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3D rendering engine. Plus modeling. Expected glsl textures 3d and 2d rendering
/*
* Copyright (c) 2023. Manuel Daniel Dahmen
*
*
* Copyright 2012-2023 Manuel Daniel Dahmen
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*__
Global license :
CC Attribution
author Manuel Dahmen [email protected]_
***/
package one.empty3.apps.opad;
import one.empty3.library.Cube;
import one.empty3.library.Point2D;
import one.empty3.library.Point3D;
/*__
*
* @author Manuel Dahmen [email protected]_
*/
public interface PositionUpdate extends Runnable
{
void update();
void
acc(long timeMillis);
void dec(long timeMillis);
boolean plot(Point3D position, Point3D deplacement, Cube plottee);
int state();
void rotationGauche(long timeMillis);
void rotationDroite(long timeMillis);
void testCollision(PositionMobile positionMobile);
void ennemi(Bonus e);
int score();
boolean estGagnant();
Point3D calcCposition();
Point3D calcDirection();
Point3D calculerPositionAuSol(Point2D position2D);
Point3D calculerPositionModule(Point2D position2D);
int STATE_GAME_IN_PROGRESS();
Circuit getCircuit();
double energy();
Terrain getTerrain();
void setTerrain(Terrain t);
double getAngle();
Point2D directionY();
void moveUp(long timeKeyPress);
void moveDown(long timeKeyPress);
Plotter3D getPlotter3D();
void setPlotter3D(Plotter3D plotter3D);
PositionMobile getPositionMobile();
Point3D getVecDir2D();
Path getPath();
void setPath(Path path);
void setMain(DarkFortressGUI darkFortressGUI);
DarkFortressGUI getMain();
}