示例#1
0
  /**
   * Interpolate {@link #frame()} at time {@code time} (expressed in seconds). {@link
   * #interpolationTime()} is set to {@code time} and {@link #frame()} is set accordingly.
   *
   * <p>If you simply want to change {@link #interpolationTime()} but not the {@link #frame()}
   * state, use {@link #setInterpolationTime(float)} instead.
   */
  public void interpolateAtTime(float time) {
    this.checkValidity();
    setInterpolationTime(time);

    if ((keyFrameList.isEmpty()) || (frame() == null)) return;

    if (!valuesAreValid) updateModifiedFrameValues();

    updateCurrentKeyFrameForTime(time);

    if (!splineCacheIsValid) updateSplineCache();

    float alpha;
    float dt =
        keyFrameList.get(currentFrame2.nextIndex()).time()
            - keyFrameList.get(currentFrame1.nextIndex()).time();
    if (Util.zero(dt)) alpha = 0.0f;
    else alpha = (time - keyFrameList.get(currentFrame1.nextIndex()).time()) / dt;

    Vec pos =
        Vec.add(
            keyFrameList.get(currentFrame1.nextIndex()).position(),
            Vec.multiply(
                Vec.add(
                    keyFrameList.get(currentFrame1.nextIndex()).tgP(),
                    Vec.multiply(Vec.add(pv1, Vec.multiply(pv2, alpha)), alpha)),
                alpha));

    float mag =
        Util.lerp(
            keyFrameList.get(currentFrame1.nextIndex()).magnitude(),
            keyFrameList.get(currentFrame2.nextIndex()).magnitude(),
            alpha);

    Rotation q;
    if (gScene.is3D()) {
      q =
          Quat.squad(
              (Quat) keyFrameList.get(currentFrame1.nextIndex()).orientation(),
              ((KeyFrame3D) keyFrameList.get(currentFrame1.nextIndex())).tgQ(),
              ((KeyFrame3D) keyFrameList.get(currentFrame2.nextIndex())).tgQ(),
              (Quat) keyFrameList.get(currentFrame2.nextIndex()).orientation(),
              alpha);
    } else {
      q =
          new Rot(
              Util.lerp(
                  keyFrameList.get(currentFrame1.nextIndex()).orientation().angle(),
                  keyFrameList.get(currentFrame2.nextIndex()).orientation().angle(),
                  (alpha)));
    }

    frame().setPositionWithConstraint(pos);
    frame().setRotationWithConstraint(q);
    frame().setMagnitude(mag);
  }
示例#2
0
 protected void updateSplineCache() {
   Vec deltaP =
       Vec.subtract(
           keyFrameList.get(currentFrame2.nextIndex()).position(),
           keyFrameList.get(currentFrame1.nextIndex()).position());
   pv1 =
       Vec.add(
           Vec.multiply(deltaP, 3.0f),
           Vec.multiply(keyFrameList.get(currentFrame1.nextIndex()).tgP(), (-2.0f)));
   pv1 = Vec.subtract(pv1, keyFrameList.get(currentFrame2.nextIndex()).tgP());
   pv2 = Vec.add(Vec.multiply(deltaP, (-2.0f)), keyFrameList.get(currentFrame1.nextIndex()).tgP());
   pv2 = Vec.add(pv2, keyFrameList.get(currentFrame2.nextIndex()).tgP());
   splineCacheIsValid = true;
 }
示例#3
0
  void animate() {
    dim = getSize();
    size = (int) (Math.min(dim.height, dim.width) / 2.2);
    timer.tell_time();
    if (timer.time_diff == 0) return; // not enought time has passed, dont animate-crach fix
    dragged_speed = dragged_vec.sub(last_dragged_vec).div(timer.time_diff);
    last_dragged_vec = dragged_vec;
    if (dragged_ball != -1) {
      balls.get2(dragged_ball).pos = dragged_vec.add(find_offset).trim(-1, 1);
      balls.get2(dragged_ball).speed = dragged_speed;
    }

    balls = new WorldAnimate().calc_new_frame(balls, springs, RADIUS, timer);
  }
示例#4
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  private void floodFillSimilarClusters(
      int unitpos, int[] clusterassoc, double[][] lkvalues, int[][] neighbors, int startunitpos) {
    // check if already associated to other cluster (end of recursion)
    if (clusterassoc[unitpos] != unitpos && clusterassoc[unitpos] != startunitpos) return;

    Vector<Integer> joinedunits = new Vector<Integer>();
    // check neighbors (starts with index 1) for join candidates
    for (int i = 1; i < neighbors[unitpos].length; i++) {
      if (neighbors[unitpos][i] != -1
          && // on the som
          clusterassoc[neighbors[unitpos][i]] != startunitpos
          && // not already in cluster
          clusterassoc[neighbors[unitpos][i]]
              == neighbors[unitpos][i]) { // not part of any other cluster

        // join two units iff summed up vector differs below threshold from both original vectors
        double[] cosNormA = Vec.cosineNormalize(Vec.cloneVector(lkvalues[unitpos]));
        double[] cosNormB = Vec.cosineNormalize(Vec.cloneVector(lkvalues[neighbors[unitpos][i]]));
        double[] sumAB = Vec.add(lkvalues[unitpos], lkvalues[neighbors[unitpos][i]]);
        double[] cosNormAB = Vec.cosineNormalize(Vec.cloneVector(sumAB));

        if (Vec.euclDist(cosNormA, cosNormAB) < 0.6 && Vec.euclDist(cosNormB, cosNormAB) < 0.6) {
          // similar units -> join
          clusterassoc[neighbors[unitpos][i]] = startunitpos;

          // write new vector to all associated
          for (int k = 0; k < clusterassoc.length; k++) {
            if (clusterassoc[k] == startunitpos) {
              lkvalues[k] = sumAB;
            }
          }
          //					Vec.copyTo(lkvalues[unitpos], sumAB);
          //					Vec.copyTo(lkvalues[neighbors[unitpos][i]], sumAB);

          // add to list for recursion
          joinedunits.addElement(new Integer(neighbors[unitpos][i]));
        }
      }
    }
    // recursion over joined units
    Iterator<Integer> iit = joinedunits.iterator();
    while (iit.hasNext()) {
      floodFillSimilarClusters(
          iit.next().intValue(), clusterassoc, lkvalues, neighbors, startunitpos);
    }
  }
示例#5
0
 public static Vec sub(Vec v1, Vec v2) {
   return Vec.add(v1, v2.scale(-1.0f));
 }
示例#6
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  /** Intenal use. Call {@link #checkValidity()} and if path is not valid recomputes it. */
  protected void updatePath() {
    checkValidity();
    if (!pathIsValid) {
      path.clear();
      int nbSteps = 30;

      if (keyFrameList.isEmpty()) return;

      if (!valuesAreValid) updateModifiedFrameValues();

      if (keyFrameList.get(0) == keyFrameList.get(keyFrameList.size() - 1))
        // TODO experimenting really
        path.add(
            new Frame(
                keyFrameList.get(0).position(),
                keyFrameList.get(0).orientation(),
                keyFrameList.get(0).magnitude()));
      else {
        KeyFrame[] kf = new KeyFrame[4];
        kf[0] = keyFrameList.get(0);
        kf[1] = kf[0];

        int index = 1;
        kf[2] = (index < keyFrameList.size()) ? keyFrameList.get(index) : null;
        index++;
        kf[3] = (index < keyFrameList.size()) ? keyFrameList.get(index) : null;

        while (kf[2] != null) {
          Vec pdiff = Vec.subtract(kf[2].position(), kf[1].position());
          Vec pvec1 = Vec.add(Vec.multiply(pdiff, 3.0f), Vec.multiply(kf[1].tgP(), (-2.0f)));
          pvec1 = Vec.subtract(pvec1, kf[2].tgP());
          Vec pvec2 = Vec.add(Vec.multiply(pdiff, (-2.0f)), kf[1].tgP());
          pvec2 = Vec.add(pvec2, kf[2].tgP());

          for (int step = 0; step < nbSteps; ++step) {
            Frame frame = new Frame();
            float alpha = step / (float) nbSteps;
            frame.setPosition(
                Vec.add(
                    kf[1].position(),
                    Vec.multiply(
                        Vec.add(
                            kf[1].tgP(),
                            Vec.multiply(Vec.add(pvec1, Vec.multiply(pvec2, alpha)), alpha)),
                        alpha)));
            if (gScene.is3D()) {
              frame.setOrientation(
                  Quat.squad(
                      (Quat) kf[1].orientation(),
                      ((KeyFrame3D) kf[1]).tgQ(),
                      ((KeyFrame3D) kf[2]).tgQ(),
                      (Quat) kf[2].orientation(),
                      alpha));
            } else {
              // linear interpolation
              float start = kf[1].orientation().angle();
              float stop = kf[2].orientation().angle();
              frame.setOrientation(new Rot(start + (stop - start) * alpha));
            }
            frame.setMagnitude(Util.lerp(kf[1].magnitude(), kf[2].magnitude(), alpha));
            path.add(frame.get());
          }

          // Shift
          kf[0] = kf[1];
          kf[1] = kf[2];
          kf[2] = kf[3];

          index++;
          kf[3] = (index < keyFrameList.size()) ? keyFrameList.get(index) : null;
        }
        // Add last KeyFrame
        path.add(new Frame(kf[1].position(), kf[1].orientation(), kf[1].magnitude()));
      }
      pathIsValid = true;
    }
  }