?? graphicthing.java
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/*
Netwar
Copyright (C) 2002 Daniel Grund, Kyle Kakligian, Jason Komutrattananon, & Brian Hibler.
This file is part of Netwar.
Netwar 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 2 of the License, or
(at your option) any later version.
Netwar 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 Netwar; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
package netwar.utils.vectorgraphics;
import netwar.game.GameViewer;
import netwar.utils.*;
/** Super class for a variety of drawable objects.
* The subclasses fall into two main categories.
* Primitive GraphicThings draw themselves directly. The represent basic shapes.
* Nonprimitive GraphicThings contain one or more other graphic things and draw
* themselves by drawing the GraphicThings they contain. Some or all of those
* GraphicThings may themselves by Nonprimitive, but ultimately everything will
* be drawn as some collection of Primitive GraphicThings.
*/
public abstract class GraphicThing {
private ZListNode nodes[] = new ZListNode[0];
private int numnodes = 0;
/** Called after its data has changed, so it can inform things that are watching it.
* This is currently used to update the ordering of ZOrdered lists which contain this.
*/
public void update() {
for(int i = 0; i < numnodes; i++)
if(nodes[i] != null)
nodes[i].update(getZ(nodes[i].getT()));
}
void addNode(ZListNode zln) {
if(numnodes == nodes.length) {
ZListNode nu[] = new ZListNode[numnodes + 3];
for(int i = 0; i < numnodes; i++)
nu[i] = nodes[i];
nodes = nu;
}
nodes[numnodes++] = zln;
}
void remNode(ZListNode zln) {
for(int i = 0; i < numnodes; i++) {
if(nodes[i] == zln) {
nodes[i] = nodes[--numnodes];
nodes[numnodes] = null;
}
}
}
/** get the Z coordinate, according to Transform t
* Each implementation of GraphicThing defines its own rules for
* determining the Z value, usually using the Z values of the points
* that define it.
* @param t The transform to define the Z value.
* @return The Z value according to that transform.
*/
public abstract float getZ(Transform t);
/** Draw this thing.
* Primitive GraphicThings draw themselves.
* Non-primitives pass the call onto the GraphicThings they contain.
* @param v The object which will provide drawing services.
*/
public abstract void draw(GameViewer v);
/** Rotate this GraphicThing.
* NOTE: if this GraphicThing shares points with another GraphicThing
* then the results could be disasterous. Use a CoherentPointSet
* for that situation.
* @param axisPt A point on the axis of rotation.
* @param axisDir The direction of the axis of rotation.
* @param angle The number of degrees to rotate.
* @return this GraphicThing, freshly rotated.
*/
public abstract GraphicThing rotate(Point3D axisPt, Point3D axisDir, int angle);
/** Translate this GraphicThing.
* NOTE: if this GraphicThing shares points with another GraphicThing
* then the results could be disasterous. Use a CoherentPointSet
* for that situation.
* @param offset The distance and direction to move them.
* @return this GraphicThing, freshly rotated.
*/
public abstract GraphicThing translate(Point3D offset);
/** Remove this from all Z-Ordered lists
* This is used when the GraphicThing is no longer part of the
* visible universe. (It is also used by explode to help
* break all previous associations).
*/
public void kill() {
for(int i = numnodes - 1; i >= 0; i--)
if(nodes[i] != null)
nodes[i].remove();
nodes = new ZListNode[0];
numnodes = 0;
}
/** Check for visibility of the GraphicThing.
* @param t The transform defining the screen space in question.
* @return True iff the GraphicThing is visible on that transform.
*/
public abstract boolean isOnScreen(Transform t);
/** Call to cause the GraphicThing to explode.
* The thing will replace itself with one or more DebrisFragment objects.
* This will call kill implicitly. Do not use this and continue using
* the GraphicThing.
*/
public abstract void explode(Point3D epicenter);
abstract Point3D getCenter();
abstract void unlink();
/** Returns a GraphicThing which is a copy of this GraphicThing.
* In the case of Non-primitive GraphicThings, the contained
* GraphicThings are also copied into the copy.
*/
public abstract GraphicThing copy();
}
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