/*
* 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.shapes;
/**
* A simple Circle within the simulation, defined by its radius and the
* position of the body to which it belongs
*
* @author Kevin Glass
*/
public strictfp class Circle extends AbstractShape implements DynamicShape {
/** The radius of the circle */
private float radius;
/**
* Create a new circle based on its radius
*
* @param radius The radius of the circle
*/
public Circle(float radius) {
super(new AABox(radius*2, radius*2));
this.radius = radius;
}
/**
* Get the radius of the circle
*
* @return The radius of the circle
*/
public float getRadius() {
return radius;
}
/**
* @see net.phys2d.raw.shapes.Shape#getSurfaceFactor()
*/
public float getSurfaceFactor() {
float circ = (float) (2 * Math.PI * radius);
circ /= 2;
return circ * circ;
}
/**
* Check if this circle touches another
*
* @param x The x position of this circle
* @param y The y position of this circle
* @param other The other circle
* @param ox The other circle's x position
* @param oy The other circle's y position
* @return True if they touch
*/
public boolean touches(float x, float y, Circle other, float ox, float oy) {
float totalRad2 = getRadius() + other.getRadius();
if (Math.abs(ox - x) > totalRad2) {
return false;
}
if (Math.abs(oy - y) > totalRad2) {
return false;
}
totalRad2 *= totalRad2;
float dx = Math.abs(ox - x);
float dy = Math.abs(oy - y);
return totalRad2 >= ((dx*dx) + (dy*dy));
}
}
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