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Node.java
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Node.java
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import java.util.List;
import java.util.ArrayList;
import static java.lang.Math.sqrt;
/**
* @author jakemingolla
* @since 1.0
*
* Abstract class to hold the information relating to a Node in the
* scene. A Node is defined as any object meeting the following criteria:
* - Defined in three dimensional Cartesian space (x, y, z)
* - Maintains a three dimensional velocity (vX, vY, vZ)
* - Has a three dimensonal shape (w, l, h)
* - Has a color in RGB space (r, g, b, a)
* - A weight
* - An identifier
* - A list of forces acting on the object.
*
* @see Force
*/
public abstract class Node implements Updateable {
/* Three dimensional Cartesian coordinates */
protected Double x;
protected Double y;
protected Double z;
/* Three dimensional shape dimensions */
protected Double w;
protected Double h;
protected Double l;
/* RGB for coloring. */
protected Double r;
protected Double b;
protected Double g;
protected Double a;
/* Three dimensional velocities for updating. */
protected Double vX;
protected Double vY;
protected Double vZ;
/* Weight for interacting with other objects in the space. */
protected Double weight;
/* Identifier for the given Node. For interaction with the user
* in the scene. */
protected String id;
/* List of forces acting on the object. */
List<Force> forces;
/**
* @author jakemingolla
*
* Default constructor for creating an instance of the Node object with
* the given parameters.
*
* @param id The identifier of the Node in the space.
* @param weight The weight of the Node in the space.
* @param x The x position of the Node.
* @param y The y position of the Node.
* @param z The z position of the Node.
* @param w The width of the Node (how fart it extends in the Y direction).
* @param h The height of the Node (how far it extends in the Y direction).
* @param l The length of the Node (how far it extends in the Z direction).
* @param r The red value of the Node's color.
* @param g The green value of the Node's color.
* @param b The blue value of the Node's color.
* @param a The alpha value of the Node's color.
*/
Node(String id, Double weight,
Double x, Double y, Double z,
Double w, Double h, Double l,
Double r, Double g, Double b, Double a) {
this.id = id;
this.weight = weight;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
this.h = h;
this.l = l;
this.r = r;
this.g = g;
this.b = b;
this.a = a;
/* The forces list starts empty. */
this.forces = new ArrayList<Force>();
/* All velocities are initially set to zero. */
this.vX = 0.0;
this.vY = 0.0;
this.vZ = 0.0;
}
/**
* @author jakemingolla
*
* Updates a Node object in the scene. Every time update is called,
* a force of friction is applied to the Node that opposes its current velocity
* in all directions. Then, its acceleration is adjusted based on the sum of
* all forces acting on the Node, which in turn affects its velocity.
*
* Use {@link Constants#DEFAULT_FRICTION_FACTOR} to change the rate at which
* friction is applied.
*
* @see Force
* */
public void update() {
if (forces.size() > 0) {
Double magnitude = sqrt((vX * vX) + (vY * vY) + (vZ * vZ));
if (magnitude > Utilities.EPSILON) {
Force friction = new Force()
.withX((-1.0d * vX) / magnitude)
.withY((-1.0d * vY) / magnitude)
.withZ((-1.0d * vZ) / magnitude)
.withMagnitude(magnitude * Constants.DEFAULT_FRICTION_FACTOR);
addForce(friction);
}
/* These hold the sum of each force's magnitude
* in the given direction. */
Double xTotal = 0.0d;
Double yTotal = 0.0d;
Double zTotal = 0.0d;
/* Sum up the magnitude and direction of all
* the Forces in the Force list. */
for (Force f : forces) {
magnitude = f.getMagnitude();
xTotal += f.getX() * magnitude;
yTotal += f.getY() * magnitude;
zTotal += f.getZ() * magnitude;
}
/* The acceleration is proportional the weight
* of the object (f = ma). */
Double xAcceleration = (xTotal / weight);
Double yAcceleration = (yTotal / weight);
Double zAcceleration = (zTotal / weight);
/* Finally, update the current velocity of the Node... */
vX += xAcceleration;
vY += yAcceleration;
vZ += zAcceleration;
/* ... which in turn updates the current Cartesian coordinates
* for positoion. */
x += vX;
y += vY;
z += vZ;
/* We must clear the force list in order to prevent the forces
* from being applied multiple times. */
clearForces();
}
}
/**
* @author jakemingolla
*
* Returns the kinetic energy of the given Node. In a system with friction,
* this will decrease over time.
*
* @return Double The kinetic energy of the Node.
*/
public Double getKineticEnergy() {
return 0.5 * weight * Math.sqrt((vX * vX) + (vY * vY) + (vZ * vZ));
}
/**
* @author jakemingolla
*
* Adds a given force to the force list.
*
* @param f The {@link Force} to be added.
*/
public void addForce(Force f) {
forces.add(f);
}
/**
* @author jakemingolla
*
* Clears the current list of forces, reseting it back to empty.
*/
public void clearForces() {
forces.clear();
}
/**
* @author jakemingolla
*
* Find the distance in the x direction between
* the current Node and the target Node.
*
* @param target The Node to get the distance to.
* @return Double The distance to the target Node. Takes
* into account the sign of the x positions.
*/
public Double getXDiff(Node target) {
return x - target.getX();
}
/**
* @author jakemingolla
*
* Find the distance in the y direction between
* the current Node and the target Node.
*
* @param target The Node to get the distance to.
* @return Double The distance to the target Node. Takes
* into account the sign of the y positions.
*/
public Double getYDiff(Node target) {
return y - target.getY();
}
/**
* @author jakemingolla
*
* Find the distance in the z direction between
* the current Node and the target Node.
*
* @param target The Node to get the distance to.
* @return Double The distance to the target Node. Takes
* into account the sign of the z positions.
*/
public Double getZDiff(Node target) {
return z - target.getZ();
}
/**
* @author jakemingolla
*
* Finds the distance to a target Node. Gets the absolute value of all
* of the differences for each direction in the 3-Dimensional
* Cartesian space.
*
* @param target The Node to get the distance to.
* @return Double The absolute value of the distance to the target Node.
*/
public Double getDistance(Node target) {
Double xDiff = getXDiff(target);
Double yDiff = getYDiff(target);
Double zDiff = getZDiff(target);
return Math.sqrt((xDiff * xDiff) + (yDiff * yDiff) + (zDiff * zDiff));
}
/**
* @author jakemingolla
*
* Returns whether or not the target Node intersects with (inclusively with the
* boundary) to the current Node in the x direction. May be overriden for irregular shapes.
*
* @param target The target Node to test for intersection
*/
public Boolean canIntersectX(Node target) {
Double targetX = target.getX();
Double targetW = target.getW();
Double targetRightEnd = targetX - (targetW / 2);
Double leftEnd = x - (w / 2);
Double rightEnd = x + (w / 2);
Boolean intersect = ((targetRightEnd > leftEnd && targetRightEnd < rightEnd) ||
(Utilities.inRange(targetRightEnd, rightEnd) || Utilities.inRange(targetRightEnd, leftEnd)));
return intersect;
}
/**
* @author jakemingolla
*
* Returns whether or not the target Node intersects with (inclusively with the
* boundary) to the current Node in the y direction. May be overriden for irregular shapes.
*
* @param target The target Node to test for intersection
*/
public Boolean canIntersectY(Node target) {
Double targetY = target.getY();
Double targetH = target.getH();
Double targetRightEnd = targetY - (targetH / 2);
Double leftEnd = y - (h / 2);
Double rightEnd = y + (h / 2);
Boolean intersect = ((targetRightEnd > leftEnd && targetRightEnd < rightEnd) ||
(Utilities.inRange(targetRightEnd, rightEnd) || Utilities.inRange(targetRightEnd, leftEnd)));
return intersect;
}
/**
* @author jakemingolla
*
* Returns whether or not the target Node intersects with (inclusively with the
* boundary) to the current Node in the z direction. May be overriden for irregular shapes.
*
* @param target The target Node to test for intersection
*/
public Boolean canIntersectZ(Node target) {
Double targetZ = target.getZ();
Double targetL = target.getL();
Double targetRightEnd = targetZ - (targetL / 2);
Double leftEnd = z - (l / 2);
Double rightEnd = z + (l / 2);
Boolean intersect = ((targetRightEnd > leftEnd && targetRightEnd < rightEnd) ||
(Utilities.inRange(targetRightEnd, rightEnd) || Utilities.inRange(targetRightEnd, leftEnd)));
return intersect;
}
/**
* @author jakemingolla
*
* returns whether or not the target Node intersects with (inclusively with the
* boundary) to the current Node in all directions.
*
* @param target The target Node to test for intersection
*/
public Boolean canIntersect(Node target) {
return canIntersectX(target) && canIntersectY(target) && canIntersectZ(target);
}
/*
*
* "Getters" and "Setters" for each field are below.
*
*/
public void setId(String id) {
this.id = id;
}
public void setWeight(Double weight) {
this.weight = weight;
}
public void setX(Double x) {
this.x = x;
}
public void setY(Double y) {
this.y = y;
}
public void setZ(Double z) {
this.z = z;
}
public void setW(Double w) {
this.w = w;
}
public void setH(Double l) {
this.h = h;
}
public void setL(Double l) {
this.l = l;
}
public void setR(Double r) {
this.r = r;
}
public void setG(Double g) {
this.g = g;
}
public void setB(Double b) {
this.b = b;
}
public void setA(Double a) {
this.a = a;
}
public void setVX(Double vX) {
this.vX = vX;
}
public void setVY(Double vY) {
this.vY = vY;
}
public void setVZ(Double vZ) {
this.vZ = vZ;
}
public String getId() {
return id;
}
public Double getWeight() {
return weight;
}
public Double getX() {
return x;
}
public Double getY() {
return y;
}
public Double getZ() {
return z;
}
public Double getW() {
return w;
}
public Double getH() {
return h;
}
public Double getL() {
return l;
}
public Double getR() {
return r;
}
public Double getG() {
return g;
}
public Double getB() {
return b;
}
public Double getA() {
return a;
}
public Double getVX() {
return vX;
}
public Double getVY() {
return vY;
}
public Double getVZ() {
return vZ;
}
}