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📄 bresenhamyupgridtracer.java

📁 java 3d game jme 工程开发源代码
💻 JAVA
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/* * Copyright (c) 2003-2009 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright *   notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright *   notice, this list of conditions and the following disclaimer in the *   documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors *   may be used to endorse or promote products derived from this software *   without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */package com.jmex.terrain.util;import com.jme.math.Ray;import com.jme.math.Vector3f;/** * An implementation of AbstractBresenhamTracer that works on the XZ plane, with * positive Y as up. *  * @author Joshua Slack */public class BresenhamYUpGridTracer extends AbstractBresenhamTracer {    // a "near zero" value we will use to determine if the walkRay is    // perpendicular to the grid.    protected static float TOLERANCE = 0.0000001f;    private int _stepXDirection;    private int _stepZDirection;    // from current position along ray    private float _distToNextXIntersection, _distToNextZIntersection;    private float _distBetweenXIntersections, _distBetweenZIntersections;    @Override    public void startWalk(final Ray walkRay) {        // store ray        _walkRay.set(walkRay);        // simplify access to direction        Vector3f direction = _walkRay.getDirection();        // Move start point to grid space        Vector3f start = this._walkRay.getOrigin().subtract(_gridOrigin);        _gridLocation.x = (int) (start.x / _gridSpacing.x);        _gridLocation.y = (int) (start.z / _gridSpacing.z);        Vector3f ooDirection = new Vector3f(1.0f / direction.x, 1,                1.0f / direction.z);        // Check which direction on the X world axis we are moving.        if (direction.x > TOLERANCE) {            _distToNextXIntersection = ((_gridLocation.x + 1) * _gridSpacing.x - start.x)                    * ooDirection.x;            _distBetweenXIntersections = _gridSpacing.x * ooDirection.x;            _stepXDirection = 1;        } else if (direction.x < -TOLERANCE) {            _distToNextXIntersection = (start.x - (_gridLocation.x * _gridSpacing.x))                    * -direction.x;            _distBetweenXIntersections = -_gridSpacing.x * ooDirection.x;            _stepXDirection = -1;        } else {            _distToNextXIntersection = Float.MAX_VALUE;            _distBetweenXIntersections = Float.MAX_VALUE;            _stepXDirection = 0;        }        // Check which direction on the Z world axis we are moving.        if (direction.z > TOLERANCE) {            _distToNextZIntersection = ((_gridLocation.y + 1) * _gridSpacing.z - start.z)                    * ooDirection.z;            _distBetweenZIntersections = _gridSpacing.z * ooDirection.z;            _stepZDirection = 1;        } else if (direction.z < -TOLERANCE) {            _distToNextZIntersection = (start.z - (_gridLocation.y * _gridSpacing.z))                    * -direction.z;            _distBetweenZIntersections = -_gridSpacing.z * ooDirection.z;            _stepZDirection = -1;        } else {            _distToNextZIntersection = Float.MAX_VALUE;            _distBetweenZIntersections = Float.MAX_VALUE;            _stepZDirection = 0;        }        // Reset some variables        _rayLocation.set(start);        rayLength = 0.0f;        stepDirection = Direction.None;    }    @Override    public void next() {        // Walk us to our next location based on distances to next X or Z grid        // line.        if (_distToNextXIntersection < _distToNextZIntersection) {            rayLength = _distToNextXIntersection;            _gridLocation.x += _stepXDirection;            _distToNextXIntersection += _distBetweenXIntersections;            switch (_stepXDirection) {            case -1:                stepDirection = Direction.NegativeX;                break;            case 0:                stepDirection = Direction.None;                break;            case 1:                stepDirection = Direction.PositiveX;                break;            }        } else {            rayLength = _distToNextZIntersection;            _gridLocation.y += _stepZDirection;            _distToNextZIntersection += _distBetweenZIntersections;            switch (_stepZDirection) {            case -1:                stepDirection = Direction.NegativeZ;                break;            case 0:                stepDirection = Direction.None;                break;            case 1:                stepDirection = Direction.PositiveZ;                break;            }        }        _rayLocation.set(_walkRay.direction).multLocal(rayLength).addLocal(                _walkRay.origin);    }    @Override    public boolean isRayPerpendicularToGrid() {        return _stepXDirection == 0 && _stepZDirection == 0;    }}

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