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/*******************************************************************************
 * Copyright (c) 2011, Daniel Murphy
 * 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.
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 *       notice, this list of conditions and the following disclaimer in the
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 *       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 DANIEL MURPHY BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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 ******************************************************************************/
/**
 * Created at 2:51:18 PM Jan 23, 2011
 */
package org.jbox2d.testbed.tests;

import java.util.HashSet;

import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
import org.jbox2d.testbed.framework.ContactPoint;
import org.jbox2d.testbed.framework.TestbedSettings;
import org.jbox2d.testbed.framework.TestbedTest;

/**
 * @author Daniel Murphy
 */
public class CollisionProcessing extends TestbedTest {
  
  /**
   * @see org.jbox2d.testbed.framework.TestbedTest#initTest()
   */
  @Override
  public void initTest() {
    // Ground body
    {
      PolygonShape shape = new PolygonShape();
      shape.setAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));
      
      FixtureDef sd = new FixtureDef();
      sd.shape = shape;
      
      BodyDef bd = new BodyDef();
      Body ground = m_world.createBody(bd);
      ground.createFixture(sd);
    }
    
    float xLo = -5.0f, xHi = 5.0f;
    float yLo = 2.0f, yHi = 35.0f;
    
    // Small triangle
    Vec2 vertices[] = new Vec2[3];
    vertices[0] = new Vec2(-1.0f, 0.0f);
    vertices[1] = new Vec2(1.0f, 0.0f);
    vertices[2] = new Vec2(0.0f, 2.0f);
    
    PolygonShape polygon = new PolygonShape();
    polygon.set(vertices, 3);
    
    FixtureDef triangleShapeDef = new FixtureDef();
    triangleShapeDef.shape = polygon;
    triangleShapeDef.density = 1.0f;
    
    BodyDef triangleBodyDef = new BodyDef();
    triangleBodyDef.type = BodyType.DYNAMIC;
    triangleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body1 = m_world.createBody(triangleBodyDef);
    body1.createFixture(triangleShapeDef);
    
    // Large triangle (recycle definitions)
    vertices[0].mulLocal(2.0f);
    vertices[1].mulLocal(2.0f);
    vertices[2].mulLocal(2.0f);
    polygon.set(vertices, 3);
    
    triangleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body2 = m_world.createBody(triangleBodyDef);
    body2.createFixture(triangleShapeDef);
    
    // Small box
    polygon.setAsBox(1.0f, 0.5f);
    
    FixtureDef boxShapeDef = new FixtureDef();
    boxShapeDef.shape = polygon;
    boxShapeDef.density = 1.0f;
    
    BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = BodyType.DYNAMIC;
    boxBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body3 = m_world.createBody(boxBodyDef);
    body3.createFixture(boxShapeDef);
    
    // Large box (recycle definitions)
    polygon.setAsBox(2.0f, 1.0f);
    boxBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body4 = m_world.createBody(boxBodyDef);
    body4.createFixture(boxShapeDef);
    
    // Small circle
    CircleShape circle = new CircleShape();
    circle.m_radius = 1.0f;
    
    FixtureDef circleShapeDef = new FixtureDef();
    circleShapeDef.shape = circle;
    circleShapeDef.density = 1.0f;
    
    BodyDef circleBodyDef = new BodyDef();
    circleBodyDef.type = BodyType.DYNAMIC;
    circleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body5 = m_world.createBody(circleBodyDef);
    body5.createFixture(circleShapeDef);
    
    // Large circle
    circle.m_radius *= 2.0f;
    circleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
    
    Body body6 = m_world.createBody(circleBodyDef);
    body6.createFixture(circleShapeDef);
  }
  
  /**
   * @see org.jbox2d.testbed.framework.TestbedTest#step(org.jbox2d.testbed.framework.TestbedSettings)
   */
  @Override
  public void step(TestbedSettings settings) {
    super.step(settings);
    
    // We are going to destroy some bodies according to contact
    // points. We must buffer the bodies that should be destroyed
    // because they may belong to multiple contact points.
    HashSet<Body> nuke = new HashSet<Body>();
    
    // Traverse the contact results. Destroy bodies that
    // are touching heavier bodies.
    for (int i = 0; i < m_pointCount; ++i) {
      ContactPoint point = points[i];
      
      Body body1 = point.fixtureA.getBody();
      Body body2 = point.fixtureB.getBody();
      float mass1 = body1.getMass();
      float mass2 = body2.getMass();
      
      if (mass1 > 0.0f && mass2 > 0.0f) {
        if (mass2 > mass1) {
          nuke.add(body1);
        }
        else {
          nuke.add(body2);
        }
      }
    }
    
    // Sort the nuke array to group duplicates.
    // Arrays.sort(nuke);
    
    // Destroy the bodies, skipping duplicates.
    for (Body b : nuke) {
      
      if (b != m_bomb) {
        m_world.destroyBody(b);
      }
    }
  }
  
  /**
   * @see org.jbox2d.testbed.framework.TestbedTest#getTestName()
   */
  @Override
  public String getTestName() {
    return "Collision Processing";
  }
  
}
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