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Sky.java
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180 lines (154 loc) · 5.66 KB
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/*
* Copyright 2018 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.destinationsol.game.planet;
import com.badlogic.gdx.math.Vector2;
import org.destinationsol.Const;
import org.destinationsol.common.SolColor;
import org.destinationsol.common.SolMath;
import org.destinationsol.game.ColorSpan;
import org.destinationsol.game.DmgType;
import org.destinationsol.game.FarObject;
import org.destinationsol.game.SolCam;
import org.destinationsol.game.SolGame;
import org.destinationsol.game.SolObject;
import org.destinationsol.game.drawables.Drawable;
import org.destinationsol.game.drawables.DrawableLevel;
import org.destinationsol.game.drawables.RectSprite;
import org.destinationsol.game.drawables.SpriteManager;
import java.util.ArrayList;
import java.util.List;
public class Sky implements SolObject {
private static final String WHITE_TEX_NAME = "engine:planetStarCommonWhiteTex";
private static final String PLANET_GRADIENT_TEX_NAME = "engine:planetStarCommonGrad";
private final Planet planet;
private final RectSprite filling;
private final RectSprite gradation;
private final ArrayList<Drawable> drawables;
private final ColorSpan skySpan;
private final Vector2 position;
public Sky(SolGame game, Planet planet) {
this.planet = planet;
drawables = new ArrayList<>();
filling = SpriteManager.createSprite(WHITE_TEX_NAME, 5, 0, 0, new Vector2(), DrawableLevel.ATM, 0f, 0, SolColor.col(.5f, 0), false);
drawables.add(filling);
gradation = SpriteManager.createSprite(PLANET_GRADIENT_TEX_NAME, 5, 0, 0, new Vector2(), DrawableLevel.ATM, 0f, 0, SolColor.col(.5f, 0), false);
drawables.add(gradation);
SkyConfig config = planet.getConfig().skyConfig;
skySpan = ColorSpan.rgb(config.dawn, config.day);
position = new Vector2();
updatePos(game);
}
private void updatePos(SolGame game) {
Vector2 camPos = game.getCam().getPosition();
Vector2 planetPos = planet.getPosition();
if (planetPos.dst(camPos) < planet.getGroundHeight() + Const.MAX_SKY_HEIGHT_FROM_GROUND) {
position.set(camPos);
return;
}
position.set(planetPos);
}
@Override
public void update(SolGame game) {
updatePos(game);
Vector2 planetPos = planet.getPosition();
SolCam cam = game.getCam();
Vector2 camPos = cam.getPosition();
float distPercentage = 1 - (planetPos.dst(camPos) - planet.getGroundHeight()) / Const.MAX_SKY_HEIGHT_FROM_GROUND;
if (distPercentage < 0) {
return;
}
if (1 < distPercentage) {
distPercentage = 1;
}
Vector2 sysPos = planet.getSolarSystemPosition();
float angleToCam = SolMath.angle(planetPos, camPos);
float angleToSun = SolMath.angle(planetPos, sysPos);
float dayPercentage = 1 - SolMath.angleDiff(angleToCam, angleToSun) / 180;
float skyIntensity = SolMath.clamp(1 - ((1 - dayPercentage) / .75f));
float skyColorPercentage = SolMath.clamp((skyIntensity - .5f) * 2f + .5f);
skySpan.set(skyColorPercentage, gradation.tint);
skySpan.set(skyColorPercentage, filling.tint);
float gradPercentage = SolMath.clamp(2 * skyIntensity);
float fillPercentage = SolMath.clamp(2 * (skyIntensity - .5f));
gradation.tint.a = gradPercentage * distPercentage;
filling.tint.a = fillPercentage * SolMath.clamp(1 - (1 - distPercentage) * 2) * .37f;
float viewDist = cam.getViewDistance();
float sz = 2 * viewDist;
gradation.setTextureSize(sz);
filling.setTextureSize(sz);
float angleCamToSun = angleToCam - angleToSun;
float relAngle;
if (SolMath.abs(SolMath.norm(angleCamToSun)) < 90) {
relAngle = angleToCam + 180 + angleCamToSun;
} else {
relAngle = angleToCam - angleCamToSun;
}
gradation.relativeAngle = relAngle - 90;
}
@Override
public boolean shouldBeRemoved(SolGame game) {
return false;
}
@Override
public void onRemove(SolGame game) {
}
@Override
public void receiveDmg(float dmg, SolGame game, Vector2 position, DmgType dmgType, SolObject instigator) {
}
@Override
public boolean receivesGravity() {
return false;
}
@Override
public void receiveForce(Vector2 force, SolGame game, boolean acc) {
}
@Override
public Vector2 getPosition() {
return position;
}
@Override
public FarObject toFarObject() {
return new FarSky(planet);
}
@Override
public List<Drawable> getDrawables() {
return drawables;
}
@Override
public float getAngle() {
return 0;
}
@Override
public Vector2 getVelocity() {
return null;
}
@Override
public void handleContact(SolObject other, float absImpulse,
SolGame game, Vector2 collPos) {
}
@Override
public String toDebugString() {
return null;
}
@Override
public Boolean isMetal() {
return null;
}
@Override
public boolean hasBody() {
return false;
}
}