package org.andengine.util.algorithm.collision;
import org.andengine.opengl.util.VertexUtils;
import org.andengine.util.Constants;
/**
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga Inc.
*
* @author Nicolas Gramlich
* @since 11:50:19 - 11.03.2010
*/
public final class BaseCollisionChecker {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
// ===========================================================
// Constructors
// ===========================================================
private BaseCollisionChecker() {
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
// ===========================================================
// Methods
// ===========================================================
public static boolean checkAxisAlignedRectangleCollision(final float pLeftA, final float pTopA, final float pRightA, final float pBottomA, final float pLeftB, final float pTopB, final float pRightB, final float pBottomB) {
return (pLeftA < pRightB) &&
(pLeftB < pRightA) &&
(pTopA < pBottomB) &&
(pTopB < pBottomA);
}
public static boolean checkAxisAlignedRectangleContains(final float pLeft, final float pTop, final float pRight, final float pBottom, final float pX, final float pY) {
return (pX > pLeft) &&
(pX < pRight) &&
(pY > pTop) &&
(pY < pBottom);
}
/**
* Returns an indicator of where the specified point (PX, PY) lies with
* respect to the line segment from (X1, Y1) to (X2, Y2). The
* return value can be either 1, -1, or 0 and indicates in which direction
* the specified line must pivot around its first endpoint, (X1, Y1),
* in order to point at the specified point (PX, PY).
* <p>
* A return value of 1 indicates that the line segment must turn in the
* direction that takes the positive X axis towards the negative Y axis. In
* the default coordinate system used by Java 2D, this direction is
* counterclockwise.
* <p>
* A return value of -1 indicates that the line segment must turn in the
* direction that takes the positive X axis towards the positive Y axis. In
* the default coordinate system, this direction is clockwise.
* <p>
* A return value of 0 indicates that the point lies exactly on the line
* segment. Note that an indicator value of 0 is rare and not useful for
* determining colinearity because of floating point rounding issues.
* <p>
* If the point is colinear with the line segment, but not between the
* endpoints, then the value will be -1 if the point lies
* "beyond (X1, Y1)" or 1 if the point lies "beyond (X2, Y2)".
*
* @param pX1 ,
* @param pY1 the coordinates of the beginning of the specified
* line segment
* @param pX2 ,
* @param pY2 the coordinates of the end of the specified line
* segment
* @param pPX ,
* @param pPY the coordinates of the specified point to be
* compared with the specified line segment
* @return an integer that indicates the position of the third specified
* coordinates with respect to the line segment formed by the first
* two specified coordinates.
*/
public static int relativeCCW(final float pX1, final float pY1, float pX2, float pY2, float pPX, float pPY) {
pX2 -= pX1;
pY2 -= pY1;
pPX -= pX1;
pPY -= pY1;
float ccw = (pPX * pY2) - (pPY * pX2);
if (ccw == 0.0f) {
// The point is colinear, classify based on which side of
// the segment the point falls on. We can calculate a
// relative value using the projection of PX,PY onto the
// segment - a negative value indicates the point projects
// outside of the segment in the direction of the particular
// endpoint used as the origin for the projection.
ccw = (pPX * pX2) + (pPY * pY2);
if (ccw > 0.0f) {
// Reverse the projection to be relative to the original X2,Y2
// X2 and Y2 are simply negated.
// PX and PY need to have (X2 - X1) or (Y2 - Y1) subtracted
// from them (based on the original values)
// Since we really want to get a positive answer when the
// point is "beyond (X2,Y2)", then we want to calculate
// the inverse anyway - thus we leave X2 & Y2 negated.
pPX -= pX2;
pPY -= pY2;
ccw = (pPX * pX2) + (pPY * pY2);
if (ccw < 0.0f) {
ccw = 0.0f;
}
}
}
return (ccw < 0.0f) ? -1 : ((ccw > 0.0f) ? 1 : 0);
}
/**
* Calls through to {@link #checkCollisionSub(float[], int, int, int, int, int, float[], int, int, int, int)} with the default parameters internally used by different AndEngine primitives.
* @param pVerticesA
* @param pVertexCountA the number of vertices in pVerticesA
* @param pVerticesB
* @param pVertexCountB the number of vertices in pVerticesB
* @return
*/
public static boolean checkCollision(final float[] pVerticesA, final int pVertexCountA, final float[] pVerticesB, final int pVertexCountB) {
return BaseCollisionChecker.checkCollision(pVerticesA, pVertexCountA, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2, pVerticesB, pVertexCountB, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2);
}
/**
* @param pVerticesA
* @param pVertexCountA the number of vertices in pVerticesA
* @param pVertexOffsetXA
* @param pVertexOffsetYA
* @param pVertexStrideA
* @param pVerticesB
* @param pVertexCountB the number of vertices in pVerticesB
* @param pVertexOffsetXB
* @param pVertexOffsetYB
* @param pVertexStrideB
* @return
*/
public static boolean checkCollision(final float[] pVerticesA, final int pVertexCountA, final int pVertexOffsetXA, final int pVertexOffsetYA, final int pVertexStrideA, final float[] pVerticesB, final int pVertexCountB, final int pVertexOffsetXB, final int pVertexOffsetYB, final int pVertexStrideB) {
/* Check all the lines of A ... */
for (int a = pVertexCountA - 2; a >= 0; a--) {
/* ... against all lines in B. */
if (BaseCollisionChecker.checkCollisionSub(pVerticesA, pVertexOffsetXA, pVertexOffsetYA, pVertexStrideA, a, a + 1, pVerticesB, pVertexCountB, pVertexOffsetXB, pVertexOffsetYB, pVertexStrideB)) {
return true;
}
}
/* Also check the 'around the corner of the array' line of A against all lines in B. */
if (BaseCollisionChecker.checkCollisionSub(pVerticesA, pVertexOffsetXA, pVertexOffsetYA, pVertexStrideA, pVertexCountA - 1, 0, pVerticesB, pVertexCountB, pVertexOffsetXB, pVertexOffsetYB, pVertexStrideB)) {
return true;
} else {
/* At last check if one polygon 'contains' the other one by checking
* if one vertex of the one vertices is contained by all of the other vertices. */
if (BaseCollisionChecker.checkContains(pVerticesA, pVertexCountA, VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, 0), VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, 0))) {
return true;
} else if (BaseCollisionChecker.checkContains(pVerticesB, pVertexCountB, VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, 0), VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, 0))) {
return true;
} else {
return false;
}
}
}
/**
* Checks line specified by <code>pVertexIndexA1</code> and <code>pVertexIndexA2</code> in <code>pVerticesA</code> against all lines in <code>pVerticesB</code>.
*
* @param pVerticesA
* @param pVertexOffsetXA
* @param pVertexOffsetYA
* @param pVertexStrideA
* @param pVertexIndexA1 the first point of the line in pVerticesA
* @param pVertexIndexA2 the second point of the line in pVerticesA
* @param pVerticesB
* @param pVertexCountB the number of vertices in pVerticesB
* @param pVertexOffsetXB
* @param pVertexOffsetYB
* @param pVertexStrideB
* @return
*/
static boolean checkCollisionSub(final float[] pVerticesA, final int pVertexOffsetXA, final int pVertexOffsetYA, final int pVertexStrideA, final int pVertexIndexA1, final int pVertexIndexA2, final float[] pVerticesB, final int pVertexCountB, final int pVertexOffsetXB, final int pVertexOffsetYB, final int pVertexStrideB) {
/* Check against all the lines of B. */
final float vertexA1X = VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, pVertexIndexA1);
final float vertexA1Y = VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, pVertexIndexA1);
final float vertexA2X = VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, pVertexIndexA2);
final float vertexA2Y = VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, pVertexIndexA2);
for (int b = pVertexCountB - 2; b >= 0; b--) {
final float vertexB1X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, b);
final float vertexB1Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, b);
final float vertexB2X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, b + 1);
final float vertexB2Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, b + 1);
if (LineCollisionChecker.checkLineCollision(vertexA1X, vertexA1Y, vertexA2X, vertexA2Y, vertexB1X, vertexB1Y, vertexB2X, vertexB2Y)) {
return true;
}
}
/* Also check the 'around the corner of the array' line of B. */
final float vertexB1X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, pVertexCountB - 1);
final float vertexB1Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, pVertexCountB - 1);
final float vertexB2X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, 0);
final float vertexB2Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, 0);
if (LineCollisionChecker.checkLineCollision(vertexA1X, vertexA1Y, vertexA2X, vertexA2Y, vertexB1X, vertexB1Y, vertexB2X, vertexB2Y)) {
return true;
}
return false;
}
/**
* Calls through to {@link #checkContains(float[], int, int, int, int, float, float)} with the default parameters internally used by different AndEngine primitives.
*
* @param pVertices
* @param pVertexCount the number of vertices in pVertices
* @param pX
* @param pY
* @return
*/
public static boolean checkContains(final float[] pVertices, final int pVertexCount, final float pX, final float pY) {
return BaseCollisionChecker.checkContains(pVertices, pVertexCount, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2, pX, pY);
}
/**
* Works with complex polygons!
*
* @see <a href="http://alienryderflex.com/polygon/">alienryderflex.com/polygon/</a>
*
* @param pVertices
* @param pVertexCount the number of vertices in pVertices
* @param pVertexOffsetX
* @param pVertexOffsetY
* @param pVertexStride
* @param pX
* @param pY
* @return <code>true</code> when the point defined by <code>(pX, pY)</code> is inside the polygon defined by <code>pVertices</code>, <code>false</code>. If the point is exactly on the edge of the polygon, the result can be <code>true</code> or <code>false</code>.
*/
public static boolean checkContains(final float[] pVertices, final int pVertexCount, final int pVertexOffsetX, final int pVertexOffsetY, final int pVertexStride, final float pX, final float pY) {
boolean odd = false;
int j = pVertexCount - 1;
for (int i = 0; i < pVertexCount; i++) {
final float vertexXI = VertexUtils.getVertex(pVertices, pVertexOffsetX, pVertexStride, i);
final float vertexYI = VertexUtils.getVertex(pVertices, pVertexOffsetY, pVertexStride, i);
final float vertexXJ = VertexUtils.getVertex(pVertices, pVertexOffsetX, pVertexStride, j);
final float vertexYJ = VertexUtils.getVertex(pVertices, pVertexOffsetY, pVertexStride, j);
if ((((vertexYI < pY) && (vertexYJ >= pY)) || ((vertexYJ < pY) && (vertexYI >= pY))) && ((vertexXI <= pX) || (vertexXJ <= pX))) {
odd ^= ((vertexXI + (((pY - vertexYI) / (vertexYJ - vertexYI)) * (vertexXJ - vertexXI))) < pX);
}
j = i;
}
return odd;
}
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}