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2025-10-09 16:09:55 +08:00
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package com.gitee.drinkjava2.frog.brain;
import static java.awt.Color.BLACK;
import static java.awt.Color.RED;
import static java.awt.Color.WHITE;
import static java.lang.Math.cos;
import static java.lang.Math.round;
import static java.lang.Math.sin;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
import com.gitee.drinkjava2.frog.Animal;
import com.gitee.drinkjava2.frog.Application;
import com.gitee.drinkjava2.frog.Env;
import com.gitee.drinkjava2.frog.util.ColorUtils;
/**
* BrainPicture show first frog's brain structure, for debug purpose only
*
* 这个类用来画出脑图这不是一个关键类对脑的运行逻辑无影响但有了脑图后可以直观地看出脑的3维结构进行有针对性的改进
* 可以用鼠标进行平移、缩放、旋转以及t、f、l、r,x五个键来选择顶视、前视、左视、右视、斜视这5个方向的视图以及空格暂停、方向键调整切面
* 鼠标的动作定义在MouseAction类中。
*
* @author Yong Zhu
* @since 1.0
*/
@SuppressWarnings("all")
public class BrainPicture extends JPanel {
private static final long serialVersionUID = 1L;
private static final float D90 = (float) (Math.PI / 2);
Color picColor = RED;
int brainDispWidth; // screen display piexls width
float scale; // brain scale
int xOffset = 0; // brain display x offset compare to screen
int yOffset = 0; // brain display y offset compare to screen
float xAngle = D90 * .8f; // brain rotate on x axis
float yAngle = D90 / 4; // brain rotate on y axis
float zAngle = 0;// brain rotate on z axis
int xMask = -1;// x Mask
int yMask = -1;// y Mask
BufferedImage buffImg;
Graphics g;
String note;
public KeyAdapter keyAdapter;
public BrainPicture(int x, int y, float brainWidth, int brainDispWidth) {
super();
this.setLayout(null);// 空布局
this.brainDispWidth = brainDispWidth;
scale = 0.6f * brainDispWidth / brainWidth;
this.setBounds(x, y, brainDispWidth + 1, brainDispWidth + 1);
buffImg = new BufferedImage(Env.FROG_BRAIN_DISP_WIDTH, Env.FROG_BRAIN_DISP_WIDTH, BufferedImage.TYPE_INT_RGB);
g = buffImg.getGraphics();
MouseAction act = new MouseAction(this);
this.addMouseListener(act); // 添加鼠标动作监听
this.addMouseWheelListener(act);// 添加鼠标滚轮动作监听
this.addMouseMotionListener(act);// 添加鼠标移动动作监听
keyAdapter = new KeyAdapter() {// 处理t,f,l,rx键盘命令
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:// Y切面向上
yMask++;
if (yMask > Env.FROG_BRAIN_YSIZE)
yMask = Env.FROG_BRAIN_YSIZE;
break;
case KeyEvent.VK_DOWN:// Y切面向下
yMask--;
if (yMask < 0)
yMask = 0;
break;
case KeyEvent.VK_LEFT:// x切面向左
xMask--;
if (xMask < 0)
xMask = 0;
break;
case KeyEvent.VK_RIGHT:// x切面向右
xMask++;
if (xMask > Env.FROG_BRAIN_XSIZE)
xMask = Env.FROG_BRAIN_XSIZE;
break;
case ' ':// 暂停及继续
Application.pauseAction.actionPerformed(null);
break;
case 'T':// 顶视
xAngle = 0;
yAngle = 0;
zAngle = 0;
break;
case 'F':// 前视
xAngle = D90;
yAngle = 0;
zAngle = 0;
break;
case 'L':// 左视
xAngle = D90;
yAngle = D90;
zAngle = 0;
break;
case 'R':// 右视
xAngle = D90;
yAngle = -D90;
zAngle = 0;
break;
case 'X':// 斜视
xAngle = D90 * .8f;
yAngle = D90 / 4;
zAngle = 0;
break;
default:
}
}
};
addKeyListener(keyAdapter);
this.setFocusable(true);
}
public void drawZone(Zone o) {// 在脑图上画一个正立方体Zone框架视角是TopView
drawCuboid(o.x - o.r, o.y - o.r, o.z - o.h * .5f, o.r + o.r, o.r + o.r, o.h);
}
public void drawCuboid(Cuboid c) {// 在脑图上画一个长立方体框架视角是TopView
drawCuboid(c.x, c.y, c.z, c.xe, c.ye, c.ze);
}
public void drawCuboid(float x, float y, float z, float xe, float ye, float ze) {// 在脑图上画一个长立方体框架视角是TopView
drawLine(x, y, z, x + xe, y, z);// 画立方体的下面边
drawLine(x + xe, y, z, x + xe, y + ye, z);
drawLine(x + xe, y + ye, z, x, y + ye, z);
drawLine(x, y + ye, z, x, y, z);
drawLine(x, y, z, x, y, z + ze);// 画立方体的中间边
drawLine(x + xe, y, z, x + xe, y, z + ze);
drawLine(x + xe, y + ye, z, x + xe, y + ye, z + ze);
drawLine(x, y + ye, z, x, y + ye, z + ze);
drawLine(x, y, z + ze, x + xe, y, z + ze);// 画立方体的上面边
drawLine(x + xe, y, z + ze, x + xe, y + ye, z + ze);
drawLine(x + xe, y + ye, z + ze, x, y + ye, z + ze);
drawLine(x, y + ye, z + ze, x, y, z + ze);
}
public void drawCell(Cell c) {// 从zone1到z2中心画一条线
if (c == null)
return;
if (c.body != null) {
drawZone(c.body);
if (c.input != null)
drawLine(c.input.x, c.input.y, c.input.z, c.body.x, c.body.y, c.body.z);
if (c.output != null)
drawLine(c.output.x, c.output.y, c.output.z, c.body.x, c.body.y, c.body.z);
}
}
/*-
画线固定以top视角的角度所以只需要从x1,y1画一条到x2,y2的直线
绕 x 轴旋转 θ
x, y.cosθ-zsinθ, y.sinθ+z.cosθ
绕 y 轴旋转 θ
z.sinθ+x.cosθ, y, z.cosθ-x.sinθ
绕 z 轴旋转 θ
x.cosθ-y.sinθ, x.sinθ+y.consθ, z
-*/
public void drawLine(float px1, float py1, float pz1, float px2, float py2, float pz2) {
double x1 = px1 - Env.FROG_BRAIN_XSIZE / 2;
double y1 = -py1 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的显示时要正过来
double z1 = pz1 - Env.FROG_BRAIN_ZSIZE / 2;
double x2 = px2 - Env.FROG_BRAIN_XSIZE / 2;
double y2 = -py2 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的显示时要正过来
double z2 = pz2 - Env.FROG_BRAIN_ZSIZE / 2;
x1 = x1 * scale;
y1 = y1 * scale;
z1 = z1 * scale;
x2 = x2 * scale;
y2 = y2 * scale;
z2 = z2 * scale;
double x, y, z;
y = y1 * cos(xAngle) - z1 * sin(xAngle);// 绕x轴转
z = y1 * sin(xAngle) + z1 * cos(xAngle);
y1 = y;
z1 = z;
x = z1 * sin(yAngle) + x1 * cos(yAngle);// 绕y轴转
// z = z1 * cos(yAngle) - x1 * sin(yAngle);
x1 = x;
// z1 = z;
x = x1 * cos(zAngle) - y1 * sin(zAngle);// 绕z轴转
y = x1 * sin(zAngle) + y1 * cos(zAngle);
x1 = x;
y1 = y;
y = y2 * cos(xAngle) - z2 * sin(xAngle);// 绕x轴转
z = y2 * sin(xAngle) + z2 * cos(xAngle);
y2 = y;
z2 = z;
x = z2 * sin(yAngle) + x2 * cos(yAngle);// 绕y轴转
// z = z2 * cos(yAngle) - x2 * sin(yAngle);
x2 = x;
// z2 = z;
x = x2 * cos(zAngle) - y2 * sin(zAngle);// 绕z轴转
y = x2 * sin(zAngle) + y2 * cos(zAngle);
x2 = x;
y2 = y;
g.setColor(picColor);
g.drawLine((int) round(x1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
(int) round(y1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset,
(int) round(x2) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
(int) round(y2) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset);
}
public void drawLine(Zone a, Zone b) {
drawLine(a.x, a.y, a.z, b.x, b.y, b.z);
}
/** 画点固定以top视角的角度所以只需要在x1,y1位置画一个点 */
public void drawPoint(float px1, float py1, float pz1, float r) {
double x1 = px1 - Env.FROG_BRAIN_XSIZE / 2;
double y1 = -py1 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的显示时要正过来
double z1 = pz1 - Env.FROG_BRAIN_ZSIZE / 2;
x1 = x1 * scale;
y1 = y1 * scale;
z1 = z1 * scale;
double x, y, z;
y = y1 * cos(xAngle) - z1 * sin(xAngle);// 绕x轴转
z = y1 * sin(xAngle) + z1 * cos(xAngle);
y1 = y;
z1 = z;
x = z1 * sin(yAngle) + x1 * cos(yAngle);// 绕y轴转
// z = z1 * cos(yAngle) - x1 * sin(yAngle);
x1 = x;
// z1 = z;
x = x1 * cos(zAngle) - y1 * sin(zAngle);// 绕z轴转
y = x1 * sin(zAngle) + y1 * cos(zAngle);
x1 = x;
y1 = y;
g.setColor(picColor);
g.fillOval(round((float) x1 + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset - r * scale * .5f),
round((float) y1 + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset - r * scale * .5f), round(r * scale),
round(r * scale));
}
public void drawText(float px1, float py1, float pz1, String text) {
drawText(px1, py1, pz1, text, 12);
}
public void drawText(float px1, float py1, float pz1, String text, float textSize) {
double x1 = px1 - Env.FROG_BRAIN_XSIZE / 2;
double y1 = -py1 + Env.FROG_BRAIN_YSIZE / 2;// 屏幕的y坐标是反的显示时要正过来
double z1 = pz1 - Env.FROG_BRAIN_ZSIZE / 2;
x1 = x1 * scale;
y1 = y1 * scale;
z1 = z1 * scale;
double x, y, z;
y = y1 * cos(xAngle) - z1 * sin(xAngle);// 绕x轴转
z = y1 * sin(xAngle) + z1 * cos(xAngle);
y1 = y;
z1 = z;
x = z1 * sin(yAngle) + x1 * cos(yAngle);// 绕y轴转
// z = z1 * cos(yAngle) - x1 * sin(yAngle);
x1 = x;
// z1 = z;
x = x1 * cos(zAngle) - y1 * sin(zAngle);// 绕z轴转
y = x1 * sin(zAngle) + y1 * cos(zAngle);
x1 = x;
y1 = y;
g.setColor(picColor);
g.setFont(new Font(Font.SANS_SERIF, Font.PLAIN, (int) round(textSize * scale*0.5)));
g.drawString(text, (int) round(x1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
(int) round(y1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset);
}
private static Cuboid brain = new Cuboid(0, 0, 0, Env.FROG_BRAIN_XSIZE, Env.FROG_BRAIN_YSIZE, Env.FROG_BRAIN_ZSIZE);
public void drawBrainPicture() {// 在这个方法里进行动物的三维脑结构的绘制,蛇是青蛙的子类,所以也可以当参数传进来
if (!Env.SHOW_FIRST_ANIMAL_BRAIN)
return;
Animal a = Env.getShowAnimal(); // 显示第一个青蛙或蛇
if (a == null || !a.alive)
return;
g.setColor(WHITE);// 先清空旧图
g.fillRect(0, 0, brainDispWidth, brainDispWidth);
g.setColor(BLACK); // 画边框
g.drawRect(0, 0, brainDispWidth, brainDispWidth);
setPicColor(BLACK);
drawCuboid(brain);// 先把脑的框架画出来
drawText(100, 0, 0, "x");
drawText(0, 100, 0, "y");
drawText(0, 0, 100, "z");
for (Organ organ : a.organs)// 每个器官负责画出自已在脑图中的位置和形状
organ.drawOnBrainPicture(a, this); // each organ draw itself
setPicColor(RED);
drawLine(0, 0, 0, 1, 0, 0);
drawLine(0, 0, 0, 0, 1, 0);
drawLine(0, 0, 0, 0, 0, 1);
for (Cell cell : a.cells) {
if (cell != null && cell.energy > 20) {
setPicColor(ColorUtils.grayColor(cell.energy));// 用灰度表示活跃度
if (cell.body != null)
drawZone(cell.body);
}
}
g.setColor(Color.black);
if (note != null) // 全局注释
g.drawString(note, 30, 55);
Graphics g2 = this.getGraphics();
g2.drawImage(buffImg, 0, 0, this);// 利用缓存避免画面闪烁,这里输出缓存图片
}
public static void setNote(String note) {
Application.brainPic.note = note;
}
// getters & setters
public float getScale() {
return scale;
}
public void setScale(float scale) {
this.scale = scale;
}
public float getxAngle() {
return xAngle;
}
public void setxAngle(float xAngle) {
this.xAngle = xAngle;
}
public float getyAngle() {
return yAngle;
}
public void setyAngle(float yAngle) {
this.yAngle = yAngle;
}
public float getzAngle() {
return zAngle;
}
public void setzAngle(float zAngle) {
this.zAngle = zAngle;
}
public void setPicColor(Color color) {
this.picColor = color;
}
public Color getPicColor() {
return picColor;
}
public int getxOffset() {
return xOffset;
}
public void setxOffset(int xOffset) {
this.xOffset = xOffset;
}
public int getyOffset() {
return yOffset;
}
public void setyOffset(int yOffset) {
this.yOffset = yOffset;
}
}