/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* 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.badlogic.gdx.ai.tests.steer.box2d;
import com.badlogic.gdx.ai.utils.Collision;
import com.badlogic.gdx.ai.utils.Ray;
import com.badlogic.gdx.ai.utils.RaycastCollisionDetector;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.RayCastCallback;
import com.badlogic.gdx.physics.box2d.World;
/** A raycast collision detector for box2d.
*
* @author davebaol */
public class Box2dRaycastCollisionDetector implements RaycastCollisionDetector<Vector2> {
World world;
Box2dRaycastCallback callback;
public Box2dRaycastCollisionDetector (World world) {
this(world, new Box2dRaycastCallback());
}
public Box2dRaycastCollisionDetector (World world, Box2dRaycastCallback callback) {
this.world = world;
this.callback = callback;
}
@Override
public boolean collides (Ray<Vector2> ray) {
return findCollision(null, ray);
}
@Override
public boolean findCollision (Collision<Vector2> outputCollision, Ray<Vector2> inputRay) {
callback.collided = false;
if (!inputRay.start.epsilonEquals(inputRay.end, MathUtils.FLOAT_ROUNDING_ERROR)) {
callback.outputCollision = outputCollision;
world.rayCast(callback, inputRay.start, inputRay.end);
}
return callback.collided;
}
public static class Box2dRaycastCallback implements RayCastCallback {
public Collision<Vector2> outputCollision;
public boolean collided;
public Box2dRaycastCallback () {
}
@Override
public float reportRayFixture (Fixture fixture, Vector2 point, Vector2 normal, float fraction) {
if (outputCollision != null) outputCollision.set(point, normal);
collided = true;
return fraction;
}
}
}