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CHAPTER 9 THE MOBILE 3D GRAPHICS API
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/** * Set an animation in motion. */ public void startAnimation() { // Define a KeyframeSequence object to hold // a series of six frames of three values each: KeyframeSequence ks = new KeyframeSequence(6, 3, KeyframeSequence.LINEAR); // Define a series of values for the key frames ks.setKeyframe(0, 0, new float[] { 0.0f, 0.0f, -1.0f }); ks.setKeyframe(1, 1000, new float[] { 3.0f, 0.0f, -2.0f }); ks.setKeyframe(2, 2000, new float[] { 6.0f, 0.0f, -3.0f }); ks.setKeyframe(3, 3000, new float[] { 4.0f, 0.0f, -5.0f }); ks.setKeyframe(4, 4000, new float[] { 1.0f, 0.0f, -6.0f }); ks.setKeyframe(5, 5000, new float[] { 0.0f, 0.0f, -7.0f }); ks.setDuration(10000); // Make the above series repeat once the duration // time is finished ks.setRepeatMode(KeyframeSequence.LOOP); // wrap the keyframe sequence in an animation // track that defines it to modify the translation // component: AnimationTrack at = new AnimationTrack(ks, AnimationTrack.TRANSLATION); // have this track move the group myGroup.addAnimationTrack(at); // initialize an animation controller to run the animation: AnimationController ac = new AnimationController(); at.setController(ac); ac.setPosition(0, 0); // create a timer and timer task to trigger the // animation updates Timer timer = new Timer(); GroupAnimationTimer gat = new GroupAnimationTimer(this); timer.scheduleAtFixedRate(gat, 0, 500); } /** * Advance the animation. */ public void advance(int time) { myGroup.animate(time); repaint(); } Here, you can see that the AnimationTrack has been set to translate the Group node from the Tour of the World example. So the data in the KeyFrame sequence will be interpreted to tell the Group where to move. The three arguments of the setKeyFrame() method are the keyframe s
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CHAPTER 9 THE MOBILE 3D GRAPHICS API
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index (for ordering the keyframes), the time position of the keyframe (when the frame should be shown in world time), and the data array to be used to transform the node. So, for example, the keyframe set at index 0 says that at time 0 the group should be translated in the direction { 0.0f, 0.0f, -1.0f }. Once the animation is defined (in the beginning of the startAnimation() method), an instance of the TimerTask called GroupAnimationTimer (Listing 9-3) is created and is set to run at a fixed rate of once every 500 milliseconds. So the GroupAnimationTimer s run() method is called every 500 milliseconds, and each time it is called, it advances the world time by 500. Then it calls the DemoCanvas s advance() method (in the previous code snippet) to set the Group to its new time position and repaint it.
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The M3G API also has a built-in helper class to give you information about where 3D objects collide with each other: RayIntersection. It looks a little confusing at first, but it s pretty simple to use and quite powerful. To compute a collision, the first thing you do is create a default instance of RayIntersection and use the pick method from the Group class to fill it with all of the details about the collision. There are two versions of the pick method: one that helps you determine whether random objects in your scene are colliding with one another, and one that is optimized for use with a Camera to tell you what is in the Camera s viewing range. Both versions of the pick method start with the scope as their first argument. The scope allows you to filter the objects you re checking for collisions with. For example, if your game has a bunch of ghosts floating around that can go through walls and through each other but will possess game characters they come into contact with, then you can set the game characters scope to something other than the default scope (-1) and then only check for collisions with nodes of that scope. Note that scopes are grouped using bitwise operations: two scopes are considered the same if you get a nonzero result by performing a bitwise & on them. So you can do some bitwise arithmetic to check for several different types of objects at once. A simple technique is to give each type of object a scope that is a power of 2 (for example: walls 1, ghosts 2, player characters 4, treasures 8), then check for collisions by combining them (to check for collisions with walls or treasures, pick scope 9). The scope has no relation to the scene hierarchy, so there s no problem grouping objects of different types together to move them as a group. Filtering according to group hierarchy is already built in separately: if you only want to find out about collisions with the descendents of a particular group, then call the pick method on the root of the desired group; otherwise, use the World node. After the first argument, the first version of the pick method is a little more intuitive. You send the three position coordinates of the point to start from, and the three direction coordinates of the direction to go in, then the RayIntersection instance to store the results in. The camera version is set up to help you detect objects in the Camera s visible range. The two numerical arguments are the viewport coordinates to start the ray from, which are given in the square (0, 0), (1, 0), (1, 1), (0,1) just like the 2D texture coordinates. Then you send the Camera you re interested in and the RayIntersection instance to fill. Typical viewport coordinates to use would be (0.5f, 0.5f ) to send the ray right into the center of the direction the camera is facing. However, you can send other values to compute the collisions from the Camera through some other point on the screen (for example, in a shooting game where the gun s line of fire can be repositioned without pivoting the Camera). The least intuitive part is that the collision distance stored in the RayIntersection class is computed from the Camera s near clipping plane
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