Package net.phys2d.raw.collide

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

/*
* 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.Polygon;
import net.phys2d.raw.shapes.Line;

/**
* Collider for a Line and a Convex Polygon.
*
* @author Gideon Smeding
*
*/
public class LinePolygonCollider  extends PolygonPolygonCollider {


  /**
   * @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 bodyA, Body bodyB) {
    Line line = (Line) bodyA.getShape();
    Polygon poly = (Polygon) bodyB.getShape();
   
    // TODO: this can be optimized using matrix multiplications and moving only one shape
    // specifically the line, because it has only two vertices
    Vector2f[] vertsA = line.getVertices(bodyA.getPosition(), bodyA.getRotation());
    Vector2f[] vertsB = poly.getVertices(bodyB.getPosition(), bodyB.getRotation());

    Vector2f pos = poly.getCentroid(bodyB.getPosition(), bodyB.getRotation());
   
    // using the z axis of a 3d cross product we determine on what side B is
    boolean isLeftOf = 0 > (pos.x - vertsA[0].x) * (vertsA[1].y - vertsA[0].y) - (vertsA[1].x - vertsA[0].x) * (pos.y - vertsA[0].y);
   
    // to get the proper intersection pairs we make sure
    // the line's normal is pointing towards the polygon
    // TODO: verify that it's not actually pointing in the opposite direction
    if ( isLeftOf ) {
      Vector2f tmp = vertsA[0];
      vertsA[0] = vertsA[1];
      vertsA[1] = tmp;
    }
   
    // we use the line's normal for our sweepline projection
    Vector2f normal = new Vector2f(vertsA[1]);
    normal.sub(vertsA[0]);
    normal.set(normal.y, -normal.x);
    EdgeSweep sweep = new EdgeSweep(normal);
    sweep.insert(0, true, vertsA[0].dot(normal));
    sweep.insert(0, true, vertsA[1].dot(normal));
    sweep.addVerticesToSweep(false, vertsB);
    int[][] collEdgeCands = sweep.getOverlappingEdges();
   
    IntersectionGatherer intGath = new IntersectionGatherer(vertsA, vertsB);
    for ( int i = 0; i < collEdgeCands.length; i++ )
      intGath.intersect(collEdgeCands[i][0], collEdgeCands[i][1]);
   
    Intersection[] intersections = intGath.getIntersections();
   
    return populateContacts(contacts, vertsA, vertsB, intersections);
  }
   
  /**
   * Given a list of intersections, calculate the collision information and
   * set the contacts with that information.
   *
   * @param contacts The array of contacts to fill
   * @param vertsA The vertices of polygon A
   * @param vertsB The vertices of polygon B
   * @param intersections The array of intersection as returned by
   * {@link IntersectionGatherer#getIntersections()}
   * @return The number of contacts that have been set in the contact array
   */
  public int populateContacts(Contact[] contacts, Vector2f[] vertsA, Vector2f[] vertsB, Intersection[] intersections) { 
    if ( intersections.length == 0 )
      return 0;
   
    int noContacts = 0;
   
    // is the first intersection outgoing?
    if ( !intersections[0].isIngoing ) {
      setLineEndContact(contacts[noContacts], intersections[intersections.length-1], vertsA, vertsB);
     
      if (contacts[noContacts].getSeparation() < -10 )
        System.out.println("first " + contacts[noContacts].getSeparation());
     
      noContacts++;
    }

   
    int i = noContacts;
    while ( i < intersections.length-1 ) {
      if ( noContacts > contacts.length-2 )
        return noContacts;
     
      // check if we have an intersection pair
      if ( !intersections[i].isIngoing || intersections[i+1].isIngoing ) {
        setContact(contacts[noContacts], intersections[i], vertsA, vertsB);
        i++;
        noContacts++;
        continue;
      }

      setContactPair(
          contacts[noContacts],
          contacts[noContacts+1],
          intersections[i],
          intersections[i+1],
          vertsA, vertsB);
     
      if (contacts[noContacts].getSeparation() < -10 )
        System.out.println("m " + contacts[noContacts].getSeparation());
     
      noContacts += 2;
      i += 2;
    }
   
    // is there still an ingoing intersection left?
    if ( i < intersections.length &&
        intersections[intersections.length-1].isIngoing &&
        noContacts < contacts.length) {
      setLineEndContact(contacts[noContacts], intersections[intersections.length-1], vertsA, vertsB);
     
      if (contacts[noContacts].getSeparation() < -10 )
        System.out.println(" last " +contacts[noContacts].getSeparation());
      noContacts++;
    }

   
    return noContacts;
  }
 
  /**
   * Set a contact for an intersection where the colliding line's start- or endpoint
   * is contained in the colliding polygon.
   *
   * TODO: The current implementation doesn't work properly: because lines are very
   * thin, they can slide into a polygon sideways which gives a very deep penetration
   *  |
   *  |->
   *  |      +-----+
   *  |->    |     |
   *  |      |     |
   *         |     |
   *         +-----+
   *        
   * A possible solution would be to use the velocity of the line relative to the
   * polygon to construct a collision normal and penetration depth.
   * Another possibility is to use the line's normals (both directions) and calculate
   * proper intersection distances for them.
   * If one has multiple normals/penetration depths to choose from, the one with the
   * minimum penetration depth will probably be the best bet.
   *
   * @param contact The contact to set
   * @param intersection The intersection where the line enters or exits the polygon
   * @param vertsA The line's vertices
   * @param vertsB The polygon's vertices
   */
  public void setLineEndContact(Contact contact, Intersection intersection, Vector2f[] vertsA, Vector2f[] vertsB) {
    Vector2f separation = new Vector2f(intersection.position);
    if ( intersection.isIngoing )
      separation.sub(vertsA[1]);
    else
      separation.sub(vertsA[0]);
   
    float depthA = 0;//separation.length();
   
    contact.setSeparation(-depthA);
    contact.setNormal(MathUtil.getNormal(vertsB[(intersection.edgeB + 1) % vertsB.length], vertsB[intersection.edgeB]));
    contact.setPosition(intersection.position);
    contact.setFeature(new FeaturePair(0, 0, intersection.edgeA, intersection.edgeB));
  }
 
}
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