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 // =========================================================== }