - return movementVector.getDistanceTo(Point3D.ZERO); + return movementVector.getVectorLength(); } + /** + * Apply friction to avatar movement vector. + * + * @param millisecondsPassedSinceLastFrame We want avatar movement to be independent of framerate. + * Therefore, we take frame rendering time into account when translating + * avatar between consecutive frames. + */ private void applyFrictionToUserMovement(int millisecondsPassedSinceLastFrame) { for (int i = 0; i < millisecondsPassedSinceLastFrame; i++) applyMillisecondFrictionToUserMovementVector(); } + /** + * Apply friction to avatar movement vector. + */ private void applyMillisecondFrictionToUserMovementVector() { getMovementVector().x /= MILLISECOND_FRICTION; getMovementVector().y /= MILLISECOND_FRICTION; @@ -140,10 +153,10 @@ public class Avatar implements ViewUpdateListener { * Translate coordinates based on avatar movement vector and avatar orientation in the world. * * @param millisecondsPassedSinceLastFrame We want avatar movement to be independent of framerate. - * Therefore we take frame rendering time into account when translating + * Therefore, we take frame rendering time into account when translating * avatar between consecutive frames. */ - private void translateAvatarLocation(int millisecondsPassedSinceLastFrame) { + private void translateAvatarLocationBasedOnMovementVector(int millisecondsPassedSinceLastFrame) { location.x -= (float) sin(getAngleXZ()) * getMovementVector().z * SPEED_MULTIPLIER * millisecondsPassedSinceLastFrame;