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 * Copyright (c) 2013, Daniel Murphy
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/**
 * Created at 2:39:05 PM Jan 23, 2011
 */
package org.jbox2d.testbed.tests;

import org.jbox2d.collision.shapes.ChainShape;
import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.EdgeShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
import org.jbox2d.testbed.framework.TestbedSettings;
import org.jbox2d.testbed.framework.TestbedTest;

/**
 * @author Daniel Murphy
 */
public class CharacterCollision extends TestbedTest {
  private static final long CHARACTER_TAG = 1231l;

  private Body m_character;

  @Override
  public Long getTag(Body argBody) {
    if (argBody == m_character) {
      return CHARACTER_TAG;
    }
    return super.getTag(argBody);
  }

  @Override
  public void processBody(Body argBody, Long argTag) {
    if (argTag == CHARACTER_TAG) {
      m_character = argBody;
      return;
    }
    super.processBody(argBody, argTag);
  }

  @Override
  public boolean isSaveLoadEnabled() {
    return true;
  }

  @Override
  public void initTest(boolean deserialized) {
    if (deserialized) {
      return;
    }
    // Ground body
    {
      BodyDef bd = new BodyDef();
      Body ground = getWorld().createBody(bd);

      EdgeShape shape = new EdgeShape();
      shape.set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f));
      ground.createFixture(shape, 0.0f);
    }

    // Collinear edges
    // This shows the problematic case where a box shape can hit
    // an internal vertex.
    {
      BodyDef bd = new BodyDef();
      Body ground = getWorld().createBody(bd);

      EdgeShape shape = new EdgeShape();
      shape.m_radius = 0.0f;
      shape.set(new Vec2(-8.0f, 1.0f), new Vec2(-6.0f, 1.0f));
      ground.createFixture(shape, 0.0f);
      shape.set(new Vec2(-6.0f, 1.0f), new Vec2(-4.0f, 1.0f));
      ground.createFixture(shape, 0.0f);
      shape.set(new Vec2(-4.0f, 1.0f), new Vec2(-2.0f, 1.0f));
      ground.createFixture(shape, 0.0f);
    }

    // Chain shape
    {
      BodyDef bd = new BodyDef();
      bd.angle = 0.25f * MathUtils.PI;
      Body ground = getWorld().createBody(bd);

      Vec2[] vs = new Vec2[4];
      vs[0] = new Vec2(5.0f, 7.0f);
      vs[1] = new Vec2(6.0f, 8.0f);
      vs[2] = new Vec2(7.0f, 8.0f);
      vs[3] = new Vec2(8.0f, 7.0f);
      ChainShape shape = new ChainShape();
      shape.createChain(vs, 4);
      ground.createFixture(shape, 0.0f);
    }

    // Square tiles. This shows that adjacency shapes may
    // have non-smooth collision. There is no solution
    // to this problem.
    {
      BodyDef bd = new BodyDef();
      Body ground = getWorld().createBody(bd);

      PolygonShape shape = new PolygonShape();
      shape.setAsBox(1.0f, 1.0f, new Vec2(4.0f, 3.0f), 0.0f);
      ground.createFixture(shape, 0.0f);
      shape.setAsBox(1.0f, 1.0f, new Vec2(6.0f, 3.0f), 0.0f);
      ground.createFixture(shape, 0.0f);
      shape.setAsBox(1.0f, 1.0f, new Vec2(8.0f, 3.0f), 0.0f);
      ground.createFixture(shape, 0.0f);
    }

    // Square made from an edge loop. Collision should be smooth.
    {
      BodyDef bd = new BodyDef();
      Body ground = m_world.createBody(bd);

      Vec2[] vs = new Vec2[4];
      vs[0] = new Vec2(-1.0f, 3.0f);
      vs[1] = new Vec2(1.0f, 3.0f);
      vs[2] = new Vec2(1.0f, 5.0f);
      vs[3] = new Vec2(-1.0f, 5.0f);
      ChainShape shape = new ChainShape();
      shape.createLoop(vs, 4);
      ground.createFixture(shape, 0.0f);
    }

    // Edge loop. Collision should be smooth.
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-10.0f, 4.0f);
      Body ground = getWorld().createBody(bd);

      Vec2[] vs = new Vec2[10];
      vs[0] = new Vec2(0.0f, 0.0f);
      vs[1] = new Vec2(6.0f, 0.0f);
      vs[2] = new Vec2(6.0f, 2.0f);
      vs[3] = new Vec2(4.0f, 1.0f);
      vs[4] = new Vec2(2.0f, 2.0f);
      vs[5] = new Vec2(0.0f, 2.0f);
      vs[6] = new Vec2(-2.0f, 2.0f);
      vs[7] = new Vec2(-4.0f, 3.0f);
      vs[8] = new Vec2(-6.0f, 2.0f);
      vs[9] = new Vec2(-6.0f, 0.0f);
      ChainShape shape = new ChainShape();
      shape.createLoop(vs, 10);
      ground.createFixture(shape, 0.0f);
    }

    // Square character 1
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-3.0f, 8.0f);
      bd.type = BodyType.DYNAMIC;
      bd.fixedRotation = true;
      bd.allowSleep = false;

      Body body = getWorld().createBody(bd);

      PolygonShape shape = new PolygonShape();
      shape.setAsBox(0.5f, 0.5f);

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      body.createFixture(fd);
    }

    // Square character 2
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-5.0f, 5.0f);
      bd.type = BodyType.DYNAMIC;
      bd.fixedRotation = true;
      bd.allowSleep = false;

      Body body = getWorld().createBody(bd);

      PolygonShape shape = new PolygonShape();
      shape.setAsBox(0.25f, 0.25f);

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      body.createFixture(fd);
    }

    // Hexagon character
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-5.0f, 8.0f);
      bd.type = BodyType.DYNAMIC;
      bd.fixedRotation = true;
      bd.allowSleep = false;

      Body body = getWorld().createBody(bd);

      float angle = 0.0f;
      float delta = MathUtils.PI / 3.0f;
      Vec2 vertices[] = new Vec2[6];
      for (int i = 0; i < 6; ++i) {
        vertices[i] = new Vec2(0.5f * MathUtils.cos(angle), 0.5f * MathUtils.sin(angle));
        angle += delta;
      }

      PolygonShape shape = new PolygonShape();
      shape.set(vertices, 6);

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      body.createFixture(fd);
    }

    // Circle character
    {
      BodyDef bd = new BodyDef();
      bd.position.set(3.0f, 5.0f);
      bd.type = BodyType.DYNAMIC;
      bd.fixedRotation = true;
      bd.allowSleep = false;

      Body body = getWorld().createBody(bd);

      CircleShape shape = new CircleShape();
      shape.m_radius = 0.5f;

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      body.createFixture(fd);
    }

    // Circle character
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-7.0f, 6.0f);
      bd.type = BodyType.DYNAMIC;
      bd.allowSleep = false;

      m_character = getWorld().createBody(bd);

      CircleShape shape = new CircleShape();
      shape.m_radius = 0.25f;

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      fd.friction = 1;
      m_character.createFixture(fd);
    }
  }

  @Override
  public void step(TestbedSettings settings) {
    Vec2 v = m_character.getLinearVelocity();
    v.x = -5f;

    super.step(settings);
    addTextLine("This tests various character collision shapes");
    addTextLine("Limitation: square and hexagon can snag on aligned boxes.");
    addTextLine("Feature: edge chains have smooth collision inside and out.");
  }

  @Override
  public String getTestName() {
    return "Character Collision";
  }
}




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