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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 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.Point2D;
import one.empty3.library.Point3D;
import one.empty3.library.RepresentableConteneur;
import one.empty3.library.core.nurbs.ParametricSurface;
/*__
*
* Meta Description missing
* @author Manuel Dahmen [email protected]
*/
public abstract class Terrain extends RepresentableConteneur {
protected ParametricSurface ps;
private Point2D direction;
private Player player;
private Game game;
private double calibrage;
private boolean isDessineMurs = true;
private double incrCalcNormale = 0.0001;
public boolean isDessineMurs() {
return isDessineMurs;
}
public void setDessineMurs(boolean b) {
//isDessineMurs = b;
}
public Terrain() {
}
public Point3D calcNormale(double u, double v) {
Point3D v1 = ps.calculerPoint3D(u + getaDouble(), v).moins(ps.calculerPoint3D(u, v));
Point3D v2 = ps.calculerPoint3D(u, v + getaDouble()).moins(ps.calculerPoint3D(u, v));
return v1.prodVect(v2);
}
private double getaDouble() {
return incrCalcNormale;
}
/*__
*
* @param u X-coordonnée [0-1] sur la surface
* @param v Y-coordonnée [0-1] sur la surface
* @return
*/
public Point3D calcCposition(double u, double v) {
return ps.calculerPoint3D(u, v);
}
public Point3D hauteur(double x, double y, double z) {
return ps.calculerPoint3D(x, y).plus(calcNormale(x, y).norme1().mult(z));
}
public Point3D calculerLigneEcoulement(Point3D p3) {
Point3D P = Point3D.O0;
Point3D N = calcNormale(p3.get(0), p3.get(1));
Point3D g = calcCposition(p3.get(0), p3.get(1)).moins(calcCposition(0.5, 0.5));
Point3D forceMotrice = getGame().getLocalPlayer().forceMotrice();
Point3D toZero = Point3D.INFINI;
while (toZero.norme() > 0.0001) {
toZero = N.prodVect(forceMotrice.moins(g).mult(calibrage));
}
return P;
}
public Point3D p3(Point3D point3D) {
return hauteur(point3D.getX(), point3D.getY(), point3D.getZ());
}
public Game getGame() {
return game;
}
}