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The source code is released under:
GNU General Public License
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/* * Flingbox - An OpenSource physics sandbox for Google's Android * Copyright (C) 2009 Jon Ander Pealba & Endika Gutirrez */* w ww.ja va2 s.c o m*/ * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package edu.eside.flingbox.physics.collisions; import edu.eside.flingbox.math.Intersect; import edu.eside.flingbox.math.Matrix22; import edu.eside.flingbox.math.Vector2D; import edu.eside.flingbox.physics.PhysicBody; import edu.eside.flingbox.physics.PhysicBody.OnMovementListener; /** * Collider for a polygon. it handles all functions needed by Collision system * NOTE This class should only be created by {@link PhisicPolygon}. * * How collision detector optimizer works: - When created collider check each * polygon's vertex angle and stores them. - When bounding circle collides * Collider checks only segments in other circle region. * */ public class ColliderPolygon extends Collider implements OnMovementListener { /** Handled in Physics, only pointer */ private final Vector2D[] mPolygonContour; /** Located and rotated contour */ private final Vector2D[] mLocatedContour; /** * Default constructor for a polygon collider. * * @param contour * Polygon's points. It handles pointer in order to preserve * recurses, so mPolygonContour should be automatically rotated. * NOTE It has to be in counterclockwise ordering!!! * * @return */ public ColliderPolygon(final Vector2D[] contour, PhysicBody thisPhysic) { super(thisPhysic); final int pointsCount = contour.length; mPolygonContour = contour; mRadius = computeBoundingCircleRadius(contour); mLocatedContour = new Vector2D[pointsCount]; for (int i = 0; i < pointsCount; i++) mLocatedContour[i] = new Vector2D(); } /** * */ public Contact[] checkContacts(final Collider collider) { if (!super.canContact(collider)) return new Contact[0]; final Vector2D[] polygon = updateLocatedPolygon(); final Vector2D[] otherPolygon = ((ColliderPolygon) collider) .updateLocatedPolygon(); /* Find intersections */ // Intersect[] intersections = Intersect.intersectPolygons(polygon, // otherPolygon); Intersect[] intersections = Intersect.intersectPolygons(polygon, otherPolygon); /* Compute detected intersections */ Contact[] contacts = new Contact[intersections.length]; for (int i = intersections.length - 1; i >= 0; i--) { Intersect intersect = intersections[i]; Vector2D position = new Vector2D(intersect.outgoingPoint).add( intersect.ingoingPoint).mul(0.5f); Vector2D sense = new Vector2D(intersect.outgoingPoint) .sub(intersect.ingoingPoint); contacts[i] = new Contact(this.mPhysicBody, collider.mPhysicBody, position, sense, intersect); } return contacts; } /** * Computes bounding circle with center in point (0, 0) * * @param contour * Polygon's contour * @return Circles radius */ private static float computeBoundingCircleRadius(final Vector2D[] contour) { float radiusSquare = 0.0f; for (int i = contour.length - 1; i >= 0; i--) { // Do not use fast // enumeration since // performance issues final Vector2D v = contour[i]; float vRadSquare = (v.i * v.i) + (v.j * v.j); if (vRadSquare > radiusSquare) radiusSquare = vRadSquare; } return (float) Math.sqrt(radiusSquare); } /** * Moves polygon to determinate point and rotates it * * @return New translated polygon */ private Vector2D[] updateLocatedPolygon() { final Vector2D[] polygon = mPolygonContour; final Vector2D[] locatedPolygon = mLocatedContour; final Vector2D position = mPosition; final float angle = mAngle; final int pointsCount = polygon.length; final Matrix22 rotationMatrix = new Matrix22(angle); for (int i = 0; i < pointsCount; i++) locatedPolygon[i].set(polygon[i]).mul(rotationMatrix).add(position); return locatedPolygon; } }