// Asteroid Push - A game featuring selfmade spaceships and pompous physics
// Copyright (C) 2013 Christian Meyer, Silvan Wegmann
//
// 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 org.codecranachan.asteroidpush.content.actors;
import java.util.Collection;
import java.util.LinkedList;
import org.codecranachan.asteroidpush.base.simulation.Actor;
import org.codecranachan.asteroidpush.base.simulation.ActorFactory;
import org.codecranachan.asteroidpush.base.simulation.Hull;
import org.codecranachan.asteroidpush.base.simulation.Material;
import org.codecranachan.asteroidpush.base.simulation.Primitive;
import org.codecranachan.asteroidpush.base.simulation.RigidBody;
import org.codecranachan.asteroidpush.base.simulation.RigidBodyFactory;
import org.codecranachan.asteroidpush.base.visuals.BodyTrackingOffsetRepresentation;
import org.codecranachan.asteroidpush.base.visuals.Representation;
import org.codecranachan.asteroidpush.content.visuals.BorderRepresentation;
import org.codecranachan.asteroidpush.utils.Arrow;
import org.codecranachan.asteroidpush.utils.NewtonianState;
import org.jbox2d.common.Vec2;
public class ScenarioBorderFactory implements ActorFactory {
final private float borderThickness = 10.0f;
private float fieldHeight;
private float fieldWidth;
private RigidBodyFactory bodyFactory;
public ScenarioBorderFactory(float fieldWidth, float fieldHeight) {
this.fieldWidth = fieldWidth;
this.fieldHeight = fieldHeight;
bodyFactory = null;
}
public void setBodyFactory(RigidBodyFactory factory) {
bodyFactory = factory;
}
public Actor createActor(NewtonianState initialState) {
RigidBody body = bodyFactory.createStaticBody(initialState);
for (Primitive primitive : getPrimitives()) {
Hull hull = new Hull(new Arrow(), primitive, Material.METAL);
body.addHull(hull, null);
}
Representation border = new BorderRepresentation(fieldWidth, fieldHeight);
Representation rep = new BodyTrackingOffsetRepresentation(border, body);
return new PassiveObject(body, rep);
}
private Collection<Primitive> getPrimitives() {
Collection<Primitive> primitives = new LinkedList<Primitive>();
Vec2 border = new Vec2(borderThickness, borderThickness);
Vec2 innerDiagonal = new Vec2(fieldWidth / 2.0f, fieldHeight / 2.0f);
Vec2 outerDiagonal = innerDiagonal.add(border);
Primitive newPrimitive;
newPrimitive = new Primitive();
newPrimitive.AddVertex(new Vec2(innerDiagonal.x, innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(innerDiagonal.x, -innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, -innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, innerDiagonal.y));
primitives.add(newPrimitive);
newPrimitive = new Primitive();
newPrimitive.AddVertex(new Vec2(-innerDiagonal.x, innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, -innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-innerDiagonal.x, -innerDiagonal.y));
primitives.add(newPrimitive);
newPrimitive = new Primitive();
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, outerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, outerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, innerDiagonal.y));
primitives.add(newPrimitive);
newPrimitive = new Primitive();
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, -innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, -innerDiagonal.y));
newPrimitive.AddVertex(new Vec2(-outerDiagonal.x, -outerDiagonal.y));
newPrimitive.AddVertex(new Vec2(outerDiagonal.x, -outerDiagonal.y));
primitives.add(newPrimitive);
return primitives;
}
}