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/*
* Copyright (c) 2005 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
* Sun gratefully acknowledges that this software was originally authored
* and developed by Kenneth Bradley Russell and Christopher John Kline.
*/
package demos.xtrans;
import java.awt.*;
import java.awt.geom.*;
import java.util.*;
import gleem.linalg.*;
/** A basic transition manager supporting animated scrolling, rotating
* and fading of components.
*
* @author Kenneth Russell
*/
public class XTBasicTransitionManager implements XTTransitionManager {
/** Indicates the style of the transition (either no motion,
scrolling, or rotating). */
public static class Style {
private Style() {}
}
/** Indicates the component has no motion (scrolling or rotation) in
its animation. */
public static Style STYLE_NO_MOTION = new Style();
/** Indicates the component is to be scrolled in to or out of
place. */
public static Style STYLE_SCROLL = new Style();
/** Indicates the component is to be rotated in to or out of
place. */
public static Style STYLE_ROTATE = new Style();
/** Indicates the direction of the transition if it contains any
motion (either up, down, left, or right). */
public static class Direction {
private Direction() {}
}
/** Indicates the component's animation is from or toward the left,
depending on whether the transition is an "in" or "out"
transition. */
public static Direction DIR_LEFT = new Direction();
/** Indicates the component's animation is from or toward the right,
depending on whether the transition is an "in" or "out"
transition. */
public static Direction DIR_RIGHT = new Direction();
/** Indicates the component's animation is in the upward
direction. */
public static Direction DIR_UP = new Direction();
/** Indicates the component's animation is in the downward
direction. */
public static Direction DIR_DOWN = new Direction();
private Style nextTransitionStyle;
private Direction nextTransitionDirection;
private boolean nextTransitionFade;
private Random random;
/** Sets the next transition to be used by this transition manager
for either an "in" or an "out" transition. By default the
transition manager selects random transitions from those
available. */
public void setNextTransition(Style style,
Direction direction,
boolean fade) {
if (style == null) {
throw new IllegalArgumentException("Must supply a style");
}
nextTransitionStyle = style;
nextTransitionDirection = direction;
nextTransitionFade = fade;
}
/** Creates an XTBasicTransition for the given component. By default
this transition manager chooses a random transition from those
available if one is not specified via {@link #setNextTransition
setNextTransition}. */
public XTTransition createTransitionForComponent(Component c,
boolean isAddition,
Rectangle oglViewportOfDesktop,
Point viewportOffsetFromOrigin,
Rectangle2D oglTexCoordsOnBackBuffer) {
if (nextTransitionStyle == null) {
chooseRandomTransition();
}
// Figure out the final positions of everything
// Keep in mind that the Java2D origin is at the upper left and
// the OpenGL origin is at the lower left
Rectangle bounds = c.getBounds();
int x = bounds.x;
int y = bounds.y;
int w = bounds.width;
int h = bounds.height;
float tx = (float) oglTexCoordsOnBackBuffer.getX();
float ty = (float) oglTexCoordsOnBackBuffer.getY();
float tw = (float) oglTexCoordsOnBackBuffer.getWidth();
float th = (float) oglTexCoordsOnBackBuffer.getHeight();
float vx = oglViewportOfDesktop.x;
float vy = oglViewportOfDesktop.y;
float vw = oglViewportOfDesktop.width;
float vh = oglViewportOfDesktop.height;
Quad3f verts = new Quad3f(new Vec3f(0, 0, 0),
new Vec3f(0, -h, 0),
new Vec3f(w, -h, 0),
new Vec3f(w, 0, 0));
Quad2f texcoords = new Quad2f(new Vec2f(tx, ty + th),
new Vec2f(tx, ty),
new Vec2f(tx + tw, ty),
new Vec2f(tx + tw, ty + th));
XTBasicTransition trans = new XTBasicTransition();
Vec3f translation = new Vec3f(x - viewportOffsetFromOrigin.x,
vh - y - viewportOffsetFromOrigin.y,
0);
InterpolatedVec3f transInterp = new InterpolatedVec3f();
transInterp.setStart(translation);
transInterp.setEnd(translation);
InterpolatedQuad3f quadInterp = new InterpolatedQuad3f();
quadInterp.setStart(verts);
quadInterp.setEnd(verts);
InterpolatedQuad2f texInterp = new InterpolatedQuad2f();
texInterp.setStart(texcoords);
texInterp.setEnd(texcoords);
trans.setTranslation(transInterp);
trans.setVertices(quadInterp);
trans.setTexCoords(texInterp);
// Now decide how we are going to handle this transition
Style transitionStyle = nextTransitionStyle;
Direction transitionDirection = nextTransitionDirection;
boolean fade = nextTransitionFade;
nextTransitionStyle = null;
nextTransitionDirection = null;
nextTransitionFade = false;
int[] vtIdxs = null;
int[] ttIdxs = null;
Vec3f rotAxis = null;
Vec3f pivot = null;
float startAngle = 0;
float endAngle = 0;
if (fade) {
InterpolatedFloat alpha = new InterpolatedFloat();
float start = (isAddition ? 0.0f : 1.0f);
float end = (isAddition ? 1.0f : 0.0f);
alpha.setStart(start);
alpha.setEnd(end);
trans.setAlpha(alpha);
}
if (transitionDirection != null) {
if (transitionStyle == STYLE_SCROLL) {
if (transitionDirection == DIR_LEFT) {
vtIdxs = new int[] { 3, 2, 2, 3 };
ttIdxs = new int[] { 0, 1, 1, 0 };
} else if (transitionDirection == DIR_RIGHT) {
vtIdxs = new int[] { 0, 1, 1, 0 };
ttIdxs = new int[] { 3, 2, 2, 3 };
} else if (transitionDirection == DIR_UP) {
vtIdxs = new int[] { 1, 1, 2, 2 };
ttIdxs = new int[] { 0, 0, 3, 3 };
} else {
// DIR_DOWN
vtIdxs = new int[] { 0, 0, 3, 3 };
ttIdxs = new int[] { 1, 1, 2, 2 };
}
} else if (transitionStyle == STYLE_ROTATE) {
if (transitionDirection == DIR_LEFT) {
rotAxis = new Vec3f(0, 1, 0);
pivot = new Vec3f();
startAngle = -90;
endAngle = 0;
} else if (transitionDirection == DIR_RIGHT) {
rotAxis = new Vec3f(0, 1, 0);
pivot = new Vec3f(w, 0, 0);
startAngle = 90;
endAngle = 0;
} else if (transitionDirection == DIR_UP) {
rotAxis = new Vec3f(1, 0, 0);
pivot = new Vec3f(0, -h, 0);
startAngle = 90;
endAngle = 0;
} else {
// DIR_DOWN
rotAxis = new Vec3f(1, 0, 0);
pivot = new Vec3f();
startAngle = -90;
endAngle = 0;
}
}
}
/*
switch (transitionType) {
case FADE:
{
InterpolatedFloat alpha = new InterpolatedFloat();
float start = (isAddition ? 0.0f : 1.0f);
float end = (isAddition ? 1.0f : 0.0f);
alpha.setStart(start);
alpha.setEnd(end);
trans.setAlpha(alpha);
break;
}
case SCROLL_LEFT:
{
vtIdxs = new int[] { 3, 2, 2, 3 };
ttIdxs = new int[] { 0, 1, 1, 0 };
break;
}
case SCROLL_RIGHT:
{
vtIdxs = new int[] { 0, 1, 1, 0 };
ttIdxs = new int[] { 3, 2, 2, 3 };
break;
}
case SCROLL_UP:
{
vtIdxs = new int[] { 1, 1, 2, 2 };
ttIdxs = new int[] { 0, 0, 3, 3 };
break;
}
case SCROLL_DOWN:
{
vtIdxs = new int[] { 0, 0, 3, 3 };
ttIdxs = new int[] { 1, 1, 2, 2 };
break;
}
case ROTATE_LEFT:
{
rotAxis = new Vec3f(0, 1, 0);
pivot = new Vec3f();
startAngle = -90;
endAngle = 0;
break;
}
case ROTATE_RIGHT:
{
rotAxis = new Vec3f(0, 1, 0);
// pivot = translation.plus(new Vec3f(w, 0, 0));
pivot = new Vec3f(w, 0, 0);
startAngle = 90;
endAngle = 0;
break;
}
case ROTATE_UP:
{
rotAxis = new Vec3f(1, 0, 0);
// pivot = translation.plus(new Vec3f(0, -h, 0));
pivot = new Vec3f(0, -h, 0);
startAngle = 90;
endAngle = 0;
break;
}
case ROTATE_DOWN:
{
rotAxis = new Vec3f(1, 0, 0);
pivot = new Vec3f();
startAngle = -90;
endAngle = 0;
break;
}
}
*/
if (vtIdxs != null) {
if (isAddition) {
quadInterp.setStart(new Quad3f(verts.getVec(vtIdxs[0]),
verts.getVec(vtIdxs[1]),
verts.getVec(vtIdxs[2]),
verts.getVec(vtIdxs[3])));
texInterp.setStart(new Quad2f(texcoords.getVec(ttIdxs[0]),
texcoords.getVec(ttIdxs[1]),
texcoords.getVec(ttIdxs[2]),
texcoords.getVec(ttIdxs[3])));
} else {
// Note: swapping the vertex and texture indices happens to
// have the correct effect
int[] tmp = vtIdxs;
vtIdxs = ttIdxs;
ttIdxs = tmp;
quadInterp.setEnd(new Quad3f(verts.getVec(vtIdxs[0]),
verts.getVec(vtIdxs[1]),
verts.getVec(vtIdxs[2]),
verts.getVec(vtIdxs[3])));
texInterp.setEnd(new Quad2f(texcoords.getVec(ttIdxs[0]),
texcoords.getVec(ttIdxs[1]),
texcoords.getVec(ttIdxs[2]),
texcoords.getVec(ttIdxs[3])));
}
} else if (rotAxis != null) {
if (!isAddition) {
float tmp = endAngle;
endAngle = -startAngle;
startAngle = tmp;
}
trans.setPivotPoint(pivot);
trans.setRotationAxis(rotAxis);
InterpolatedFloat rotInterp = new InterpolatedFloat();
rotInterp.setStart(startAngle);
rotInterp.setEnd(endAngle);
trans.setRotationAngle(rotInterp);
}
return trans;
}
/** Chooses a random transition from those available. */
protected void chooseRandomTransition() {
if (random == null) {
random = new Random();
}
nextTransitionFade = random.nextBoolean();
nextTransitionStyle = null;
do {
int style = random.nextInt(3);
switch (style) {
// Make no-motion transitions always use fades for effect
// without biasing transitions toward no-motion transitions
case 0: if (nextTransitionFade) nextTransitionStyle = STYLE_NO_MOTION; break;
case 1: nextTransitionStyle = STYLE_SCROLL; break;
default: nextTransitionStyle = STYLE_ROTATE; break;
}
} while (nextTransitionStyle == null);
int dir = random.nextInt(4);
switch (dir) {
case 0: nextTransitionDirection = DIR_LEFT; break;
case 1: nextTransitionDirection = DIR_RIGHT; break;
case 2: nextTransitionDirection = DIR_UP; break;
default: nextTransitionDirection = DIR_DOWN; break;
}
}
}
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