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📄 selfconvertingpoint.java

📁 NetWar是一个实时策略游戏
💻 JAVA
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/*
	Netwar
	Copyright (C) 2002  Daniel Grund, Kyle Kakligian, Jason Komutrattananon, & Brian Hibler.

	This file is part of Netwar.

	Netwar is free software; you can redistribute it and/or modify
	it under the terms of the GNU General Public License as published by
	the Free Software Foundation; either version 2 of the License, or
	(at your option) any later version.

	Netwar is distributed in the hope that it will be useful,
	but WITHOUT ANY WARRANTY; without even the implied warranty of
	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	GNU General Public License for more details.

	You should have received a copy of the GNU General Public License
	along with Netwar; if not, write to the Free Software
	Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

package netwar.utils.vectorgraphics;

/** This class is used to represent a location or vector in gamespace and in screensspace with screen Z (for draw ordering).<br>
 * <br>
 * Using this point directly as a Point3D will have the effect of using gamespace coordinates.
 * To access the screenspace coordinates use getScreenPoint().
 * <br>
 * Note that the get_ functions return a new Point2D/3D while the do_ funtions affect <B>this</B> SelfConvertingPoint.
 * Exception: getScreenPoint returns the screen coordinates (with Z).
 * @author Daniel Grund and Kyle Kakligian
 */
public class SelfConvertingPoint extends Point3D{
	private Point3D screenPoint = new Point3D();
	//True if screenPoint may not be accurate.
	private boolean screenDirty = true;
	private boolean onScreen = false;
	private Transform trans = null;
	private int iteration;
        /** Constructor for the orgin.
         */        
	public SelfConvertingPoint() {}
        /** Constructs a Point3D
         * @param X X-axis value or length.
         * @param Y Y-axis value or length.
         * @param Z Z-axis value or length.
         */        
	public SelfConvertingPoint(float X, float Y, float Z) {super(X,Y,Z);}
        /** Constructs a Point3D, converting the doubles to floats.
         * @param X X-axis value or length.
         * @param Y Y-axis value or length.
         * @param Z Z-axis value or length.
         */        
	public SelfConvertingPoint(double X, double Y, double Z) {super(X,Y,Z);}
        /** Copy constructor
         * @param v Copy.
         */        
	public SelfConvertingPoint(Point3D v) {super(v);}
	/** Updates the screen point and return it.
	 * @param t The transform which translates from game to screen.
	 * @return a Point3D containing screen coordinates and Z for Z-Ordering.
	 */
	public Point3D getScreenPoint(Transform t) {
		if(screenDirty || t != trans || iteration != t.getIteration()) {
			trans = t;
			iteration = t.getIteration();
			onScreen = t.getPoint2DwithZ(this, screenPoint);
			screenDirty = false;
		}
		return screenPoint;
	}
	/** Updates the screen point and indicates whether it is now on the screen.
	 * @param t The transform which translates from game to screen.
	 * @return True iff the point is on the screenspace defined by t.
	 */
	public boolean isOnScreen(Transform t) {
		if(screenDirty || t != trans || iteration != t.getIteration()) {
			trans = t;
			iteration = t.getIteration();
			onScreen = t.getPoint2DwithZ(this, screenPoint);
			screenDirty = false;
		}
		return onScreen;
	}
	public Point3D doCrossProduct(Point3D v) {
		screenDirty = true;
		return super.doCrossProduct(v);
	}
	public Point3D doDifference(Point3D v) {
		screenDirty = true;
		return super.doDifference(v);
	}
	public Point3D doProduct(float scalar) {
		screenDirty = true;
		return super.doProduct(scalar);
	}
	public Point3D doRotate(Point3D linePt, Point3D vec, int theta) {
		screenDirty = true;
		return super.doRotate(linePt, vec, theta);
	}
	public Point3D doSum(Point3D v) {
		screenDirty = true;
		return super.doSum(v);
	}
	public Point3D set(Point3D p){
		screenDirty = true;
		return super.set(p);
	}
	public Point3D set(float X, float Y, float Z){
		screenDirty = true;
		return super.set(X,Y,Z);
	}
}    

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