/******************************************************************************* * Copyright (c) 2013, 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. * * 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 THE COPYRIGHT HOLDER OR CONTRIBUTORS 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 5:18:10 AM Jan 14, 2011 */ package org.jbox2d.testbed.tests; import org.jbox2d.callbacks.ContactImpulse; import org.jbox2d.collision.shapes.EdgeShape; 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.Fixture; import org.jbox2d.dynamics.contacts.Contact; import org.jbox2d.testbed.framework.TestbedSettings; import org.jbox2d.testbed.framework.TestbedTest; /** * @author Daniel Murphy */ public class Breakable extends TestbedTest { Body m_body1; Vec2 m_velocity = new Vec2(); float m_angularVelocity; PolygonShape m_shape1; PolygonShape m_shape2; Fixture m_piece1; Fixture m_piece2; boolean m_broke; boolean m_break; @Override public void initTest(boolean argDeserialized) { // Ground body { BodyDef bd = new BodyDef(); Body ground = getWorld().createBody(bd); EdgeShape shape = new EdgeShape(); shape.set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f)); ground.createFixture(shape, 0.0f); } // Breakable dynamic body { BodyDef bd = new BodyDef(); bd.type = BodyType.DYNAMIC; bd.position.set(0.0f, 40.0f); bd.angle = 0.25f * MathUtils.PI; m_body1 = getWorld().createBody(bd); m_shape1 = new PolygonShape(); m_shape1.setAsBox(0.5f, 0.5f, new Vec2(-0.5f, 0.0f), 0.0f); m_piece1 = m_body1.createFixture(m_shape1, 1.0f); m_shape2 = new PolygonShape(); m_shape2.setAsBox(0.5f, 0.5f, new Vec2(0.5f, 0.0f), 0.0f); m_piece2 = m_body1.createFixture(m_shape2, 1.0f); } m_break = false; m_broke = false; } @Override public void postSolve(Contact contact, ContactImpulse impulse) { if (m_broke) { // The body already broke. return; } // Should the body break? int count = contact.getManifold().pointCount; float maxImpulse = 0.0f; for (int i = 0; i < count; ++i) { maxImpulse = MathUtils.max(maxImpulse, impulse.normalImpulses[i]); } if (maxImpulse > 40.0f) { // Flag the body for breaking. m_break = true; } } void Break() { // Create two bodies from one. Body body1 = m_piece1.getBody(); Vec2 center = body1.getWorldCenter(); body1.destroyFixture(m_piece2); m_piece2 = null; BodyDef bd = new BodyDef(); bd.type = BodyType.DYNAMIC; bd.position = body1.getPosition(); bd.angle = body1.getAngle(); Body body2 = getWorld().createBody(bd); m_piece2 = body2.createFixture(m_shape2, 1.0f); // Compute consistent velocities for new bodies based on // cached velocity. Vec2 center1 = body1.getWorldCenter(); Vec2 center2 = body2.getWorldCenter(); Vec2 velocity1 = m_velocity.add(Vec2.cross(m_angularVelocity, center1.sub(center))); Vec2 velocity2 = m_velocity.add(Vec2.cross(m_angularVelocity, center2.sub(center))); body1.setAngularVelocity(m_angularVelocity); body1.setLinearVelocity(velocity1); body2.setAngularVelocity(m_angularVelocity); body2.setLinearVelocity(velocity2); } @Override public void step(TestbedSettings settings) { super.step(settings); if (m_break) { Break(); m_broke = true; m_break = false; } // Cache velocities to improve movement on breakage. if (m_broke == false) { m_velocity.set(m_body1.getLinearVelocity()); m_angularVelocity = m_body1.getAngularVelocity(); } } @Override public String getTestName() { return "Breakable"; } }