/*
* Copyright (C) 2016 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.apps.santatracker.doodles.tilt;
import com.google.android.apps.santatracker.doodles.R;
import com.google.android.apps.santatracker.doodles.shared.Actor;
import com.google.android.apps.santatracker.doodles.shared.EventBus;
import com.google.android.apps.santatracker.doodles.shared.Vector2D;
import com.google.android.apps.santatracker.doodles.shared.physics.Polygon;
import com.google.android.apps.santatracker.doodles.shared.physics.Polygon.LineSegment;
import com.google.android.apps.santatracker.doodles.shared.physics.Util;
import org.json.JSONException;
import org.json.JSONObject;
/**
* An actor which causes a colliding object to bounce off of it.
*/
public class BounceActor extends CollisionActor {
public static final String TYPE = "Bouncy";
private static final float VIBRATE_VELOCITY_THRESHOLD = 150;
public BounceActor(Polygon collisionBody) {
super(collisionBody);
}
/**
* Cause the other actor to bounce off of this actor.
* Implementation based on: http://goo.gl/2gcLVd
*/
@Override
public boolean resolveCollision(Actor other, float deltaMs) {
// Short-circuit this call if a bounding box check is not passed.
if (!collisionBody.isInverted() &&
!Util.pointIsWithinBounds(collisionBody.min, collisionBody.max, other.position)) {
// For a non-inverted polygon, we will collide with the body by moving inside of it. If the
// other actor is not inside of the bounds of the collision body, it cannot cause a collision.
return false;
}
float deltaSeconds = deltaMs / 1000.0f;
Vector2D relativeVelocity = Vector2D.get(other.velocity.x - velocity.x,
other.velocity.y - velocity.y);
// Find which line segment was crossed in order to intersect with the collision actor.
LineSegment intersectingSegment = collisionBody.getIntersectingLineSegment(
other.position, other.positionBeforeFrame);
if (intersectingSegment == null) {
relativeVelocity.release();
return false;
}
Vector2D normal = intersectingSegment.getDirection().toNormal();
// Calculate relative velocity in terms of the normal direction.
float velocityAlongNormal = relativeVelocity.dot(normal);
// Don't collide if velocities are separating.
if (velocityAlongNormal > 0) {
relativeVelocity.release();
normal.release();
return false;
} else if (velocityAlongNormal < -VIBRATE_VELOCITY_THRESHOLD) {
EventBus.getInstance().sendEvent(EventBus.VIBRATE);
EventBus.getInstance().sendEvent(EventBus.PLAY_SOUND, R.raw.golf_hit_wall);
}
// Correct the position by moving the other actor along the normal of the colliding line
// segment until it passes back over the colliding segment. This works for the general case.
// Add the normal vector so that collisions with tiny velocities aren't affected by floating
// point precision.
Vector2D correctedPosition = Vector2D.get(other.position).add(normal).subtract(
normal.x * velocityAlongNormal * deltaSeconds,
normal.y * velocityAlongNormal * deltaSeconds);
// This code checks to see if the corrected position causes the actor's path to intersect
// another line segment of the polygon. This could happen if the actor is colliding with a
// corner of this collision object. If this is the case, then we should just do the safe thing
// and undo the other actor's position update before applying the impulse.
intersectingSegment = collisionBody.getIntersectingLineSegment(
other.positionBeforeFrame, correctedPosition);
boolean movedBall = false;
if (intersectingSegment != null) {
// It is possible, if moving through the corner of an obstacle, that this correction causes
// the colliding actor to fall through this actor anyway. Correct for that case by moving
// the colliding actor back to its original position.
other.position.set(other.positionBeforeFrame);
} else {
other.position.set(correctedPosition);
movedBall = true;
}
// Calculate restitution.
float e = Math.min(other.restitution, restitution);
// Calculate impulse.
float j = -(1 + e) * velocityAlongNormal;
j /= other.inverseMass + inverseMass;
// Apply impulse.
Vector2D impulse = normal.scale(j);
other.velocity.add(impulse.x * other.inverseMass, impulse.y * other.inverseMass);
velocity.subtract(impulse.x * inverseMass, impulse.y * inverseMass);
relativeVelocity.release();
correctedPosition.release();
normal.release();
return movedBall;
}
@Override
public String getType() {
return BounceActor.TYPE;
}
public static BounceActor fromJSON(JSONObject json) throws JSONException {
return new BounceActor(Polygon.fromJSON(json.getJSONArray(POLYGON_KEY)));
}
}