I have a tank cannon layer that should rotate toward the mouse position, which I have done with the following code:
double theta = Math.atan2(point.getY() - center.getY(), point.getX() - center.getX());
then I rotate the graphics object's transform accordingly. This works, but the cannon rotates around the cannon's center. I want the cannon's base to stay in position when the rotation happens. I've tried many different positions to rotate around, but I can't get one that will keep its base in position. I think that I must translate the graphics object after rotation to where the cannon's base should be, but I don't know how. My cannon with both layers:
As you can see, the base (the light green part) must stay in it's position. How can I achieve this?
Okay, assuming that the turret and base are separate images, and the turret isn't the same size as the tank (cause then it becomes complicated....more then it actually is :P)
You can use a AffineTransform
and compound the transformations...
// This is the x/y position of the top, at the top/left point,
// I've placed it at the center of my screen, but you get the idea
double x = (getWidth() - base.getWidth()) / 2d;
double y = (getHeight() - base.getHeight()) / 2d;
// Translate the location to the x/y, this makes the top/left 0x0...
// much easier to deal with...
AffineTransform at = AffineTransform.getTranslateInstance(x, y);
g2d.setTransform(at);
// Draw the base...
g2d.drawImage(base, 0, 0, this);
// Offset the turret, in my testing, this was 8x8 from the bases
// top/left
at.translate(8, 8);
if (targetPoint != null) {
// Calculate the delta between the mouse and the center point
// of the turret, this is in screen coordinates and not
// translated coordinates
double deltaX = (x + 8) - targetPoint.x;
double deltaY = (y + 8) - targetPoint.y;
// Calculate the rotation required to point at the mouse
// Had to apply an offset to allow for the default orientation
// of the tank...
double rotation = Math.atan2(deltaY, deltaX) + Math.toRadians(180d);
// Rotate around the anchor point of the turret
// Remember, we've translated so the top/left (0x0) is now the
// turrets default position
at.rotate(rotation, 4, 4);
}
// Transform the Graphics context
g2d.setTransform(at);
// Paint the turret
g2d.drawImage(turret, 0, 0, this);
}
g2d.dispose();
And because I went to effort...
My assets...
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.geom.AffineTransform;
import java.awt.geom.Line2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
public class FollowMe {
public static void main(String[] args) {
new FollowMe();
}
public FollowMe() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
ex.printStackTrace();
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(new TestPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class TestPane extends JPanel {
private Point targetPoint;
private BufferedImage turret;
private BufferedImage base;
public TestPane() {
addMouseMotionListener(new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) {
targetPoint = e.getPoint();
repaint();
}
});
try {
base = ImageIO.read(getClass().getResource("/Base.png"));
turret = ImageIO.read(getClass().getResource("/Turret.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
g.drawLine(getWidth() / 2, 0, getWidth() / 2, getHeight());
g.drawLine(0, getHeight() / 2, getWidth(), getHeight() / 2);
if (base != null) {
double x = (getWidth() - base.getWidth()) / 2d;
double y = (getHeight() - base.getHeight()) / 2d;
// Test line from center of tank to mouse poisition
if (targetPoint != null) {
g2d.draw(new Line2D.Double((x + 12), (y + 12), targetPoint.x, targetPoint.y));
}
AffineTransform at = AffineTransform.getTranslateInstance(x, y);
g2d.setTransform(at);
g2d.drawImage(base, 0, 0, this);
at.translate(8, 8);
if (targetPoint != null) {
double deltaX = (x + 8) - targetPoint.x;
double deltaY = (y + 8) - targetPoint.y;
double rotation = Math.atan2(deltaY, deltaX) + Math.toRadians(180d);
at.rotate(rotation, 4, 4);
}
g2d.setTransform(at);
g2d.drawImage(turret, 0, 0, this);
}
g2d.dispose();
}
}
}
Have a look at Transforming Shapes, Text, and Images for more details