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2025-10-09 16:11:12 +08:00
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package com.github.drinkjava2.frog.brain;
import static java.awt.Color.BLACK;
import static java.awt.Color.RED;
import static java.awt.Color.WHITE;
//import static java.awt.BLUE;
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.Graphics;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import javax.swing.JPanel;
import com.github.drinkjava2.frog.Application;
import com.github.drinkjava2.frog.Env;
import com.github.drinkjava2.frog.Frog;
import com.github.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 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 = 0.7f * 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
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 drawCuboid(Cuboid c) {// 在脑图上画一个长立方体框架视角是TopView
float x = c.x;
float y = c.y;
float z = c.z;
float xe = c.xe;
float ye = c.ye;
float ze = c.ze;
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 drawCone(Cone c) {// 在脑图上画一个锥体视角是TopView
drawLine(c.x1, c.y1, c.z1, c.x2, c.y2, c.z2);// 画锥体的中心线
// TODO 画出锥体的上下面
}
/*-
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);
}
/** 画出cell的中心点 */
public void drawCellCenter(float x, float y, float z, float diameter) {
if (x > 0 && (x < xMask || y < yMask))
return;
drawPoint(x + 0.5f, y + 0.5f, z + 0.5f, (int) Math.max(2, Math.round(scale * diameter)));
}
/** 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, int diameter) {
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((int) round(x1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + xOffset,
(int) round(y1) + Env.FROG_BRAIN_DISP_WIDTH / 2 + yOffset - diameter / 2, diameter, diameter);
}
private static Cuboid brain = new Cuboid(0, 0, 0, Env.FROG_BRAIN_XSIZE, Env.FROG_BRAIN_YSIZE, Env.FROG_BRAIN_ZSIZE);
public void drawBrainPicture(Frog f) {// 在这个方法里进行青蛙三维脑结构的绘制
if (!f.alive)
return;
if (!Env.SHOW_FIRST_FROG_BRAIN)
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
for (Organ organ : f.organs)// 每个器官负责画出自已在脑图中的位置和形状
organ.drawOnBrainPicture(f, 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 (int x = 0; x < Env.FROG_BRAIN_XSIZE; x++) {// 开始画整个脑空间的光子和激活点阵图
if (f.cells[x] != null)
for (int y = 0; y < Env.FROG_BRAIN_YSIZE; y++) {
if (f.cells[x][y] != null)
for (int z = 0; z < Env.FROG_BRAIN_ZSIZE; z++) {
Cell cell = f.getCell(x, y, z);
if (cell != null) {// 只显示激活点
if (cell.hasInput && x == 0) {// 如果在左边,显示黑色大圆
setPicColor(Color.BLACK);
drawCellCenter(x, y, z, 0.6f);
} else if (z == Env.FROG_BRAIN_ZSIZE - 1 && cell.hasInput) {// 如果在顶上边,显示兰色大圆
setPicColor(Color.BLUE);
drawCellCenter(x, y, z, 0.6f);
}
if (cell.photonQty > 0) {// 如果在内部只显示有光子的cell
setPicColor(ColorUtils.colorByCode(cell.color));
float dia = 0.2f;
if (cell.color == 0)
dia = 0.3f;
if (x == xMask || y == yMask)
dia = 0.5f;
drawCellCenter(x, y, z, dia);
}
}
}
}
}
g.setColor(Color.black);
if (note != null)
g.drawString(note, 30, 55);
Graphics g2 = this.getGraphics(); // 这两行是将缓存中的图像写到屏幕上
g2.drawImage(buffImg, 0, 0, this);
}
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 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;
}
}