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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 w w .java 2 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.Vector2D; import edu.eside.flingbox.physics.PhysicBody; import edu.eside.flingbox.physics.PhysicBody.OnMovementListener; import edu.eside.flingbox.utils.PositionComparator.Positionable; /** * Abstract collision manager for any object. */ public abstract class Collider implements OnMovementListener, Positionable { /** bounding circle radius, needed to discartd quickly collisions */ protected float mRadius; /** Objects position. needs to be updated */ protected final Vector2D mPosition; protected float mAngle = 0f; protected final PhysicBody mPhysicBody; /** * Local constructor for any collider. * * @param listener * Collision listener */ public Collider(final PhysicBody physicBody) { mPosition = new Vector2D(); mPhysicBody = physicBody; } /** * Checks if objects can collide * * @param collider * other objects collider. * @return true if objects can collide */ public abstract Contact[] checkContacts(final Collider collider); /** * @return true if there are a chance of collision */ public boolean canContact(final Collider collider) { /* Start checking bounding circle */ final float radiusLength = mRadius + collider.mRadius; final float thisX = mPosition.i, thisY = mPosition.j, otherX = collider.mPosition.i, otherY = collider.mPosition.j; final float distanceSqr = (thisX - otherX) * (thisX - otherX) + (thisY - otherY) * (thisY - otherY); if (distanceSqr > (radiusLength * radiusLength)) return false; // No collision possible return true; } /** * Called when a movement occurs */ public void onMovement(final Vector2D newPosition, float newAngle) { mPosition.set(newPosition); mAngle = newAngle; } public Vector2D getPosition() { return mPosition; } /** * @return Bounding circle's radius */ public float getBoundingCircle() { return mRadius; } /** * @return associated PhysicBody */ public PhysicBody getAssociatedBody() { return mPhysicBody; } }