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package sk.neuromancer.sphaera.rewrite;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.math.Vector3;
import sk.neuromancer.sphaera.interf.Moving;
public class DirectedSphere extends Sphere implements Moving {
private Vector3 direction;
public DirectedSphere() {
super();
this.direction = Vector3.Zero.cpy();
}
public DirectedSphere(float radius) {
super(radius);
}
public DirectedSphere(float radius, Material... mat) {
super(radius, mat);
}
public DirectedSphere(float x, float y, float z, float radius,
Material... mat) {
super(x, y, z, radius, mat);
}
public DirectedSphere(Sphere parent, float a, float b, float radius,
Material... mat) {
super(parent, a, b, radius, mat);
}
public DirectedSphere(Sphere parent, float a, float b, float radius, Vector3 direction,
Material... mat) {
super(parent, a, b, radius, mat);
this.direction = direction;
}
public void randomDirection(){
Vector3 relative = this.getRelativePosition();
Vector3 random = new Vector3().setToRandomDirection();
Vector3 circleNormal = relative.cpy().crs(random);
float angle = SphereUtils.angleDeg(random, relative);
random.rotate(circleNormal, angle);
this.direction = random;
}
@Override
public void forward(float angle) {
Vector3 oldRelative = this.getRelativePosition();
Vector3 circleNormal = oldRelative.cpy().crs(this.direction);
Vector3 newRelative = oldRelative.cpy().rotate(circleNormal, angle);
this.setVelocity(newRelative.cpy().sub(oldRelative));
}
@Override
public void back(float angle) {
this.forward(-angle);
}
@Override
public void rotateAzimuth(float angle) {
this.direction.rotate(this.getRelativePosition(), angle);
}
@Override
public void rotateLeft(float angle) {
rotateAzimuth(angle);
}
@Override
public void rotateRight(float angle) {
rotateAzimuth(-angle);
}
@Override
public void move(float howMuch) {
if(this.getVelocity().len() == 0)
return;
Vector3 oldRelative = this.getRelativePosition();
super.move(howMuch);
Vector3 newRelative = this.getRelativePosition();
this.updateDirection(oldRelative, newRelative);
}
private void updateDirection(Vector3 oldPos, Vector3 newPos) {
Vector3 circleNormal = oldPos.cpy().crs(newPos);
float angle = SphereUtils.angleDeg(oldPos, newPos);
this.direction = circleNormal.cpy().crs(newPos);
}
public void setDirection(float x, float y, float z){
this.direction = new Vector3(x,y,z);
}
public void setDirection(Vector3 direction){
this.direction = direction;
}
public Vector3 getDirection(){
return this.direction.cpy();
}
}
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