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      1 /*******************************************************************************
      2  * Copyright (c) 2013, Daniel Murphy
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without modification,
      6  * are permitted provided that the following conditions are met:
      7  * 	* Redistributions of source code must retain the above copyright notice,
      8  * 	  this list of conditions and the following disclaimer.
      9  * 	* Redistributions in binary form must reproduce the above copyright notice,
     10  * 	  this list of conditions and the following disclaimer in the documentation
     11  * 	  and/or other materials provided with the distribution.
     12  *
     13  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
     14  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     15  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
     16  * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
     17  * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
     18  * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     19  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
     20  * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
     21  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
     22  * POSSIBILITY OF SUCH DAMAGE.
     23  ******************************************************************************/
     24 package org.jbox2d.collision.shapes;
     25 
     26 
     27 import org.jbox2d.collision.AABB;
     28 import org.jbox2d.collision.RayCastInput;
     29 import org.jbox2d.collision.RayCastOutput;
     30 import org.jbox2d.common.MathUtils;
     31 import org.jbox2d.common.Rot;
     32 import org.jbox2d.common.Settings;
     33 import org.jbox2d.common.Transform;
     34 import org.jbox2d.common.Vec2;
     35 
     36 /**
     37  * A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you
     38  * can use inside and outside collision. Therefore, you may use any winding order. Connectivity
     39  * information is used to create smooth collisions. WARNING: The chain will not collide properly if
     40  * there are self-intersections.
     41  *
     42  * @author Daniel
     43  */
     44 public class ChainShape extends Shape {
     45 
     46   public Vec2[] m_vertices;
     47   public int m_count;
     48   public final Vec2 m_prevVertex = new Vec2(), m_nextVertex = new Vec2();
     49   public boolean m_hasPrevVertex = false, m_hasNextVertex = false;
     50 
     51   private final EdgeShape pool0 = new EdgeShape();
     52 
     53   public ChainShape() {
     54     super(ShapeType.CHAIN);
     55     m_vertices = null;
     56     m_radius = Settings.polygonRadius;
     57     m_count = 0;
     58   }
     59 
     60   @Override
     61   public int getChildCount() {
     62     return m_count - 1;
     63   }
     64 
     65   /**
     66    * Get a child edge.
     67    */
     68   public void getChildEdge(EdgeShape edge, int index) {
     69     assert (0 <= index && index < m_count - 1);
     70     edge.m_radius = m_radius;
     71 
     72     final Vec2 v0 = m_vertices[index + 0];
     73     final Vec2 v1 = m_vertices[index + 1];
     74     edge.m_vertex1.x = v0.x;
     75     edge.m_vertex1.y = v0.y;
     76     edge.m_vertex2.x = v1.x;
     77     edge.m_vertex2.y = v1.y;
     78 
     79     if (index > 0) {
     80       Vec2 v = m_vertices[index - 1];
     81       edge.m_vertex0.x = v.x;
     82       edge.m_vertex0.y = v.y;
     83       edge.m_hasVertex0 = true;
     84     } else {
     85       edge.m_vertex0.x = m_prevVertex.x;
     86       edge.m_vertex0.y = m_prevVertex.y;
     87       edge.m_hasVertex0 = m_hasPrevVertex;
     88     }
     89 
     90     if (index < m_count - 2) {
     91       Vec2 v = m_vertices[index + 2];
     92       edge.m_vertex3.x = v.x;
     93       edge.m_vertex3.y = v.y;
     94       edge.m_hasVertex3 = true;
     95     } else {
     96       edge.m_vertex3.x = m_nextVertex.x;
     97       edge.m_vertex3.y = m_nextVertex.y;
     98       edge.m_hasVertex3 = m_hasNextVertex;
     99     }
    100   }
    101 
    102   @Override
    103   public float computeDistanceToOut(Transform xf, Vec2 p, int childIndex, Vec2 normalOut) {
    104     final EdgeShape edge = pool0;
    105     getChildEdge(edge, childIndex);
    106     return edge.computeDistanceToOut(xf, p, 0, normalOut);
    107   }
    108 
    109   @Override
    110   public boolean testPoint(Transform xf, Vec2 p) {
    111     return false;
    112   }
    113 
    114   @Override
    115   public boolean raycast(RayCastOutput output, RayCastInput input, Transform xf, int childIndex) {
    116     assert (childIndex < m_count);
    117 
    118     final EdgeShape edgeShape = pool0;
    119 
    120     int i1 = childIndex;
    121     int i2 = childIndex + 1;
    122     if (i2 == m_count) {
    123       i2 = 0;
    124     }
    125     Vec2 v = m_vertices[i1];
    126     edgeShape.m_vertex1.x = v.x;
    127     edgeShape.m_vertex1.y = v.y;
    128     Vec2 v1 = m_vertices[i2];
    129     edgeShape.m_vertex2.x = v1.x;
    130     edgeShape.m_vertex2.y = v1.y;
    131 
    132     return edgeShape.raycast(output, input, xf, 0);
    133   }
    134 
    135   @Override
    136   public void computeAABB(AABB aabb, Transform xf, int childIndex) {
    137     assert (childIndex < m_count);
    138     final Vec2 lower = aabb.lowerBound;
    139     final Vec2 upper = aabb.upperBound;
    140 
    141     int i1 = childIndex;
    142     int i2 = childIndex + 1;
    143     if (i2 == m_count) {
    144       i2 = 0;
    145     }
    146 
    147     final Vec2 vi1 = m_vertices[i1];
    148     final Vec2 vi2 = m_vertices[i2];
    149     final Rot xfq = xf.q;
    150     final Vec2 xfp = xf.p;
    151     float v1x = (xfq.c * vi1.x - xfq.s * vi1.y) + xfp.x;
    152     float v1y = (xfq.s * vi1.x + xfq.c * vi1.y) + xfp.y;
    153     float v2x = (xfq.c * vi2.x - xfq.s * vi2.y) + xfp.x;
    154     float v2y = (xfq.s * vi2.x + xfq.c * vi2.y) + xfp.y;
    155 
    156     lower.x = v1x < v2x ? v1x : v2x;
    157     lower.y = v1y < v2y ? v1y : v2y;
    158     upper.x = v1x > v2x ? v1x : v2x;
    159     upper.y = v1y > v2y ? v1y : v2y;
    160   }
    161 
    162   @Override
    163   public void computeMass(MassData massData, float density) {
    164     massData.mass = 0.0f;
    165     massData.center.setZero();
    166     massData.I = 0.0f;
    167   }
    168 
    169   @Override
    170   public Shape clone() {
    171     ChainShape clone = new ChainShape();
    172     clone.createChain(m_vertices, m_count);
    173     clone.m_prevVertex.set(m_prevVertex);
    174     clone.m_nextVertex.set(m_nextVertex);
    175     clone.m_hasPrevVertex = m_hasPrevVertex;
    176     clone.m_hasNextVertex = m_hasNextVertex;
    177     return clone;
    178   }
    179 
    180   /**
    181    * Create a loop. This automatically adjusts connectivity.
    182    *
    183    * @param vertices an array of vertices, these are copied
    184    * @param count the vertex count
    185    */
    186   public void createLoop(final Vec2[] vertices, int count) {
    187     assert (m_vertices == null && m_count == 0);
    188     assert (count >= 3);
    189     m_count = count + 1;
    190     m_vertices = new Vec2[m_count];
    191     for (int i = 1; i < count; i++) {
    192       Vec2 v1 = vertices[i - 1];
    193       Vec2 v2 = vertices[i];
    194       // If the code crashes here, it means your vertices are too close together.
    195       if (MathUtils.distanceSquared(v1, v2) < Settings.linearSlop * Settings.linearSlop) {
    196         throw new RuntimeException("Vertices of chain shape are too close together");
    197       }
    198     }
    199     for (int i = 0; i < count; i++) {
    200       m_vertices[i] = new Vec2(vertices[i]);
    201     }
    202     m_vertices[count] = new Vec2(m_vertices[0]);
    203     m_prevVertex.set(m_vertices[m_count - 2]);
    204     m_nextVertex.set(m_vertices[1]);
    205     m_hasPrevVertex = true;
    206     m_hasNextVertex = true;
    207   }
    208 
    209   /**
    210    * Create a chain with isolated end vertices.
    211    *
    212    * @param vertices an array of vertices, these are copied
    213    * @param count the vertex count
    214    */
    215   public void createChain(final Vec2 vertices[], int count) {
    216     assert (m_vertices == null && m_count == 0);
    217     assert (count >= 2);
    218     m_count = count;
    219     m_vertices = new Vec2[m_count];
    220     for (int i = 1; i < m_count; i++) {
    221       Vec2 v1 = vertices[i - 1];
    222       Vec2 v2 = vertices[i];
    223       // If the code crashes here, it means your vertices are too close together.
    224       if (MathUtils.distanceSquared(v1, v2) < Settings.linearSlop * Settings.linearSlop) {
    225         throw new RuntimeException("Vertices of chain shape are too close together");
    226       }
    227     }
    228     for (int i = 0; i < m_count; i++) {
    229       m_vertices[i] = new Vec2(vertices[i]);
    230     }
    231     m_hasPrevVertex = false;
    232     m_hasNextVertex = false;
    233 
    234     m_prevVertex.setZero();
    235     m_nextVertex.setZero();
    236   }
    237 
    238   /**
    239    * Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops.
    240    *
    241    * @param prevVertex
    242    */
    243   public void setPrevVertex(final Vec2 prevVertex) {
    244     m_prevVertex.set(prevVertex);
    245     m_hasPrevVertex = true;
    246   }
    247 
    248   /**
    249    * Establish connectivity to a vertex that follows the last vertex. Don't call this for loops.
    250    *
    251    * @param nextVertex
    252    */
    253   public void setNextVertex(final Vec2 nextVertex) {
    254     m_nextVertex.set(nextVertex);
    255     m_hasNextVertex = true;
    256   }
    257 }
    258