Package ponkOut.graphics

Source Code of ponkOut.graphics.Satellite

/* Copyright 2010-2011 Christian Matt
*
* This file is part of PonkOut.
*
* PonkOut 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 3 of the License, or
* (at your option) any later version.
*
* PonkOut 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 PonkOut.  If not, see <http://www.gnu.org/licenses/>.
*/

package ponkOut.graphics;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Quaternion;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.util.vector.Vector4f;

import ponkOut.graphics.resources.Shader;
import ponkOut.graphics.resources.ShaderManager;

/**
* A glowing object orbiting the board
*/
public class Satellite extends WorldObject {
  private Vector3f position;
  private float time;
  private Light light;

  private float a; // lenth of semi-major axis
  private float e; // eccentricity
  private float period;
  private Quaternion rotation;

  private static Shader ballGlowVShader = ShaderManager.getInstance().getShader("ballGlow.arbvp1");
  private static Shader ballGlowFShader = ShaderManager.getInstance().getShader("ballGlow.arbfp1");

  private int displayList;

  public Satellite(float radius, float red, float green, float blue, float a, float e, float initialTime,
      float period, float rotX, float rotY, float rotZ, float angle, GraphicsObjectsManager goManager) {
    super(new Color(red, green, blue), goManager);

    this.a = a;
    this.e = e;
    time = 0.0f;
    this.period = period;

    rotation = new Quaternion();
    rotation.setFromAxisAngle(new Vector4f(rotX, rotY, rotZ, angle));
    position = new Vector3f();

    light = Lighting.addLight(position, 0.1f * red, 0.1f * green, 0.1f * blue, red, green, blue, red, green, blue);

    // create display list
    displayList = GL11.glGenLists(1);
    GL11.glNewList(displayList, GL11.GL_COMPILE);

    GL11.glBegin(GL11.GL_QUADS);

    // draw back (visible in reflection)
    GL11.glVertex3f(-radius, -radius, 0.0f); // bottom left
    GL11.glVertex3f(-radius, radius, 0.0f); // top left
    GL11.glVertex3f(radius, radius, 0.0f); // top right
    GL11.glVertex3f(radius, -radius, 0.0f); // bottom right

    // draw front
    GL11.glVertex3f(-radius, -radius, 0.0f); // bottom left
    GL11.glVertex3f(radius, -radius, 0.0f); // bottom right
    GL11.glVertex3f(radius, radius, 0.0f); // top right
    GL11.glVertex3f(-radius, radius, 0.0f); // top left

    GL11.glEnd();

    GL11.glEndList();

    // call move to get correction position
    move(initialTime);
  }

  public void move(float elapsedTime) {
    time += elapsedTime;
    time %= period;

    // http://en.wikipedia.org/wiki/Kepler%27s_laws_of_planetary_motion#Position_as_a_function_of_time
    double M = time * (2.0 * Math.PI) / period;

    // find root of f(E) = E - e*sin(E) - M using Newton's method
    // f'(E) = 1 - e*cos(E)
    // first guess, compare
    // http://de.wikipedia.org/wiki/Kepler-Gleichung#Berechnung_der_exzentrischen_Anomalie
    double E = (M + e * Math.sin(M) + 0.5 * e * e * Math.sin(2.0 * M));
    double f = E - e * Math.sin(E) - M;

    for (int i = 0; i < 30 && Math.abs(f) > 0.001; ++i) {
      E -= f / (1.0 - e * Math.cos(E));
      f = E - e * Math.sin(E) - M;
    }

    double phi = 2.0 * Math.atan(Math.sqrt((1.0 + e) / (1.0 - e)) * Math.tan(E / 2.0));
    double r = a * (1.0 - e * e) / (1.0 + e * Math.cos(phi));

    // rotate position
    Quaternion pos = new Quaternion((float) (r * Math.cos(phi)), (float) (r * Math.sin(phi)), 0.0f, 0.0f);
    Quaternion.mul(rotation, pos, pos);
    Quaternion.mulInverse(pos, rotation, pos);

    position.x = pos.x;
    position.y = pos.y;
    position.z = pos.z;

    light.setPosition(position);
  }

  @Override
  public void draw() {
    // store current transformation matrix
    GL11.glPushMatrix();

    // translate
    GL11.glTranslatef(position.x, position.y, position.z);

    // set color
    appearance.use();

    // enable shaders
    ballGlowVShader.enable();
    ballGlowFShader.enable();

    // draw
    GL11.glCallList(displayList);

    // disable shaders
    ballGlowFShader.disable();
    ballGlowVShader.disable();

    // restore transformation matrix
    GL11.glPopMatrix();
  }

  @Override
  public Vector3f getPosition() {
    return new Vector3f(position.x, position.y, position.z);
  }

  @Override
  public boolean isOpaque() {
    return false;
  }
}
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