Package net.phys2d.raw.collide

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

/*
* 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.ROVector2f;
import net.phys2d.math.Vector2f;
import net.phys2d.raw.Body;
import net.phys2d.raw.Contact;
import net.phys2d.raw.shapes.Circle;
import net.phys2d.raw.shapes.Polygon;
import net.phys2d.raw.shapes.Line;

/**
* Collide a circle with a convex polygon
*
* @author Gideon Smeding
*
*/
public class PolygonCircleCollider 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) {
    Polygon polyA = (Polygon) bodyA.getShape();
    Circle circle = (Circle) bodyB.getShape();
   
    // TODO: this can be optimized using matrix multiplications and moving only the circle
    Vector2f[] vertsA = polyA.getVertices(bodyA.getPosition(), bodyA.getRotation());
   
    Vector2f centroidA = new Vector2f(polyA.getCentroid());
    centroidA.add(bodyA.getPosition());

   
    int[][] collPairs = getCollisionCandidates(vertsA, centroidA, circle.getRadius(), bodyB.getPosition());

    int noContacts = 0;
    for ( int i = 0; i < collPairs.length; i++ ) {
      if ( noContacts >= contacts.length )
        return contacts.length;
     
      Vector2f lineStartA = vertsA[collPairs[i][0]];
      Vector2f lineEndA = vertsA[(collPairs[i][0]+1) % vertsA.length ];
      Line line = new Line(lineStartA, lineEndA);
           
      float dis2 = line.distanceSquared(bodyB.getPosition());
      float r2 = circle.getRadius() * circle.getRadius();

      if ( dis2 < r2 ) {
        Vector2f pt = new Vector2f();
       
        line.getClosestPoint(bodyB.getPosition(), pt);
        Vector2f normal = new Vector2f(bodyB.getPosition());
        normal.sub(pt);
        float sep = circle.getRadius() - normal.length();
        normal.normalise();
       
        contacts[noContacts].setSeparation(-sep);
        contacts[noContacts].setPosition(pt);
        contacts[noContacts].setNormal(normal);
        contacts[noContacts].setFeature(new FeaturePair());
        noContacts++;
      }
    }
   
    return noContacts;
  }
 
  /**
   * Get the edges from a list of vertices that can collide with the given circle.
   * This uses a sweepline algorithm which is only efficient if some assumptions
   * are indeed true. See CPolygonCPolygonCollider for more information.
   * 
   * @param vertsA The vertices of a polygon that is collided with a circle
   * @param centroid The center of the polygon
   * @param radius The radius of the circle
   * @param circlePos The position (center) of the circle
   * @return The list of edges that can collide with the circle
   */
  protected int[][] getCollisionCandidates(Vector2f[] vertsA, ROVector2f centroid, float radius, ROVector2f circlePos) {
    Vector2f sweepDir = new Vector2f(centroid);
    sweepDir.sub(circlePos);
    sweepDir.normalise(); //TODO: this normalization might not be necessary
   
    EdgeSweep sweep = new EdgeSweep(sweepDir);//vertsA[0], true, true, dist);
   
    sweep.addVerticesToSweep(true, vertsA);
   
    float circProj = circlePos.dot(sweepDir);
   
    sweep.insert(0, false, -radius + circProj);
    sweep.insert(0, false, radius + circProj);

    return sweep.getOverlappingEdges();
  }

}
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