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|
/*
* Copyright (c) 2007 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.
*
*/
package net.java.joglutils.msg.test;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import javax.swing.ListModel;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.GLDrawableFactory;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLOffscreenAutoDrawable;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.AWTGLAutoDrawable;
import com.jogamp.opengl.util.awt.TextureRenderer;
import net.java.joglutils.msg.actions.GLRenderAction;
import net.java.joglutils.msg.actions.RayPickAction;
import net.java.joglutils.msg.collections.Vec2fCollection;
import net.java.joglutils.msg.collections.Vec3fCollection;
import net.java.joglutils.msg.collections.Vec4fCollection;
import net.java.joglutils.msg.math.Rotf;
import net.java.joglutils.msg.math.Vec2f;
import net.java.joglutils.msg.math.Vec3f;
import net.java.joglutils.msg.math.Vec4f;
import net.java.joglutils.msg.misc.Path;
import net.java.joglutils.msg.misc.PickedPoint;
import net.java.joglutils.msg.misc.SystemTime;
import net.java.joglutils.msg.nodes.Blend;
import net.java.joglutils.msg.nodes.Color4;
import net.java.joglutils.msg.nodes.Coordinate3;
import net.java.joglutils.msg.nodes.PerspectiveCamera;
import net.java.joglutils.msg.nodes.Separator;
import net.java.joglutils.msg.nodes.Texture2;
import net.java.joglutils.msg.nodes.TextureCoordinate2;
import net.java.joglutils.msg.nodes.Transform;
import net.java.joglutils.msg.nodes.TriangleSet;
/**
* A test implementing a 3D display shelf component. This renderer is
* pluggable into any JOGL GLAutoDrawable.
*
* @author Kenneth Russell
*/
public class DisplayShelfRenderer implements GLEventListener {
private final float DEFAULT_ASPECT_RATIO = 0.665f;
// This also affects the spacing
private final float DEFAULT_HEIGHT = 1.5f;
private final float DEFAULT_ON_SCREEN_FRAC = 0.5f;
private final float EDITING_ON_SCREEN_FRAC = 0.95f;
private final float offsetFrac;
private final float STACKED_SPACING_FRAC = 0.3f;
private final float SELECTED_SPACING_FRAC = 0.6f;
private final float EDITED_SPACING_FRAC = 1.5f;
// This is how much we raise the geometry above the floor in single image mode
private final float SINGLE_IMAGE_MODE_RAISE_FRAC = 2.0f;
// The camera
private final PerspectiveCamera camera;
static class TitleGraph {
Object imageDescriptor;
Separator sep = new Separator();
Transform xform = new Transform();
Texture2 texture = new Texture2();
Coordinate3 coords = new Coordinate3();
TitleGraph(final Object imageDescriptor) {
this.imageDescriptor = imageDescriptor;
}
}
// This is used to avoid having to re-initialize textures during
// resizes of Swing components
private final GLOffscreenAutoDrawable sharedPbuffer;
private boolean firstInit = true;
private AWTGLAutoDrawable drawable;
private final Separator root;
private Separator imageRoot;
private final Fetcher<Integer> fetcher;
private final ListModel model;
private final List<TitleGraph> titles = new ArrayList<TitleGraph>();
private final GLRenderAction ra = new GLRenderAction();
private int targetIndex;
// This encodes both the current position and the horizontal animation alpha
private float currentIndex;
// This encodes the animation alpha for the z-coordinate motion
// associated with going in to and out of editing mode
private float currentZ;
private float targetZ;
// This is effectively a constant
private final float viewingZ;
// This is also currently effectively a constant, though we need to
// compute it dynamically for each picture to get it to show up
// centered
private float editingZ;
// This encodes our current Y coordinate in editing mode
private float currentY;
// This encodes our target Y coordinate in editing mode
private float targetY;
// If the difference between the current and target values of any of
// the above are > EPSILON, then we will continue repainting
private static final float EPSILON = 1.0e-3f;
private final SystemTime time;
private boolean animating;
private boolean forceRecompute;
// Single image mode toggle
private boolean singleImageMode;
// A scale factor for the animation speed
private static final float ANIM_SCALE_FACTOR = 7.0f;
// The rotation angle of the titles
private static final float ROT_ANGLE = (float) Math.toRadians(75);
// Visual progress of downloads
private Texture2 clockTexture;
private volatile boolean doneLoading;
class DownloadListener implements ProgressListener<Integer> {
public void progressStart(final ProgressEvent<Integer> evt) {}
public void progressUpdate(final ProgressEvent<Integer> evt) {}
public void progressEnd(final ProgressEvent<Integer> evt) {
updateImage(glp, evt.getClientIdentifier());
}
}
public DisplayShelfRenderer(final ListModel model) {
// Create a small pbuffer with which we share textures and display
// lists to avoid having to reload textures during repeated calls
// to init()
final GLCapabilities glcaps = new GLCapabilities(GLProfile.getDefault());
sharedPbuffer = GLDrawableFactory.getFactory(GLProfile.getDefault()).createOffscreenAutoDrawable(null, glcaps, null, 8, 8);
sharedPbuffer.display();
this.fetcher = new BasicFetcher<Integer>();
fetcher.addProgressListener(new DownloadListener());
this.model = model;
root = new Separator();
time = new SystemTime();
time.rebase();
camera = new PerspectiveCamera();
camera.setNearDistance(1.0f);
camera.setFarDistance(100.0f);
camera.setHeightAngle((float) Math.PI / 8);
// This could / should be computed elsewhere, especially if we add
// the ability to dynamically adjust the camera's height angle
viewingZ = 0.5f * DEFAULT_HEIGHT / (DEFAULT_ON_SCREEN_FRAC * (float) Math.tan(camera.getHeightAngle()));
// Compute the fraction by which we offset the selected title
// based on a couple of known good points
offsetFrac = (float) (((3 * Math.PI / 40) / camera.getHeightAngle()) + 0.1f);
}
/** Callers must share textures and display lists with this context
for correct behavior of this renderer. It is used to avoid
repeated reloading of textures when resizing the renderer
embedded in a GLJPanel. */
public GLContext getSharedContext() {
return sharedPbuffer.getContext();
}
public void setSingleImageMode(final boolean singleImageMode, final boolean animateTransition) {
this.singleImageMode = singleImageMode;
if (!animating) {
time.rebase();
}
recomputeTargetYZ(animateTransition);
forceRecompute = !animateTransition;
if (drawable != null) {
drawable.repaint();
}
}
public boolean getSingleImageMode() {
return singleImageMode;
}
public int getNumImages() {
return titles.size();
}
public void setTargetIndex(final int index) {
if (targetIndex == index)
return;
this.targetIndex = index;
if (!animating) {
time.rebase();
}
recomputeTargetYZ(true);
if (drawable != null) {
drawable.repaint();
}
}
public int getTargetIndex() {
return targetIndex;
}
private GLProfile glp = null;
public void init(final GLAutoDrawable d) {
this.drawable = (AWTGLAutoDrawable) d;
final GL gl = drawable.getGL();
if (firstInit) {
firstInit = false;
glp = gl.getGLProfile();
// Build the scene graph
// The clock
clockTexture = new Texture2();
clockTexture.initTextureRenderer((int) (300 * DEFAULT_HEIGHT * DEFAULT_ASPECT_RATIO),
(int) (300 * DEFAULT_HEIGHT),
false);
// The images
imageRoot = new Separator();
// The mirrored images under the floor
final Separator mirrorRoot = new Separator();
final Transform mirrorXform = new Transform();
// Mirror vertically
mirrorXform.getTransform().set(1, 1, -1.0f);
mirrorRoot.addChild(mirrorXform);
// Assume we know what we're doing here with setting per-vertex
// colors for each piece of geometry in one shot
final Color4 colorNode = new Color4();
final Vec4fCollection colors = new Vec4fCollection();
final Vec4f fadeTop = new Vec4f(0.75f, 0.75f, 0.75f, 0.75f);
final Vec4f fadeBot = new Vec4f(0.25f, 0.25f, 0.25f, 0.25f);
// First triangle
colors.add(fadeTop);
colors.add(fadeTop);
colors.add(fadeBot);
// Second triangle
colors.add(fadeTop);
colors.add(fadeBot);
colors.add(fadeBot);
colorNode.setData(colors);
mirrorRoot.addChild(colorNode);
final TriangleSet tris = new TriangleSet();
tris.setNumTriangles(2);
for (int i = 0; i < model.getSize(); i++) {
final Object obj = model.getElementAt(i);
final TitleGraph graph = new TitleGraph(obj);
titles.add(graph);
computeCoords(graph.coords, DEFAULT_ASPECT_RATIO);
graph.xform.getTransform().setTranslation(new Vec3f(i, 0, 0));
final Separator sep = graph.sep;
sep.addChild(graph.xform);
sep.addChild(graph.coords);
// Add in the clock texture at the beginning
sep.addChild(clockTexture);
final TextureCoordinate2 texCoordNode = new TextureCoordinate2();
final Vec2fCollection texCoords = new Vec2fCollection();
// Texture coordinates for two triangles
// First triangle
texCoords.add(new Vec2f( 1, 1));
texCoords.add(new Vec2f( 0, 1));
texCoords.add(new Vec2f( 0, 0));
// Second triangle
texCoords.add(new Vec2f( 1, 1));
texCoords.add(new Vec2f( 0, 0));
texCoords.add(new Vec2f( 1, 0));
texCoordNode.setData(texCoords);
sep.addChild(texCoordNode);
sep.addChild(tris);
// Add this to each rendering root
imageRoot.addChild(sep);
mirrorRoot.addChild(sep);
}
// Now produce the floor geometry
final float maxSpacing = DEFAULT_HEIGHT * Math.max(STACKED_SPACING_FRAC, Math.max(SELECTED_SPACING_FRAC, EDITED_SPACING_FRAC));
final int i = model.getSize();
final float minx = -i * maxSpacing;
final float maxx = 2 * i * maxSpacing;
// Furthest back from the camera
final float minz = -2 * DEFAULT_HEIGHT;
// Assume this will be close enough to cover all of the mirrored geometry
final float maxz = DEFAULT_HEIGHT;
final Separator floorRoot = new Separator();
final Blend blend = new Blend();
blend.setEnabled(true);
blend.setSourceFunc(Blend.ONE);
blend.setDestFunc(Blend.ONE_MINUS_SRC_ALPHA);
floorRoot.addChild(blend);
final Coordinate3 floorCoords = new Coordinate3();
floorCoords.setData(new Vec3fCollection());
// First triangle
floorCoords.getData().add(new Vec3f(maxx, 0, minz));
floorCoords.getData().add(new Vec3f(minx, 0, minz));
floorCoords.getData().add(new Vec3f(minx, 0, maxz));
// Second triangle
floorCoords.getData().add(new Vec3f(maxx, 0, minz));
floorCoords.getData().add(new Vec3f(minx, 0, maxz));
floorCoords.getData().add(new Vec3f(maxx, 0, maxz));
floorRoot.addChild(floorCoords);
// Colors
final Vec4f gray = new Vec4f(0.4f, 0.4f, 0.4f, 0.4f);
final Vec4f clearGray = new Vec4f(0.0f, 0.0f, 0.0f, 0.0f);
final Color4 floorColors = new Color4();
floorColors.setData(new Vec4fCollection());
// First triangle
floorColors.getData().add(gray);
floorColors.getData().add(gray);
floorColors.getData().add(clearGray);
// Second triangle
floorColors.getData().add(gray);
floorColors.getData().add(clearGray);
floorColors.getData().add(clearGray);
floorRoot.addChild(floorColors);
floorRoot.addChild(tris);
// Now set up the overall scene graph
root.addChild(camera);
root.addChild(imageRoot);
root.addChild(mirrorRoot);
root.addChild(floorRoot);
// Attach listeners (this is only for testing for now)
drawable.addMouseListener(new MListener());
drawable.addKeyListener(new KeyAdapter() {
public void keyPressed(final KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_SPACE:
setSingleImageMode(!getSingleImageMode(), true);
break;
case KeyEvent.VK_ENTER:
setSingleImageMode(!getSingleImageMode(), false);
break;
case KeyEvent.VK_LEFT:
setTargetIndex(Math.max(0, targetIndex - 1));
break;
case KeyEvent.VK_RIGHT:
setTargetIndex(Math.min(titles.size() - 1, targetIndex + 1));
break;
}
}
});
startClockAnimation();
recomputeTargetYZ(false);
forceRecompute = true;
recompute();
// Get the loading started
for (int j = 0; j < titles.size(); j++) {
updateImage(glp, j);
}
}
}
public void display(final GLAutoDrawable drawable) {
// Recompute position of camera and orientation of images
final boolean repaintAgain = recompute();
if (!doneLoading) {
if (!repaintAgain) {
time.update();
}
final TextureRenderer rend = clockTexture.getTextureRenderer();
final Graphics2D g = rend.createGraphics();
drawClock(g, (int) (time.time() * 30),
0, 0, rend.getWidth(), rend.getHeight());
g.dispose();
rend.markDirty(0, 0, rend.getWidth(), rend.getHeight());
}
// Redraw
final GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
ra.apply(root);
if (repaintAgain) {
animating = true;
((AWTGLAutoDrawable) drawable).repaint();
} else {
animating = false;
}
}
public void reshape(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) {
}
public void dispose(final GLAutoDrawable drawable) {}
//----------------------------------------------------------------------
// Internals only below this point
//
private void computeCoords(final Coordinate3 coordNode, final float aspectRatio) {
Vec3fCollection coords = coordNode.getData();
if (coords == null) {
coords = new Vec3fCollection();
final Vec3f zero = new Vec3f();
for (int i = 0; i < 6; i++) {
coords.add(zero);
}
coordNode.setData(coords);
}
// Now compute the actual values
final Vec3f lowerLeft = new Vec3f(-0.5f * DEFAULT_HEIGHT * aspectRatio, 0, 0);
final Vec3f lowerRight = new Vec3f( 0.5f * DEFAULT_HEIGHT * aspectRatio, 0, 0);
final Vec3f upperLeft = new Vec3f(-0.5f * DEFAULT_HEIGHT * aspectRatio, DEFAULT_HEIGHT, 0);
final Vec3f upperRight = new Vec3f( 0.5f * DEFAULT_HEIGHT * aspectRatio, DEFAULT_HEIGHT, 0);
// First triangle
coords.set(0, upperRight);
coords.set(1, upperLeft);
coords.set(2, lowerLeft);
// Second triangle
coords.set(3, upperRight);
coords.set(4, lowerLeft);
coords.set(5, lowerRight);
}
private static void drawClock(final Graphics2D g, final int minsPastMidnight,
final int x, final int y, final int width, final int height) {
g.setColor(Color.DARK_GRAY);
g.fillRect(x, y, width, height);
g.setColor(Color.GRAY);
final int midx = (int) (x + (width / 2.0f));
final int midy = (int) (y + (height / 2.0f));
final int sz = (int) (0.8f * Math.min(width, height));
g.setStroke(new BasicStroke(sz / 20.0f,
BasicStroke.CAP_ROUND,
BasicStroke.JOIN_MITER));
final int arcSz = (int) (0.4f * sz);
final int smallHandSz = (int) (0.3f * sz);
final int bigHandSz = (int) (0.4f * sz);
g.drawRoundRect(midx - (sz / 2), midy - (sz / 2),
sz, sz,
arcSz, arcSz);
final float hour = minsPastMidnight / 60.0f;
final int min = minsPastMidnight % 60;
final float hourAngle = hour * 2.0f * (float) Math.PI / 12;
final float minAngle = min * 2.0f * (float) Math.PI / 60;
g.drawLine(midx, midy,
midx + (int) (smallHandSz * Math.cos(hourAngle)),
midy + (int) (smallHandSz * Math.sin(hourAngle)));
g.drawLine(midx, midy,
midx + (int) (bigHandSz * Math.cos(minAngle)),
midy + (int) (bigHandSz * Math.sin(minAngle)));
}
private void startClockAnimation() {
final Thread clockAnimThread = new Thread(new Runnable() {
public void run() {
while (!doneLoading) {
drawable.repaint();
try {
Thread.sleep(100);
} catch (final InterruptedException e) {
}
}
}
});
clockAnimThread.start();
}
private void updateImage(final GLProfile glp, final int id) {
final TitleGraph graph = titles.get(id);
// Re-fetch
final BufferedImage img = fetcher.getImage(graph.imageDescriptor,
Integer.valueOf(id),
-1);
if (img != null) {
// We don't need the image descriptor any more
graph.imageDescriptor = null;
graph.sep.replaceChild(clockTexture, graph.texture);
graph.texture.setTexture(glp, img, false);
// Figure out the new aspect ratio based on the image's width and height
final float aspectRatio = (float) img.getWidth() / (float) img.getHeight();
// Compute new coordinates
computeCoords(graph.coords, aspectRatio);
// Schedule a repaint
drawable.repaint();
}
// See whether we're completely done loading
boolean done = true;
for (final TitleGraph cur : titles) {
if (cur.imageDescriptor != null) {
done = false;
break;
}
}
if (done) {
doneLoading = true;
}
}
private void recomputeTargetYZ(final boolean animate) {
if (singleImageMode) {
// Compute a target Y and Z depth based on the image we want to view
// FIXME: right now the Y and Z targets are always the same, but
// once we adjust the images to fit within a bounding square,
// they won't be
targetY = (0.5f + SINGLE_IMAGE_MODE_RAISE_FRAC) * DEFAULT_HEIGHT;
editingZ = 0.5f * DEFAULT_HEIGHT / (EDITING_ON_SCREEN_FRAC * (float) Math.tan(camera.getHeightAngle()));
targetZ = editingZ;
} else {
targetY = 0.5f * DEFAULT_HEIGHT;
targetZ = viewingZ;
}
if (!animate) {
currentY = targetY;
currentZ = targetZ;
currentIndex = targetIndex;
}
}
private boolean recompute() {
if (!forceRecompute) {
if (Math.abs(targetIndex - currentIndex) < EPSILON &&
Math.abs(targetZ - currentZ) < EPSILON &&
Math.abs(targetY - currentY) < EPSILON)
return false;
}
forceRecompute = false;
time.update();
final float deltaT = (float) time.deltaT();
// Make the animation speed independent of frame rate
currentIndex = currentIndex + (targetIndex - currentIndex) * deltaT * ANIM_SCALE_FACTOR;
currentZ = currentZ + (targetZ - currentZ) * deltaT * ANIM_SCALE_FACTOR;
currentY = currentY + (targetY - currentY) * deltaT * ANIM_SCALE_FACTOR;
// An alpha of 0 indicates we're fully in viewing mode
// An alpha of 1 indicates we're fully in editing mode
final float zAlpha = (currentZ - viewingZ) / (editingZ - viewingZ);
// Recompute the positions and orientations of each title, and the position of the camera
final int firstIndex = (int) Math.floor(currentIndex);
int secondIndex = (int) Math.ceil(currentIndex);
if (secondIndex == firstIndex) {
secondIndex = firstIndex + 1;
}
final float alpha = currentIndex - firstIndex;
int idx = 0;
float curPos = 0.0f;
final float stackedSpacing = DEFAULT_HEIGHT * (zAlpha * EDITED_SPACING_FRAC + (1.0f - zAlpha) * STACKED_SPACING_FRAC);
final float selectedSpacing = DEFAULT_HEIGHT * (zAlpha * EDITED_SPACING_FRAC + (1.0f - zAlpha) * SELECTED_SPACING_FRAC);
final float angle = (1.0f - zAlpha) * ROT_ANGLE;
final float y = zAlpha * DEFAULT_HEIGHT * SINGLE_IMAGE_MODE_RAISE_FRAC;
final Rotf posAngle = new Rotf(Vec3f.Y_AXIS, angle);
final Rotf negAngle = new Rotf(Vec3f.Y_AXIS, -angle);
float offset = 0;
// Only bump the selected title out of the list if we're in viewing mode and close to it
if (Math.abs(targetIndex - currentIndex) < 3.0) {
offset = (1.0f - zAlpha) * offsetFrac * DEFAULT_HEIGHT;
}
for (final TitleGraph graph : titles) {
if (idx < firstIndex) {
graph.xform.getTransform().setRotation(posAngle);
graph.xform.getTransform().setTranslation(new Vec3f(curPos, y, 0));
curPos += stackedSpacing;
} else if (idx > secondIndex) {
graph.xform.getTransform().setRotation(negAngle);
graph.xform.getTransform().setTranslation(new Vec3f(curPos, y, 0));
curPos += stackedSpacing;
} else if (idx == firstIndex) {
// Bump the position of this title
curPos += (1.0f - alpha) * (selectedSpacing - stackedSpacing);
// The camera is glued to this position
final float cameraPos = curPos + alpha * selectedSpacing;
// Interpolate
graph.xform.getTransform().setRotation(new Rotf(Vec3f.Y_AXIS, alpha * angle));
graph.xform.getTransform().setTranslation(new Vec3f(curPos, y, (1.0f - alpha) * offset));
// Now recompute the position of the camera
// Aim to get the titles to fill a certain fraction of the vertical field of view
camera.setPosition(new Vec3f(cameraPos,
currentY,
currentZ));
// Maintain this much distance between the two animating titles
curPos += selectedSpacing;
} else {
// Interpolate
graph.xform.getTransform().setRotation(new Rotf(Vec3f.Y_AXIS, (1.0f - alpha) * -angle));
graph.xform.getTransform().setTranslation(new Vec3f(curPos, y, alpha * offset));
curPos += stackedSpacing + alpha * (selectedSpacing - stackedSpacing);
}
++idx;
}
return true;
}
class MListener extends MouseAdapter {
RayPickAction ra = new RayPickAction();
public void mousePressed(final MouseEvent e) {
ra.setPoint(e.getX(), e.getY(), e.getComponent());
// Apply to the scene root
ra.apply(root);
final List<PickedPoint> pickedPoints = ra.getPickedPoints();
Path p = null;
if (!pickedPoints.isEmpty())
p = pickedPoints.get(0).getPath();
if (p != null && p.size() > 1) {
final int idx = imageRoot.findChild(p.get(p.size() - 2));
if (idx >= 0) {
setTargetIndex(idx);
// Need to keep the slider and this mechanism in sync
// FIXME: fire an event here
// slider.setValue(idx);
}
}
}
}
}
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