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net.dermetfan.gdx.physics.box2d.Breakable Maven / Gradle / Ivy
/** Copyright 2014 Robin Stumm ([email protected] , http://dermetfan.net)
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License. */
package net.dermetfan.gdx.physics.box2d;
import net.dermetfan.utils.Function;
import net.dermetfan.utils.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.Joint;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.Array;
/** Breaks bodies or fixtures if they get hit too hard. Put in fixture's or body's user data and set {@link Manager} as {@link ContactListener}.
* Don't forget to call {@link Manager#destroy()} after every world time step.
* You can manually destroy fixtures or bodies using the {@link Manager#destroy(Fixture)} and {@link Manager#destroy(Body)} methods.
* @author dermetfan */
public class Breakable {
/** Manages the {@link Breakable Breakables} of the Contacts it receives. Do not forget to set as ContactListener and to call {@link #destroy()} after every world step.
* @author dermetfan */
public static class Manager implements ContactListener {
/** the fixtures that broke in {@link #strain(Contact, ContactImpulse)} */
public final Array brokenFixtures = new Array<>(1);
/** the bodies that broke in {@link #strain(Contact, ContactImpulse)} */
public final Array brokenBodies = new Array<>(1);
/** the joints that broke in {@link #strain(Joint, float)} */
public final Array brokenJoints = new Array<>(1);
/** the {@link #userDataAccessor} used by default */
public static final Function defaultUserDataAccessor = new Function() {
@Override
public Breakable apply(Object userData) {
return userData instanceof Breakable ? (Breakable) userData : null;
}
};
/** the {@link net.dermetfan.utils.Function} used to access a Breakable in user data ({@link net.dermetfan.utils.Function#apply(Object) access} must return a Breakable) */
private Function userDataAccessor = defaultUserDataAccessor;
/** used for {@link World#getJoints(Array)} in {@link #strain(World, float)} */
private final Array tmpJoints = new Array<>(0);
/** instantiates a new {@link Manager} */
public Manager() {}
/** instantiates a new {@link Manager} with the given {@link #userDataAccessor} */
public Manager(Function userDataAccessor) {
setUserDataAccessor(userDataAccessor);
}
/** actually destroys all bodies in {@link #brokenBodies} and fixtures in {@link #brokenFixtures} */
public void destroy() {
for(Fixture fixture : brokenFixtures) {
brokenFixtures.removeValue(fixture, true);
fixture.getBody().destroyFixture(fixture);
}
for(Body body : brokenBodies) {
brokenBodies.removeValue(body, true);
body.getWorld().destroyBody(body);
}
for(Joint joint : brokenJoints) {
brokenJoints.removeValue(joint, true);
joint.getBodyA().getWorld().destroyJoint(joint);
}
}
/** {@link #destroy(Body) destroys}/{@link #destroy(Fixture) destroys} all fixtures/bodies involved in the given Contact if they could not bear the given impulse */
public void strain(Contact contact, ContactImpulse impulse) {
float normalImpulse = MathUtils.sum(impulse.getNormalImpulses()), tangentImpulse = Math.abs(MathUtils.sum(impulse.getTangentImpulses()));
Fixture fixtureA = contact.getFixtureA(), fixtureB = contact.getFixtureB();
Breakable breakable = userDataAccessor.apply(fixtureA.getUserData());
if(shouldBreak(breakable, normalImpulse, tangentImpulse, contact, impulse, fixtureA))
destroy(fixtureA);
breakable = userDataAccessor.apply(fixtureB.getUserData());
if(shouldBreak(breakable, normalImpulse, tangentImpulse, contact, impulse, fixtureB))
destroy(fixtureB);
Body bodyA = fixtureA.getBody(), bodyB = fixtureB.getBody();
breakable = userDataAccessor.apply(bodyA.getUserData());
if(shouldBreak(breakable, normalImpulse, tangentImpulse, contact, impulse, fixtureA))
destroy(bodyA);
breakable = userDataAccessor.apply(bodyB.getUserData());
if(shouldBreak(breakable, normalImpulse, tangentImpulse, contact, impulse, fixtureB))
destroy(bodyB);
}
/** {@link #strain(Joint, float) strains} all joints in the given world */
public void strain(World world, float delta) {
world.getJoints(tmpJoints);
for(Joint joint : tmpJoints)
strain(joint, delta);
}
/** {@link #destroy(Joint) destroy} */
public void strain(Joint joint, float delta) {
Breakable breakable = userDataAccessor.apply(joint.getUserData());
if(breakable == null)
return;
Vector2 reactionForce = joint.getReactionForce(1 / delta);
float reactionTorque = Math.abs(joint.getReactionTorque(1 / delta));
if(shouldBreak(breakable, reactionForce, reactionTorque, joint))
destroy(joint);
}
/** @param contact for {@link Callback#strained(Fixture, Breakable, Contact, ContactImpulse, float, float)}
* @param impulse for {@link Callback#strained(Fixture, Breakable, Contact, ContactImpulse, float, float)}
* @param fixture for {@link Callback#strained(Fixture, Breakable, Contact, ContactImpulse, float, float)}
* @return if the fixtures and bodies involved in the given contact should break under the given circumstances */
public static boolean shouldBreak(Breakable breakable, float normalImpulse, float tangentImpulse, Contact contact, ContactImpulse impulse, Fixture fixture) {
return breakable != null && (normalImpulse > breakable.normalResistance || tangentImpulse > breakable.tangentResistance) && (breakable.callback == null || !breakable.callback.strained(fixture, breakable, contact, impulse, normalImpulse, tangentImpulse));
}
/** @param reactionForce the {@link Joint#getReactionForce(float) reaction force}
* @param reactionTorque the {@link Joint#getReactionTorque(float) reaction torque}
* @param joint which circumstances to test
* @return if the joint strained with the given values should break */
public static boolean shouldBreak(Breakable breakable, Vector2 reactionForce, float reactionTorque, Joint joint) {
return breakable != null && (Math.abs(reactionForce.x) > breakable.reactionForceResistance.x || Math.abs(reactionForce.y) > breakable.reactionForceResistance.y || reactionForce.len2() > breakable.reactionForceLength2Resistance || reactionTorque > breakable.reactionTorqueResistance) && (breakable.callback == null || !breakable.callback.strained(joint, breakable, reactionForce, reactionTorque));
}
/** destroys the given fixture (and its body depending on {@link #breakBodyWithoutFixtures} and {@link #breakBody})
* @param fixture the {@link Fixture} to destroy */
public void destroy(Fixture fixture) {
if(brokenFixtures.contains(fixture, true))
return;
Breakable breakable = userDataAccessor.apply(fixture.getUserData());
if(breakable == null || (breakable.callback == null || !breakable.callback.destroyed(fixture, breakable)))
brokenFixtures.add(fixture);
if(breakable != null) {
Body body = fixture.getBody();
if(breakable.breakBody) {
destroy(body);
return;
}
if(breakable.breakBodyWithoutFixtures) {
for(Fixture bodyFixture : body.getFixtureList())
if(!brokenFixtures.contains(bodyFixture, true))
return;
destroy(body);
}
}
}
/** @param body the {@link Body} to destroy */
public void destroy(Body body) {
if(brokenBodies.contains(body, true))
return;
Breakable breakable = userDataAccessor.apply(body.getUserData());
if(breakable == null || (breakable.callback == null || !breakable.callback.destroyed(body, breakable)))
brokenBodies.add(body);
}
/** @param joint the {@link Joint} to destroy */
public void destroy(Joint joint) {
if(brokenJoints.contains(joint, true))
return;
Breakable breakable = userDataAccessor.apply(joint.getUserData());
if(breakable == null || (breakable.callback == null || !breakable.callback.destroyed(joint, breakable)))
brokenJoints.add(joint);
if(breakable != null && breakable.breakBody) {
destroy(joint.getBodyA());
destroy(joint.getBodyB());
}
}
/** does nothing */
@Override
public void beginContact(Contact contact) {
}
/** does nothing */
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
}
/** calls {@link #strain(Contact, ContactImpulse)} */
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
strain(contact, impulse);
}
/** does nothing */
@Override
public void endContact(Contact contact) {
}
/** @return the {@link #brokenFixtures} */
public Array getBrokenFixtures() {
return brokenFixtures;
}
/** @return the {@link #brokenBodies} */
public Array getBrokenBodies() {
return brokenBodies;
}
/** @return the {@link #userDataAccessor} */
public Function getUserDataAccessor() {
return userDataAccessor;
}
/** @param userDataAccessor the {@link #userDataAccessor} to set */
public void setUserDataAccessor(Function userDataAccessor) {
this.userDataAccessor = userDataAccessor != null ? userDataAccessor : defaultUserDataAccessor;
}
}
/** a callback for a {@link Breakable} if its container (body or fixture) was destroyed (for example to play a sound)
* @author dermetfan */
public interface Callback {
/** called by {@link Manager#strain(Contact, ContactImpulse)}
* @param fixture the strained fixture
* @param breakable the Breakable instance causing this callback to be called
* @param contact the straining contact
* @param impulse the straining ContactImpulse
* @param normalImpulse the sum of the normal impulses of impulse
* @param tangentImpulse the sum of the tangent impulses of impulse
* @return true to cancel the destruction if one was going to occur */
boolean strained(Fixture fixture, Breakable breakable, Contact contact, ContactImpulse impulse, float normalImpulse, float tangentImpulse);
/** called by {@link Manager#strain(Joint, float)}
* @param joint the strained {@link Joint}
* @param breakable the {@link Breakable} instance causing this callback to be called
* @param reactionForce the {@link Joint#getReactionForce(float) reaction force}
* @return true to cancel the destruction if one was going to occur */
boolean strained(Joint joint, Breakable breakable, Vector2 reactionForce, float reactionTorque);
/** called by {@link Manager#destroy(Body)}
* @return true to cancel the destruction */
boolean destroyed(Body body, Breakable breakable);
/** called by {@link Manager#destroy(Fixture)}
* @return true to cancel the destruction */
boolean destroyed(Fixture fixture, Breakable breakable);
/** called by {@link Manager#destroy(Joint)}
* @return true to cancel the destruction */
boolean destroyed(Joint joint, Breakable breakable);
/** Returns false in all methods implemented from {@link Callback}. Instantiate this if you want to only use a subset of the methods of {@link Callback}.
* @author dermetfan */
class Adapter implements Callback {
@Override
public boolean strained(Fixture fixture, Breakable breakable, Contact contact, ContactImpulse impulse, float normalImpulse, float tangentImpulse) {
return false;
}
@Override
public boolean strained(Joint joint, Breakable breakable, Vector2 reactionForce, float reactionTorque) {
return false;
}
@Override
public boolean destroyed(Body body, Breakable breakable) {
return false;
}
@Override
public boolean destroyed(Fixture fixture, Breakable breakable) {
return false;
}
@Override
public boolean destroyed(Joint joint, Breakable breakable) {
return false;
}
}
}
/** how much force the Breakable can bear */
private float normalResistance;
/** how much friction the Breakable can bear */
private float tangentResistance;
/** how much {@link Joint#getReactionForce(float) reaction force} the Breakable can bear */
private final Vector2 reactionForceResistance = new Vector2();
/** the max {@link Vector2#len2() squared length} of the {@link Joint#getReactionForce(float) reaction force} */
private float reactionForceLength2Resistance;
/** how much {@link Joint#getReactionTorque(float) reaction torque} the Breakable can bear */
private float reactionTorqueResistance;
/** if the fixture's body (in case the Breakable is used for a fixture) should be destroyed if the fixture is destroyed (false by default) */
private boolean breakBody;
/** if the fixture's body (in case the Breakable is used for a fixture) should be destroyed if the fixture is destroyed and it was the body's last one (true by default) */
private boolean breakBodyWithoutFixtures = true;
/** the {@link Callback} called when the {@link Breakable}'s container is destroyed */
private Callback callback;
/** @see #Breakable(float, float, boolean) */
public Breakable(float normalResistance, float tangentResistance) {
this(normalResistance, tangentResistance, false);
}
/** @see #Breakable(float, float, boolean, boolean) */
public Breakable(float normalResistance, float tangentResistance, boolean breakBody) {
this(normalResistance, tangentResistance, breakBody, true);
}
/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(float normalResistance, float tangentResistance, boolean breakBody, boolean breakBodyWithoutFixtures) {
this(normalResistance, tangentResistance, Vector2.Zero, 0, 0, breakBody, breakBodyWithoutFixtures, null);
}
/** @see #Breakable(float, float, boolean, Callback) */
public Breakable(float normalResistance, float tangentResistance, Callback callback) {
this(normalResistance, tangentResistance, false, callback);
}
/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(float normalResistance, float tangentResistance, boolean breakBody, Callback callback) {
this(normalResistance, tangentResistance, Vector2.Zero, 0, 0, breakBody, true, callback);
}
/** @see #Breakable(Vector2, float, float, boolean) */
public Breakable(Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance) {
this(reactionForceResistance, reactionForceLength2Resistance, reactionTorqueResistance, false);
}
/** @see #Breakable(Vector2, float, float, boolean, boolean) */
public Breakable(Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance, boolean breakBody) {
this(reactionForceResistance, reactionForceLength2Resistance, reactionTorqueResistance, breakBody, true);
}
/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance, boolean breakBody, boolean breakBodyWithoutFixtures) {
this(0, 0, reactionForceResistance, reactionForceLength2Resistance, reactionTorqueResistance, breakBody, breakBodyWithoutFixtures, null);
}
/** @see #Breakable(Vector2, float, float, boolean, Callback) */
public Breakable(Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance, Callback callback) {
this(reactionForceResistance, reactionForceLength2Resistance, reactionTorqueResistance, false, callback);
}
/** @see #Breakable(float, float, Vector2, float, float, boolean, boolean, Callback) */
public Breakable(Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance, boolean breakBody, Callback callback) {
this(0, 0, reactionForceResistance, reactionForceLength2Resistance, reactionTorqueResistance, breakBody, true, callback);
}
/** @param normalResistance the {@link #normalResistance}
* @param tangentResistance the {@link #tangentResistance}
* @param reactionForceResistance the {@link #reactionForceResistance}
* @param reactionForceLength2Resistance the {@link #reactionForceLength2Resistance}
* @param reactionTorqueResistance the {@link #reactionTorqueResistance}
* @param breakBody the {@link #breakBody}
* @param breakBodyWithoutFixtures the {@link #breakBodyWithoutFixtures}
* @param callback the {@link #callback} */
public Breakable(float normalResistance, float tangentResistance, Vector2 reactionForceResistance, float reactionForceLength2Resistance, float reactionTorqueResistance, boolean breakBody, boolean breakBodyWithoutFixtures, Callback callback) {
this.normalResistance = normalResistance;
this.tangentResistance = tangentResistance;
this.reactionForceResistance.set(reactionForceResistance);
this.reactionForceLength2Resistance = reactionForceLength2Resistance;
this.reactionTorqueResistance = reactionTorqueResistance;
this.breakBody = breakBody;
this.breakBodyWithoutFixtures = breakBodyWithoutFixtures;
this.callback = callback;
}
/** constructs a new Breakable exactly like the given other one */
public Breakable(Breakable other) {
this(other.normalResistance, other.tangentResistance, other.reactionForceResistance, other.reactionForceLength2Resistance, other.reactionTorqueResistance, other.breakBody, other.breakBodyWithoutFixtures, other.callback);
}
/** @return the {@link #normalResistance} */
public float getNormalResistance() {
return normalResistance;
}
/** @param normalResistance the {@link #normalResistance} to set */
public void setNormalResistance(float normalResistance) {
this.normalResistance = normalResistance;
}
/** @return the {@link #tangentResistance} */
public float getTangentResistance() {
return tangentResistance;
}
/** @param tangentResistance the {@link #tangentResistance} to set */
public void setTangentResistance(float tangentResistance) {
this.tangentResistance = tangentResistance;
}
/** @return the {@link #reactionForceResistance} */
public Vector2 getReactionForceResistance() {
return reactionForceResistance;
}
/** @param reactionForceResistance the {@link #reactionForceResistance} to set */
public void setReactionForceResistance(Vector2 reactionForceResistance) {
this.reactionForceResistance.set(reactionForceResistance);
}
/** @return the {@link #reactionForceLength2Resistance} */
public float getReactionForceLength2Resistance() {
return reactionForceLength2Resistance;
}
/** @param reactionForceLength2Resistance the {@link #reactionForceLength2Resistance} to set */
public void setReactionForceLength2Resistance(float reactionForceLength2Resistance) {
this.reactionForceLength2Resistance = reactionForceLength2Resistance;
}
/** @return the {@link #reactionTorqueResistance} */
public float getReactionTorqueResistance() {
return reactionTorqueResistance;
}
/** @param reactionTorqueResistance the {@link #reactionTorqueResistance} to set */
public void setReactionTorqueResistance(float reactionTorqueResistance) {
this.reactionTorqueResistance = reactionTorqueResistance;
}
/** @return the {@link #breakBody} */
public boolean isBreakBody() {
return breakBody;
}
/** @param breakBody the {@link #breakBody} to set */
public void setBreakBody(boolean breakBody) {
this.breakBody = breakBody;
}
/** @return the {@link #breakBodyWithoutFixtures} */
public boolean isBreakBodyWithoutFixtures() {
return breakBodyWithoutFixtures;
}
/** @param breakBodyWithoutFixtures the {@link #breakBodyWithoutFixtures} to set */
public void setBreakBodyWithoutFixtures(boolean breakBodyWithoutFixtures) {
this.breakBodyWithoutFixtures = breakBodyWithoutFixtures;
}
/** @return the {@link #callback} */
public Callback getCallback() {
return callback;
}
/** @param callback the {@link #callback} to set */
public void setCallback(Callback callback) {
this.callback = callback;
}
}