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com.almasb.fxgl.physics.box2d.collision.broadphase.BroadPhase Maven / Gradle / Ivy
/*
* FXGL - JavaFX Game Library. The MIT License (MIT).
* Copyright (c) AlmasB ([email protected]).
* See LICENSE for details.
*/
package com.almasb.fxgl.physics.box2d.collision.broadphase;
import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.physics.box2d.callbacks.PairCallback;
import com.almasb.fxgl.physics.box2d.callbacks.TreeCallback;
import com.almasb.fxgl.physics.box2d.callbacks.TreeRayCastCallback;
import com.almasb.fxgl.physics.box2d.collision.AABB;
import com.almasb.fxgl.physics.box2d.collision.RayCastInput;
public interface BroadPhase {
int NULL_PROXY = -1;
/**
* Create a proxy with an initial AABB. Pairs are not reported until updatePairs is called.
*
* @param aabb
* @param userData
* @return
*/
int createProxy(AABB aabb, Object userData);
/**
* Destroy a proxy. It is up to the client to remove any pairs.
*
* @param proxyId
*/
void destroyProxy(int proxyId);
/**
* Call MoveProxy as many times as you like, then when you are done call UpdatePairs to finalized
* the proxy pairs (for your time step).
*/
void moveProxy(int proxyId, AABB aabb, Vec2 displacement);
void touchProxy(int proxyId);
Object getUserData(int proxyId);
AABB getFatAABB(int proxyId);
boolean testOverlap(int proxyIdA, int proxyIdB);
/**
* @return number of proxies
*/
int getProxyCount();
/**
* Update the pairs. This results in pair callbacks. This can only add pairs.
*
* @param callback
*/
void updatePairs(PairCallback callback);
/**
* Query an AABB for overlapping proxies. The callback class is called for each proxy that
* overlaps the supplied AABB.
*
* @param callback
* @param aabb
*/
void query(TreeCallback callback, AABB aabb);
/**
* Ray-cast against the proxies in the tree. This relies on the callback to perform a exact
* ray-cast in the case were the proxy contains a shape. The callback also performs the any
* collision filtering. This has performance roughly equal to k * log(n), where k is the number of
* collisions and n is the number of proxies in the tree.
*
* @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
* @param callback a callback class that is called for each proxy that is hit by the ray.
*/
void raycast(TreeRayCastCallback callback, RayCastInput input);
/**
* @return height of the embedded tree
*/
int getTreeHeight();
int getTreeBalance();
float getTreeQuality();
}
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