// 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.utils;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.collision.shapes.ShapeType;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.Fixture;
public class GeometryVerifier {
/**
* Checks a jbox2d body for data sanity.
*
* This will verify whether a jbox2d Body has been created correctly. It
* currently only checks PolygonShapes for correct vertex winding order.
*
* @param body
* the body to be checked
* @return true of the body is sane, false otherwise
*/
public static boolean IsBodySane(Body body) {
Fixture fixture = body.getFixtureList();
while (fixture != null) {
if (fixture.getType() == ShapeType.POLYGON) {
if (!IsWoundCorrectly((PolygonShape) fixture.getShape())) {
return false;
}
}
fixture = fixture.getNext();
}
return true;
}
/**
* Tests the winding of a jbox2d Polygon shape, will also automatically
* verify whether it is concave.
*
* @param shape
* the shape to be checked
* @return true if the shape is wound correctly, false otherwise
*/
public static boolean IsWoundCorrectly(PolygonShape shape) {
int n = shape.getVertexCount();
if (n < 3) {
return false;
}
for (int i = 0; i < n; ++i) {
int k = i + n;
Vec2 a = shape.m_vertices[(k - 1) % n].sub(shape.m_vertices[(k) % n]);
Vec2 b = shape.m_vertices[(k) % n].sub(shape.m_vertices[(k + 1) % n]);
if (Vec2.cross(a, b) <= 0.0f) {
return false;
}
}
return true;
}
}