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package tesseract;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.List;
import javax.media.j3d.BoundingBox;
import javax.media.j3d.BoundingSphere;
import javax.media.j3d.BranchGroup;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.IndexedLineArray;
import javax.media.j3d.Light;
import javax.media.j3d.Node;
import javax.media.j3d.Shape3D;
import javax.vecmath.Color3f;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3f;
public class World {
/**
* Root element of the world.
*/
private BranchGroup myScene;
/**
* Bounding box of the world.
*/
private BoundingBox myVirtualWorldBounds;
/**
* A list of the objects in the world.
*/
private List<Particle> myObjects;
/**
* A list of the forces in the world.
*/
private List<Force> myForces;
//private List<ParticleEmitter> emitters;
//private boolean enableEmitters;
// A list of all the particles in the world
//private List<Particle> particles;
// A list of all the objects particles may collide with
//private List<ParticleCollidableObject> collidables;
// Available forces
//private static final ParticleForceGenerator forces[] = {new Gravity(0.4f)};
//private boolean activeForces[];
// Number of state updates per second
//private final int UPDATE_RATE = 30;
public World(final BoundingBox bounds) {
myVirtualWorldBounds = bounds;
myForces = new LinkedList<Force>();
myObjects = new LinkedList<Particle>();
// TODO: Should this go here?
myScene = new BranchGroup();
myScene.setCapability(BranchGroup.ALLOW_CHILDREN_EXTEND);
myScene.setCapability(BranchGroup.ALLOW_CHILDREN_WRITE);
myScene.addChild(createVirtualWorldBoundsShape());
addLights();
addEmitters();
addCollidableObjects();
myScene.compile();
}
private Node createVirtualWorldBoundsShape() {
Point3d lower = new Point3d();
Point3d upper = new Point3d();
virtualWorldBounds.getLower(lower);
virtualWorldBounds.getUpper(upper);
double coordinates[] = {lower.x, lower.y, lower.z, upper.x, lower.y, lower.z,
upper.x, lower.y, upper.z, lower.x, lower.y, upper.z,
lower.x, upper.y, lower.z, upper.x, upper.y, lower.z,
upper.x, upper.y, upper.z, lower.x, upper.y, upper.z};
int coordinateIndices[] = {0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
0, 4, 1, 5, 2, 6, 3, 7};
IndexedLineArray geometry = new IndexedLineArray(coordinates.length / 3, IndexedLineArray.COORDINATES, coordinateIndices.length);
geometry.setCoordinates(0, coordinates);
geometry.setCoordinateIndices(0, coordinateIndices);
return new Shape3D(geometry);
}
private void addLights() {
Light light = new DirectionalLight(new Color3f(1f, 1f, 1f), new Vector3f(-1f, -1f, -1f));
light.setInfluencingBounds(new BoundingSphere(new Point3d(0, 0, 0), 10));
scene.addChild(light);
light = new DirectionalLight(new Color3f(0.3f, 0.1f, 0.1f), new Vector3f(1f, 0f, 0f));
light.setInfluencingBounds(new BoundingSphere(new Point3d(0, 0, 0), 10));
scene.addChild(light);
}
private void addEmitters() {
emitters.add(new ColorShiftParticleEmitter(new Vector3f(-0.2f, 0.5f, 0)));
}
private void addCollidableObjects() {
collidables.add(new Circle(0.25f, new Vector3f(-0.2f, 0.3f, 0), new Vector3f(0.6f, 1, 0)));
collidables.add(new Circle(0.25f, new Vector3f(0.2f, 0.1f, 0), new Vector3f(-0.6f, 1, 0)));
collidables.add(new Circle(0.25f, new Vector3f(-0.2f, -0.1f, 0), new Vector3f(0.6f, 1, 0)));
collidables.add(new Circle(0.25f, new Vector3f(0.2f, -0.3f, 0), new Vector3f(-0.6f, 1, 0)));
// collidables.add(new Circle(0.25f, new Vector3f(0.15f, 0, 0), new Vector3f(0.02f, 1, 0)));
// collidables.add(new MathMesh(new Vector3f(0.13f, 0, 0), 151));
for (ParticleCollidableObject object : collidables)
scene.addChild(object.getGroup());
}
public void tick() {
for (Iterator<Particle> itr = particles.iterator(); itr.hasNext();) {
Particle particle = itr.next();
for (int i = 0; i < forces.length; i++)
if (activeForces[i])
forces[i].applyForceTo(particle);
particle.updateState(1f / UPDATE_RATE);
for (ParticleCollidableObject object : collidables) {
CollisionInfo ci = object.calculateCollision(particle);
if (ci != null)
object.resolveCollision(particle, ci);
}
if (!virtualWorldBounds.intersect(new Point3d(particle.getPosition()))) {
particle.detach();
itr.remove();
}
}
if (!enableEmitters)
return;
for (ParticleEmitter emitter : emitters) {
List<Particle> children = emitter.tick();
for (Particle particle : children)
scene.addChild(particle.getGroup());
particles.addAll(children);
}
}
/**
* @return the root BG of the scene.
*/
public BranchGroup getScene() {
return myScene;
}
}
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