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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.

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/*******************************************************************************
 * Copyright (c) 2011, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/
/**
 * Created at 4:35:29 AM Jul 15, 2010
 */
package org.jbox2d.callbacks;

import org.jbox2d.common.Color3f;
import org.jbox2d.common.IViewportTransform;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;

// updated to rev 100
/**
 * Implement this abstract class to allow JBox2d to 
 * automatically draw your physics for debugging purposes.
 * Not intended to replace your own custom rendering
 * routines!
 * @author Daniel Murphy
 */
public abstract class DebugDraw {

	public static final int e_shapeBit				= 0x0001; ///< draw shapes
	public static final int e_jointBit				= 0x0002; ///< draw joint connections
	public static final int e_aabbBit				= 0x0004; ///< draw core (TOI) shapes
	public static final int e_pairBit				= 0x0008; ///< draw axis aligned bounding boxes
	public static final int e_centerOfMassBit		= 0x0010; ///< draw center of mass frame
	public static final int e_dynamicTreeBit		= 0x0020; ///< draw dynamic tree.
	
	protected int m_drawFlags;
	protected final IViewportTransform viewportTransform;

	public DebugDraw(IViewportTransform viewport) {
		m_drawFlags = 0;
		viewportTransform = viewport;
	}

	public void setFlags(int flags) {
		m_drawFlags = flags;
	}

	public int getFlags() {
		return m_drawFlags;
	}

	public void appendFlags(int flags) {
		m_drawFlags |= flags;
	}

	public void clearFlags(int flags) {
		m_drawFlags &= ~flags;
	}

	/**
	 * Draw a closed polygon provided in CCW order.  This implementation
	 * uses {@link #drawSegment(Vec2, Vec2, Color3f)} to draw each side of the
	 * polygon.
	 * @param vertices
	 * @param vertexCount
	 * @param color
	 */
	public void drawPolygon(Vec2[] vertices, int vertexCount, Color3f color){
		if(vertexCount == 1){
			drawSegment(vertices[0], vertices[0], color);
			return;
		}
		
		for(int i=0; i 2){
			drawSegment(vertices[vertexCount-1], vertices[0], color);
		}
	}
	
	public abstract void drawPoint(Vec2 argPoint, float argRadiusOnScreen, Color3f argColor);

	/**
	 * Draw a solid closed polygon provided in CCW order.
	 * @param vertices
	 * @param vertexCount
	 * @param color
	 */
	public abstract void drawSolidPolygon(Vec2[] vertices, int vertexCount, Color3f color);

	/**
	 * Draw a circle.
	 * @param center
	 * @param radius
	 * @param color
	 */
	public abstract void drawCircle(Vec2 center, float radius, Color3f color);
	
	/**
	 * Draw a solid circle.
	 * @param center
	 * @param radius
	 * @param axis
	 * @param color
	 */
	public abstract void drawSolidCircle(Vec2 center, float radius, Vec2 axis, Color3f color);
	
	/**
	 * Draw a line segment.
	 * @param p1
	 * @param p2
	 * @param color
	 */
	public abstract void drawSegment(Vec2 p1, Vec2 p2, Color3f color);

	/**
	 * Draw a transform.  Choose your own length scale
	 * @param xf
	 */
	public abstract void drawTransform(Transform xf);

	/**
	 * Draw a string.
	 * @param x
	 * @param y
	 * @param s
	 * @param color
	 */
	public abstract void drawString(float x, float y, String s, Color3f color);
		
	public IViewportTransform getViewportTranform(){
		return viewportTransform;
	}
	
	/**
	 * @param x
	 * @param y
	 * @param scale
	 * @see IViewportTransform#setCamera(float, float, float)
	 */
	public void setCamera(float x, float y, float scale){
		viewportTransform.setCamera(x,y,scale);
	}
	
	
	/**
	 * @param argScreen
	 * @param argWorld
	 * @see org.jbox2d.common.IViewportTransform#getScreenToWorld(org.jbox2d.common.Vec2, org.jbox2d.common.Vec2)
	 */
	public void getScreenToWorldToOut(Vec2 argScreen, Vec2 argWorld) {
		viewportTransform.getScreenToWorld(argScreen, argWorld);
	}

	/**
	 * @param argWorld
	 * @param argScreen
	 * @see org.jbox2d.common.IViewportTransform#getWorldToScreen(org.jbox2d.common.Vec2, org.jbox2d.common.Vec2)
	 */
	public void getWorldToScreenToOut(Vec2 argWorld, Vec2 argScreen) {
		viewportTransform.getWorldToScreen(argWorld, argScreen);
	}
	
	/**
	 * Takes the world coordinates and puts the corresponding screen
	 * coordinates in argScreen.
	 * @param worldX
	 * @param worldY
	 * @param argScreen
	 */
	public void getWorldToScreenToOut(float worldX, float worldY, Vec2 argScreen){
		argScreen.set(worldX,worldY);
		viewportTransform.getWorldToScreen(argScreen, argScreen);
	}
	
	/**
	 * takes the world coordinate (argWorld) and returns
	 * the screen coordinates.
	 * @param argWorld
	 */
	public Vec2 getWorldToScreen(Vec2 argWorld){
		Vec2 screen = new Vec2();
		viewportTransform.getWorldToScreen( argWorld, screen);
		return screen;
	}
	
	/**
	 * Takes the world coordinates and returns the screen
	 * coordinates.
	 * @param worldX
	 * @param worldY
	 */
	public Vec2 getWorldToScreen(float worldX, float worldY){
		Vec2 argScreen = new Vec2(worldX, worldY);
		viewportTransform.getWorldToScreen( argScreen, argScreen);
		return argScreen;
	}
	
	/**
	 * takes the screen coordinates and puts the corresponding 
	 * world coordinates in argWorld.
	 * @param screenX
	 * @param screenY
	 * @param argWorld
	 */
	public void getScreenToWorldToOut(float screenX, float screenY, Vec2 argWorld){
		argWorld.set(screenX,screenY);
		viewportTransform.getScreenToWorld(argWorld, argWorld);
	}
	
	/**
	 * takes the screen coordinates (argScreen) and returns
	 * the world coordinates
	 * @param argScreen
	 */
	public Vec2 getScreenToWorld(Vec2 argScreen){
		Vec2 world = new Vec2();
		viewportTransform.getScreenToWorld(argScreen, world);
		return world;
	}
	
	/**
	 * takes the screen coordinates and returns the
	 * world coordinates.
	 * @param screenX
	 * @param screenY
	 */
	public Vec2 getScreenToWorld(float screenX, float screenY){
		Vec2 screen = new Vec2(screenX, screenY);
		viewportTransform.getScreenToWorld( screen, screen);
		return screen;
	}
}




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