Package net.phys2d.raw.collide

Source Code of net.phys2d.raw.collide.BoxCircleCollider

/*
* Phys2D - a 2D physics engine based on the work of Erin Catto.
*
* This source is provided under the terms of the BSD License.
*
* Copyright (c) 2006, Phys2D
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or
* without modification, are permitted provided that the following
* conditions are met:
*
*  * Redistributions of source code must retain the above
*    copyright notice, this list of conditions and the
*    following disclaimer.
*  * Redistributions in binary form must reproduce the above
*    copyright notice, this list of conditions and the following
*    disclaimer in the documentation and/or other materials provided
*    with the distribution.
*  * Neither the name of the Phys2D/New Dawn Software nor the names of
*    its contributors may be used to endorse or promote products
*    derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
* OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
* TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
* OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGE.
*/
package net.phys2d.raw.collide;

import net.phys2d.math.MathUtil;
import net.phys2d.math.Vector2f;
import net.phys2d.raw.Body;
import net.phys2d.raw.Contact;
import net.phys2d.raw.shapes.Box;
import net.phys2d.raw.shapes.Circle;
import net.phys2d.raw.shapes.Line;

/**
* A collider for boxes hitting circles. Box = bodyA, Circle = bodyB
*
* The create() method is used as a factor although since this collider
* is currently stateless a single instance is returned.
*
* @author Kevin Glass
*/
public strictfp class BoxCircleCollider implements Collider
  /**
   * @see net.phys2d.raw.collide.Collider#collide(net.phys2d.raw.Contact[], net.phys2d.raw.Body, net.phys2d.raw.Body)
   */
  public int collide(Contact[] contacts, Body boxBody, Body circleBody) {
    float x1 = boxBody.getPosition().getX();
    float y1 = boxBody.getPosition().getY();
    float x2 = circleBody.getPosition().getX();
    float y2 = circleBody.getPosition().getY();
   
    boolean touches = boxBody.getShape().getBounds().touches(x1,y1,circleBody.getShape().getBounds(),x2,y2);
    if (!touches) {
      return 0;
    }
   
    Box box = (Box) boxBody.getShape();
    Circle circle = (Circle) circleBody.getShape();
   
    Vector2f[] pts = box.getPoints(boxBody.getPosition(), boxBody.getRotation());
    Line[] lines = new Line[4];
    lines[0] = new Line(pts[0],pts[1]);
    lines[1] = new Line(pts[1],pts[2]);
    lines[2] = new Line(pts[2],pts[3]);
    lines[3] = new Line(pts[3],pts[0]);
   
    float r2 = circle.getRadius() * circle.getRadius();
    int closest = -1;
    float closestDistance = Float.MAX_VALUE;
   
    for (int i=0;i<4;i++) {
      float dis = lines[i].distanceSquared(circleBody.getPosition());
      if (dis < r2) {
        if (closestDistance > dis) {
          closestDistance = dis;
          closest = i;
        }
      }
    }
   
    if (closest > -1) {
      float dis = (float) Math.sqrt(closestDistance);
      contacts[0].setSeparation(dis - circle.getRadius());
     
      // this should really be where the edge and the line
      // between the two elements cross?
      Vector2f contactPoint = new Vector2f();
      lines[closest].getClosestPoint(circleBody.getPosition(), contactPoint);
     
      Vector2f normal = MathUtil.sub(circleBody.getPosition(), contactPoint);
      normal.normalise();
      contacts[0].setNormal(normal);
      contacts[0].setPosition(contactPoint);
      contacts[0].setFeature(new FeaturePair());
     
      return 1;
    }
   
    return 0;
  }
 
}
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