/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * 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 <organization> 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 DANIEL MURPHY 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. ******************************************************************************/ /** * Created at 2:39:05 PM Jan 23, 2011 */ package org.jbox2d.gwt.showcase.client.example; import java.util.List; import org.jbox2d.collision.shapes.CircleShape; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.gwt.showcase.client.framework.BaseExample; /** * @author Daniel Murphy */ public class CharacterCollision extends BaseExample { /** * @see org.jbox2d.testbed.framework.TestbedTest#initTest() */ @Override public void initTest() { // Ground body { BodyDef bd = new BodyDef(); Body ground = m_world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.setAsEdge(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f)); ground.createFixture(shape, 0.0f); } // Collinear edges { BodyDef bd = new BodyDef(); Body ground = m_world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.m_radius = 0.0f; shape.setAsEdge(new Vec2(-8.0f, 1.0f), new Vec2(-6.0f, 1.0f)); ground.createFixture(shape, 0.0f); shape.setAsEdge(new Vec2(-6.0f, 1.0f), new Vec2(-4.0f, 1.0f)); ground.createFixture(shape, 0.0f); shape.setAsEdge(new Vec2(-4.0f, 1.0f), new Vec2(-2.0f, 1.0f)); ground.createFixture(shape, 0.0f); } // Square tiles { BodyDef bd = new BodyDef(); Body ground = m_world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.setAsBox(1.0f, 1.0f, new Vec2(4.0f, 3.0f), 0.0f); ground.createFixture(shape, 0.0f); shape.setAsBox(1.0f, 1.0f, new Vec2(6.0f, 3.0f), 0.0f); ground.createFixture(shape, 0.0f); shape.setAsBox(1.0f, 1.0f, new Vec2(8.0f, 3.0f), 0.0f); ground.createFixture(shape, 0.0f); } // Square made from edges notice how the edges are shrunk to account // for the polygon radius. This makes it so the square character does // not get snagged. However, ray casts can now go through the cracks. { BodyDef bd = new BodyDef(); Body ground = m_world.createBody(bd); PolygonShape shape = new PolygonShape(); float d = 2.0f * Settings.polygonRadius; shape.setAsEdge(new Vec2(-1.0f + d, 3.0f), new Vec2(1.0f - d, 3.0f)); ground.createFixture(shape, 0.0f); shape.setAsEdge(new Vec2(1.0f, 3.0f + d), new Vec2(1.0f, 5.0f - d)); ground.createFixture(shape, 0.0f); shape.setAsEdge(new Vec2(1.0f - d, 5.0f), new Vec2(-1.0f + d, 5.0f)); ground.createFixture(shape, 0.0f); shape.setAsEdge(new Vec2(-1.0f, 5.0f - d), new Vec2(-1.0f, 3.0f + d)); ground.createFixture(shape, 0.0f); } // Square character { BodyDef bd = new BodyDef(); bd.position.set(-3.0f, 5.0f); bd.type = BodyType.DYNAMIC; bd.fixedRotation = true; bd.allowSleep = false; Body body = m_world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.setAsBox(0.5f, 0.5f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); } // Hexagon character { BodyDef bd = new BodyDef(); bd.position.set(-5.0f, 5.0f); bd.type = BodyType.DYNAMIC; bd.fixedRotation = true; bd.allowSleep = false; Body body = m_world.createBody(bd); float angle = 0.0f; float delta = MathUtils.PI / 3.0f; Vec2 vertices[] = new Vec2[6]; for (int i = 0; i < 6; ++i) { vertices[i] = new Vec2(0.5f * MathUtils.cos(angle), 0.5f * MathUtils.sin(angle)); angle += delta; } PolygonShape shape = new PolygonShape(); shape.set(vertices, 6); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); } // Circle character { BodyDef bd = new BodyDef(); bd.position.set(3.0f, 5.0f); bd.type = BodyType.DYNAMIC; bd.fixedRotation = true; bd.allowSleep = false; Body body = m_world.createBody(bd); CircleShape shape = new CircleShape(); shape.m_radius = 0.5f; FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); } } @Override public List<String> getInstructions() { List<String> instructions = super.getInstructions(); instructions.add("This tests various character collision shapes"); return instructions; } /** * @see org.jbox2d.testbed.framework.TestbedTest#getTestName() */ @Override public String getTestName() { return "Character Collision"; } }