com.github.fommil.ff.physics.Aftertouch.java Source code

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/*
 * Copyright Samuel Halliday 2009
 *
 * This file 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 file 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 file.
 * If not, see <http://www.gnu.org/licenses/>.
 */
package com.github.fommil.ff.physics;

import com.google.common.base.Preconditions;
import java.util.Collection;
import org.ode4j.math.DVector3;
import com.github.fommil.ff.Direction;

/**
 * The aftertouch that a ball may exhibit. Aftertouch depends on the direction of motion.
 */
public enum Aftertouch {

    UP, DOWN, LEFT, RIGHT;

    static DVector3 asVector(Collection<Aftertouch> touches) {
        Preconditions.checkNotNull(touches);
        DVector3 aftertouch = new DVector3();
        for (Aftertouch touch : touches) {
            assert touch != null;
            switch (touch) {
            case UP:
                aftertouch.add(0, 1, 0);
                break;
            case DOWN:
                aftertouch.sub(0, 1, 0);
                break;
            case LEFT:
                aftertouch.sub(1, 0, 0);
                break;
            case RIGHT:
                aftertouch.add(1, 0, 0);
                break;
            }
        }
        if (aftertouch.length() > 0) {
            aftertouch.normalize();
        }
        return aftertouch;
    }

    static Direction toDirection(Collection<Aftertouch> touches) {
        DVector3 vector = asVector(touches);
        double angle = GamePhysics.toAngle(vector, 0);
        return Direction.valueOf(angle);
    }
}