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* Copyright (c) 2011, Daniel Murphy
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/**
* Created at 2:51:18 PM Jan 23, 2011
*/
package org.jbox2d.gwt.showcase.client.example;
import java.util.HashSet;
import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.common.MathUtils;
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;
import org.jbox2d.gwt.showcase.client.framework.ContactPoint;
import org.jbox2d.gwt.showcase.client.framework.ShowcaseSettings;
/**
* @author Daniel Murphy
*/
public class CollisionProcessing extends BaseExample {
/**
* @see org.jbox2d.testbed.framework.TestbedTest#initTest()
*/
@Override
public void initTest() {
// Ground body
{
PolygonShape shape = new PolygonShape();
shape.setAsEdge(new Vec2(-50.0f, 0.0f), new Vec2(50.0f, 0.0f));
FixtureDef sd = new FixtureDef();
sd.shape = shape;
BodyDef bd = new BodyDef();
Body ground = m_world.createBody(bd);
ground.createFixture(sd);
}
float xLo = -5.0f, xHi = 5.0f;
float yLo = 2.0f, yHi = 35.0f;
// Small triangle
Vec2 vertices[] = new Vec2[3];
vertices[0] = new Vec2(-1.0f, 0.0f);
vertices[1] = new Vec2(1.0f, 0.0f);
vertices[2] = new Vec2(0.0f, 2.0f);
PolygonShape polygon = new PolygonShape();
polygon.set(vertices, 3);
FixtureDef triangleShapeDef = new FixtureDef();
triangleShapeDef.shape = polygon;
triangleShapeDef.density = 1.0f;
BodyDef triangleBodyDef = new BodyDef();
triangleBodyDef.type = BodyType.DYNAMIC;
triangleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body1 = m_world.createBody(triangleBodyDef);
body1.createFixture(triangleShapeDef);
// Large triangle (recycle definitions)
vertices[0].mulLocal(2.0f);
vertices[1].mulLocal(2.0f);
vertices[2].mulLocal(2.0f);
polygon.set(vertices, 3);
triangleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body2 = m_world.createBody(triangleBodyDef);
body2.createFixture(triangleShapeDef);
// Small box
polygon.setAsBox(1.0f, 0.5f);
FixtureDef boxShapeDef = new FixtureDef();
boxShapeDef.shape = polygon;
boxShapeDef.density = 1.0f;
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = BodyType.DYNAMIC;
boxBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body3 = m_world.createBody(boxBodyDef);
body3.createFixture(boxShapeDef);
// Large box (recycle definitions)
polygon.setAsBox(2.0f, 1.0f);
boxBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body4 = m_world.createBody(boxBodyDef);
body4.createFixture(boxShapeDef);
// Small circle
CircleShape circle = new CircleShape();
circle.m_radius = 1.0f;
FixtureDef circleShapeDef = new FixtureDef();
circleShapeDef.shape = circle;
circleShapeDef.density = 1.0f;
BodyDef circleBodyDef = new BodyDef();
circleBodyDef.type = BodyType.DYNAMIC;
circleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body5 = m_world.createBody(circleBodyDef);
body5.createFixture(circleShapeDef);
// Large circle
circle.m_radius *= 2.0f;
circleBodyDef.position.set(MathUtils.randomFloat(xLo, xHi), MathUtils.randomFloat(yLo, yHi));
Body body6 = m_world.createBody(circleBodyDef);
body6.createFixture(circleShapeDef);
}
/**
* @see org.jbox2d.testbed.framework.TestbedTest#step(org.jbox2d.testbed.framework.ShowcaseSettings)
*/
@Override
public void step(ShowcaseSettings settings) {
super.step(settings);
// We are going to destroy some bodies according to contact
// points. We must buffer the bodies that should be destroyed
// because they may belong to multiple contact points.
HashSet<Body> nuke = new HashSet<Body>();
// Traverse the contact results. Destroy bodies that
// are touching heavier bodies.
for (int i = 0; i < m_pointCount; ++i) {
ContactPoint point = points[i];
Body body1 = point.fixtureA.getBody();
Body body2 = point.fixtureB.getBody();
float mass1 = body1.getMass();
float mass2 = body2.getMass();
if (mass1 > 0.0f && mass2 > 0.0f) {
if (mass2 > mass1) {
nuke.add(body1);
}
else {
nuke.add(body2);
}
}
}
// Sort the nuke array to group duplicates.
// Arrays.sort(nuke);
// Destroy the bodies, skipping duplicates.
for (Body b : nuke) {
if (b != m_bomb) {
m_world.destroyBody(b);
}
}
}
/**
* @see org.jbox2d.testbed.framework.TestbedTest#getTestName()
*/
@Override
public String getTestName() {
return "Collision Processing";
}
}