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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.
*/
/*
Vous êtes libre de :
*/
package one.empty3.library;
public class TrajectoirePoint implements Trajectoire {
private Point3D[] points;
private int ind = 0;
private double indD = 0;
private double[] duree;
private double d = 0.0;
private int nbrFrames = 0;
private int FPS = 25;
private int f = 0;
private double t = 0;
private double tDebut;
private double tFin;
public TrajectoirePoint(Point3D[] point, double[] duree) {
this.points = points;
this.duree = duree;
for (int i = 0; i < duree.length; i++) {
d += duree[i];
}
nbrFrames = (int) d * FPS;
indD = duree[0];
}
public boolean asuivant() {
if (ind >= points.length - 1) {
return false;
}
return t <= tFin;
}
public int frame() {
return f;
}
public void frame(int f) {
this.f = f;
}
public Point3D point() {
double dureeEcoulee = t - tDebut;
if (dureeEcoulee > indD) {
ind++;
indD += duree[ind];
}
t += 1.0 / FPS;
indD += 1.0 / FPS;
return points[ind + 1].mult(indD - t).plus(points[ind].mult(duree[ind] - (indD - t)));
}
/*__
* *
* * DEPRECATED
*/
public double t() {
return 0.0;
}
/*__
* *
* * DEPRECATED
*/
public void t(double t) {
}
public double tDebut() {
return tDebut;
}
public void tDebut(double t) {
this.tDebut = tDebut;
this.t = tDebut;
}
public double tFin() {
return tDebut;
}
public void tFin(double t) {
this.tFin = tFin;
}
}