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Example 1 with MyList

use of spacegraph.space2d.phys.fracture.util.MyList in project narchy by automenta.

the class Fracture method smash.

/**
 * Rozbije objekt. Upravi objekt world tak, ze vymaze triesteny objekt
 * a nahradi ho fragmentami na zaklade nastaveneho materialu a clenskych
 * premennych.
 *
 * @param dt casova dlzka framu
 */
public void smash(Smasher smasher, float dt) {
    Shape s = f1.shape;
    if (s == null)
        return;
    if (contact == null) {
        // riesi sa staticky prvok, ktory ma priliz maly obsah
        b1.setType(BodyType.DYNAMIC);
        return;
    }
    Dynamics2D w = b1.W;
    Polygon p = f1.polygon;
    if (p == null) {
        switch(s.m_type) {
            case POLYGON:
                PolygonShape ps = (PolygonShape) s;
                Tuple2f[] vertices = ps.vertex;
                int n = ps.vertices;
                p = new Polygon(n);
                for (int i = 0; i < n; ++i) {
                    p.add(vertices[n - i - 1]);
                }
                break;
            case CIRCLE:
                CircleShape cs = (CircleShape) s;
                p = new Polygon(CIRCLEVERTICES);
                float radius = cs.radius;
                double u = Math.PI * 2 / CIRCLEVERTICES;
                // upravim radius tak, aby bola zachovana velkost obsahu
                radius = (float) Math.sqrt(u / Math.sin(u)) * radius;
                Tuple2f center = cs.center;
                for (int i = 0; i < CIRCLEVERTICES; ++i) {
                    // uhol
                    double j = u * i;
                    float sin = (float) Math.sin(j);
                    float cos = (float) Math.cos(j);
                    Tuple2f v = new v2(sin, cos).scaled(radius).added(center);
                    p.add(v);
                }
                break;
            default:
                throw new RuntimeException("Dany typ tvaru nepodporuje stiepenie");
        }
    }
    // sila v zavislosti na pevnosti telesa
    float mConst = f1.material.m_rigidity / normalImpulse;
    // true, ak f2 je v objekte contact ako m_fixtureA
    boolean fixA = f1 == contact.aFixture;
    float oldAngularVelocity = fixA ? contact.m_angularVelocity_bodyA : contact.m_angularVelocity_bodyB;
    Tuple2f oldLinearVelocity = fixA ? contact.m_linearVelocity_bodyA : contact.m_linearVelocity_bodyB;
    b1.setAngularVelocity((b1.velAngular - oldAngularVelocity) * mConst + oldAngularVelocity);
    b1.setLinearVelocity(b1.vel.sub(oldLinearVelocity).scaled(mConst).added(oldLinearVelocity));
    if (!w.isFractured(f2) && b2.type == BodyType.DYNAMIC && !b2.m_fractureTransformUpdate) {
        // ak sa druhy objekt nerozbija, tak sa jej nahodia povodne hodnoty (TREBA MODIFIKOVAT POHYB OBJEKTU, KTORY SPOSOBUJE ROZPAD)
        oldAngularVelocity = !fixA ? contact.m_angularVelocity_bodyA : contact.m_angularVelocity_bodyB;
        oldLinearVelocity = !fixA ? contact.m_linearVelocity_bodyA : contact.m_linearVelocity_bodyB;
        b2.setAngularVelocity((b2.velAngular - oldAngularVelocity) * mConst + oldAngularVelocity);
        b2.setLinearVelocity(b2.vel.sub(oldLinearVelocity).scaled(mConst).added(oldLinearVelocity));
        b2.setTransform(b2.transformPrev.pos.add(b2.vel.scale(dt)), b2.transformPrev.angle());
        // osetruje jbox2d od posuvania telesa pri rieseni kolizie
        b2.m_fractureTransformUpdate = true;
    }
    Tuple2f localPoint = Transform.mulTrans(b1, point);
    Tuple2f b1Vec = b1.getLinearVelocityFromWorldPoint(point);
    Tuple2f b2Vec = b2.getLinearVelocityFromWorldPoint(point);
    Tuple2f localVelocity = b2Vec.subbed(b1Vec);
    localVelocity.scaled(dt);
    // rodeli to
    Polygon[] fragment = m.split(smasher, p, localPoint, localVelocity, normalImpulse);
    if (fragment.length <= 1) {
        // nerozbilo to na ziadne fragmenty
        return;
    }
    // definuje tela fragmentov - tie maju vsetky rovnaku definiciu (preberaju parametre z povodneho objektu)
    BodyDef bodyDef = new BodyDef();
    // pozicia
    bodyDef.position.set(b1.pos);
    // otocenie
    bodyDef.angle = b1.angle();
    bodyDef.fixedRotation = b1.isFixedRotation();
    bodyDef.angularDamping = b1.m_angularDamping;
    bodyDef.allowSleep = b1.isSleepingAllowed();
    FixtureDef fd = new FixtureDef();
    // trenie
    fd.friction = f1.friction;
    // odrazivost
    fd.restitution = f1.restitution;
    fd.isSensor = f1.isSensor;
    fd.density = f1.density;
    // odstrani fragmentacne predmety/cele teleso
    List<Fixture> fixtures = new FasterList<>();
    if (f1.polygon != null) {
        for (Fixture f = b1.fixtures; f != null; f = f.next) {
            if (f.polygon == f1.polygon) {
                fixtures.add(f);
            }
        }
    } else {
        fixtures.add(f1);
    }
    for (Fixture f : fixtures) {
        b1.removeFixture(f);
    }
    if (b1.fixtureCount == 0) {
        w.removeBody(b1);
    }
    // prida fragmenty do simulacie
    MyList<Body2D> newbodies = new MyList<>();
    for (Polygon pg : fragment) {
        // vytvori tela, prida fixtury, poriesi konvexnu dekompoziciu
        if (pg.isCorrect()) {
            if (pg instanceof Fragment) {
                Polygon[] convex = pg.convexDecomposition();
                bodyDef.type = BodyType.DYNAMIC;
                for (Polygon pgx : convex) {
                    Body2D f_body = w.addBody(bodyDef);
                    pgx.flip();
                    PolygonShape ps = new PolygonShape();
                    ps.set(pgx.getArray(), pgx.size());
                    fd.shape = ps;
                    fd.polygon = null;
                    fd.material = f1.material;
                    // .m_fragments; //rekurzivne stiepenie
                    f_body.addFixture(fd);
                    f_body.setAngularVelocity(b1.velAngular);
                    f_body.setLinearVelocity(b1.getLinearVelocityFromLocalPoint(f_body.getLocalCenter()));
                    newbodies.add(f_body);
                }
            } else {
                fd.material = // .m_fragments; //rekurzivne stiepenie
                f1.material;
                bodyDef.type = b1.getType();
                Body2D f_body = w.addBody(bodyDef);
                PolygonFixture pf = new PolygonFixture(pg);
                f_body.addFixture(pf, fd);
                f_body.setLinearVelocity(b1.getLinearVelocityFromLocalPoint(f_body.getLocalCenter()));
                f_body.setAngularVelocity(b1.velAngular);
                newbodies.add(f_body);
            }
        }
    }
    // zavola sa funkcia z fraction listeneru (pokial je nadefinovany)
    FractureListener fl = w.getContactManager().m_fractureListener;
    if (fl != null) {
        fl.action(m, normalImpulse, newbodies);
    }
}
Also used : PolygonShape(spacegraph.space2d.phys.collision.shapes.PolygonShape) Shape(spacegraph.space2d.phys.collision.shapes.Shape) CircleShape(spacegraph.space2d.phys.collision.shapes.CircleShape) PolygonShape(spacegraph.space2d.phys.collision.shapes.PolygonShape) Tuple2f(spacegraph.util.math.Tuple2f) CircleShape(spacegraph.space2d.phys.collision.shapes.CircleShape) FasterList(jcog.list.FasterList) MyList(spacegraph.space2d.phys.fracture.util.MyList) spacegraph.util.math.v2(spacegraph.util.math.v2)

Example 2 with MyList

use of spacegraph.space2d.phys.fracture.util.MyList in project narchy by automenta.

the class Smasher method zjednotenie.

/**
 * Vezme polygony a vrati ich zjednotenie. Plygony su navzajom disjunknte
 * avsak dotykaju sa bodmi hranami, ktore maju referencnu zavislost.
 *
 * @param polygony
 * @return Vrati List zjednotenych polygonov.
 */
private static MyList<Polygon> zjednotenie(MyList<Fragment> polygony) {
    HashTabulka<GraphVertex> graf = new HashTabulka<>();
    for (Polygon p : polygony) {
        for (int i = 1; i <= p.size(); ++i) {
            Tuple2f v = p.cycleGet(i);
            GraphVertex vertex = graf.get(v);
            if (vertex == null) {
                vertex = new GraphVertex(v);
                graf.add(vertex);
                vertex.first = p;
            } else {
                vertex.polygonCount++;
                vertex.second = p;
            }
        }
    }
    for (Polygon p : polygony) {
        for (int i = 0; i < p.size(); ++i) {
            GraphVertex v1 = graf.get(p.get(i));
            GraphVertex v2 = graf.get(p.cycleGet(i + 1));
            if (v1.polygonCount == 1 || v2.polygonCount == 1 || (v1.polygonCount <= 2 && v2.polygonCount <= 2 && !((v1.first == v2.first && v1.second == v2.second) || (v1.first == v2.second && v1.second == v2.first)))) {
                v1.next = v2;
                v2.prev = v1;
            }
        }
    }
    MyList<Polygon> vysledok = new MyList<>();
    GraphVertex[] arr = graf.toArray(new GraphVertex[graf.size()]);
    for (GraphVertex v : arr) {
        if (v.next != null && !v.visited) {
            Polygon p = new Polygon();
            for (GraphVertex iterator = v; !iterator.visited; iterator = iterator.next) {
                if (PlatformMathUtils.siteDef(iterator.next.value, iterator.value, iterator.prev.value) != 0) {
                    p.add(iterator.value);
                }
                iterator.visited = true;
            }
            vysledok.add(p);
        }
    }
    return vysledok;
}
Also used : Tuple2f(spacegraph.util.math.Tuple2f) MyList(spacegraph.space2d.phys.fracture.util.MyList) Polygon(spacegraph.space2d.phys.fracture.Polygon) HashTabulka(spacegraph.space2d.phys.fracture.util.HashTabulka)

Example 3 with MyList

use of spacegraph.space2d.phys.fracture.util.MyList in project narchy by automenta.

the class Smasher method calculate.

/**
 * Vrati prienik voronoi diagramu a polygonu.
 *
 * @param focee
 * @param p            Kopia polygonu, moze byt modifikovana
 * @param contactPoint Bod dotyku
 * @param ic           Funkcionalny interface, ktory definuje, ci fragment patri,
 *                     alebo nepatri do mnoziny ulomkov
 */
public void calculate(Polygon p, Tuple2f[] focee, Tuple2f contactPoint, IContains ic) {
    this.focee = focee;
    this.p = p;
    // Geometry geom = new Geometry(foceeAll, p);
    List<Fragment> list = getVoronoi();
    List<EdgePolygon> polygonEdgesList = new FasterList<>();
    HashTabulka<EdgeDiagram> diagramEdges = new HashTabulka<>();
    HashTabulka<EdgePolygon> polygonEdges = new HashTabulka<>();
    // vlozim hrany polygonu do hashovacej tabulky hran polygonu
    int count = p.size();
    for (int i = 1; i <= count; i++) {
        Tuple2f p1 = p.get(i - 1);
        Tuple2f p2 = p.get(i == count ? 0 : i);
        EdgePolygon e = new EdgePolygon(p1, p2);
        polygonEdges.add(e);
        polygonEdgesList.add(e);
    }
    // vlozim hrany diagramu do hashovacej tabulky hran diagramu
    for (Fragment pp : list) {
        count = pp.size();
        for (int i = 1; i <= count; i++) {
            Tuple2f p1 = pp.get(i - 1);
            Tuple2f p2 = pp.get(i == count ? 0 : i);
            EdgeDiagram e = new EdgeDiagram(p1, p2);
            EdgeDiagram alternative = diagramEdges.get(e);
            if (alternative == null) {
                diagramEdges.add(e);
                e.d1 = pp;
            } else {
                alternative.d2 = pp;
            }
        }
    }
    AEdge[][] allEdges = new AEdge[][] { diagramEdges.toArray(new AEdge[diagramEdges.size()]), polygonEdges.toArray(new AEdge[polygonEdges.size()]) };
    diagramEdges.clear();
    polygonEdges.clear();
    List<EVec2> vectorList = new FasterList<>();
    for (AEdge[] array : allEdges) {
        for (AEdge e : array) {
            EVec2 v1 = new EVec2(e.p1);
            EVec2 v2 = new EVec2(e.p2);
            v1.e = e;
            v2.e = e;
            if (v1.p.y < v2.p.y) {
                v1.start = true;
            } else {
                v2.start = true;
            }
            vectorList.add(v1);
            vectorList.add(v2);
        }
    }
    EVec2[] vectors = vectorList.toArray(new EVec2[vectorList.size()]);
    // zotriedim body
    Arrays.sort(vectors);
    for (EVec2 e : vectors) {
        if (e.e instanceof EdgeDiagram) {
            if (e.start) {
                EdgeDiagram ex = (EdgeDiagram) e.e;
                diagramEdges.add(ex);
                // for (EdgePolygon px : polygonEdges.toArray(new EdgePolygon[polygonEdges.size()])) {
                // process(px, ex);
                // }
                polygonEdges.forEach(px -> process(px, ex));
            } else {
                diagramEdges.remove(e.e);
            }
        } else {
            // je instanciou EdgePolygon
            if (e.start) {
                EdgePolygon px = (EdgePolygon) e.e;
                polygonEdges.add(px);
                diagramEdges.forEach(ex -> process(px, ex));
            // for (EdgeDiagram ex : diagramEdges.toArray(new EdgeDiagram[diagramEdges.size()]))
            // process(px, ex);
            } else {
                polygonEdges.remove(e.e);
            }
        }
    }
    for (Fragment pol : list) {
        pol.resort();
        int pn = pol.size();
        for (int i = 0; i < pn; i++) {
            Tuple2f v = pol.get(i);
            if (v instanceof Vec2Intersect) {
                Vec2Intersect vi = (Vec2Intersect) v;
                if (vi.p1 == pol) {
                    vi.i1 = i;
                } else {
                    vi.i2 = i;
                }
            }
        }
    }
    Polygon polygonAll = new Polygon();
    for (EdgePolygon ex : polygonEdgesList) {
        polygonAll.add(ex.p1);
        ex.list.sort(c);
        polygonAll.add(ex.list);
    }
    for (int i = 0; i < polygonAll.size(); i++) {
        Tuple2f v = polygonAll.get(i);
        if (v instanceof Vec2Intersect) {
            ((Vec2Intersect) v).index = i;
        }
    }
    MyList<Fragment> allIntersections = new MyList<>();
    // ostatne algoritmy generovali diery - tento je najlepsi - najdem najblizsi bod na hrane polygonu a zistim kolizny fargment - od neho prehladavam do sirky a kontrolujem vzdialenost a viditelnost (jednoduche, ciste)
    precalc_values();
    for (Fragment ppp : list) {
        List<Fragment> intsc = getIntersections(ppp, polygonAll);
        if (intsc == null) {
            // cely polygon sa nachadza vnutri fragmentu
            fragments = new Polygon[] { p };
            return;
        }
        allIntersections.addAll(intsc);
    }
    table.clear();
    // vytvorim hashovaciu tabulku hran
    for (Fragment f : allIntersections) {
        for (int i = 0; i < f.size(); ++i) {
            Tuple2f v1 = f.get(i);
            Tuple2f v2 = f.cycleGet(i + 1);
            EdgeDiagram e = new EdgeDiagram(v1, v2);
            EdgeDiagram e2 = table.get(e);
            if (e2 != null) {
                e = e2;
                e.d2 = f;
            } else {
                e.d1 = f;
                table.add(e);
            }
        }
    }
    // rozdelim polygony na 2 mnoziny - na tie, ktore budu ulomky a tie, ktore budu spojene a drzat spolu
    final double[] distance = { Double.MAX_VALUE };
    final Fragment[] startPolygon = { null };
    final Tuple2f[] kolmicovyBod = { null };
    MyList<EdgeDiagram> allEdgesPolygon = new MyList<>();
    // EdgeDiagram[] ee = table.toArray(new EdgeDiagram[table.size()]);
    table.forEach(ep -> {
        if (ep.d2 == null) {
            // toto sa nahradi vzorcom na vypocet vzdialenosti body od usecky
            Tuple2f vv = ep.kolmicovyBod(contactPoint);
            double newDistance = contactPoint.distanceSq(vv);
            if (newDistance <= distance[0]) {
                distance[0] = newDistance;
                kolmicovyBod[0] = vv;
                startPolygon[0] = ep.d1;
            }
            allEdgesPolygon.add(ep);
        }
    });
    MyList<Fragment> ppx = new MyList<>();
    ppx.add(startPolygon[0]);
    EdgeDiagram epx = new EdgeDiagram(null, null);
    HashTabulka<Fragment> vysledneFragmenty = new HashTabulka<>();
    startPolygon[0].visited = true;
    while (!ppx.isEmpty()) {
        Fragment px = ppx.get(0);
        vysledneFragmenty.add(px);
        for (int i = 0; i < px.size(); ++i) {
            Tuple2f v1 = px.get(i);
            Tuple2f v2 = px.cycleGet(i + 1);
            epx.p1 = v1;
            epx.p2 = v2;
            EdgeDiagram ep = table.get(epx);
            Fragment opposite = ep.d1 == px ? ep.d2 : ep.d1;
            if (opposite != null && !opposite.visited) {
                Tuple2f centroid = opposite.centroid();
                opposite.visited = true;
                if (ic.contains(centroid)) {
                    boolean intersection = false;
                    for (EdgeDiagram edge : allEdgesPolygon) {
                        // neberie do uvahy hrany polygonu
                        if (edge.d1 != startPolygon[0] && edge.d2 != startPolygon[0] && edge.intersectAre(centroid, kolmicovyBod[0])) {
                            intersection = true;
                            break;
                        }
                    }
                    // tu bude podmienka - ci ten polygon vezmem do uvahy, ak hej, priplnim ho do MyListu
                    if (!intersection) {
                        ppx.add(opposite);
                    }
                }
            }
        }
        ppx.removeAt(0);
    }
    Fragment[] fragmentsArray = vysledneFragmenty.toArray(new Fragment[vysledneFragmenty.size()]);
    MyList<Fragment> fragmentsBody = new MyList<>();
    for (Fragment fx : allIntersections) {
        if (!vysledneFragmenty.contains(fx)) {
            fragmentsBody.add(fx);
        }
    }
    MyList<Polygon> result = zjednotenie(fragmentsBody);
    result.add(fragmentsArray);
    fragments = new Polygon[result.size()];
    result.addToArray(fragments);
}
Also used : Fragment(spacegraph.space2d.phys.fracture.Fragment) Tuple2f(spacegraph.util.math.Tuple2f) Polygon(spacegraph.space2d.phys.fracture.Polygon) FasterList(jcog.list.FasterList) MyList(spacegraph.space2d.phys.fracture.util.MyList) HashTabulka(spacegraph.space2d.phys.fracture.util.HashTabulka)

Example 4 with MyList

use of spacegraph.space2d.phys.fracture.util.MyList in project narchy by automenta.

the class Box2DTests method drawBody.

private void drawBody(Body2D body) {
    if (body.getType() == BodyType.DYNAMIC) {
        g.setColor(Color.LIGHT_GRAY);
    } else {
        g.setColor(Color.GRAY);
    }
    Tuple2f v = new Vec2();
    MyList<PolygonFixture> generalPolygons = new MyList<>();
    for (Fixture f = body.fixtures; f != null; f = f.next) {
        PolygonFixture pg = f.polygon;
        if (pg != null) {
            if (!generalPolygons.contains(pg)) {
                generalPolygons.add(pg);
            }
        } else {
            Shape shape = f.shape();
            switch(shape.m_type) {
                case POLYGON:
                    PolygonShape poly = (PolygonShape) shape;
                    for (int i = 0; i < poly.vertices; ++i) {
                        body.getWorldPointToOut(poly.vertex[i], v);
                        Point p = getPoint(v);
                        x[i] = p.x;
                        y[i] = p.y;
                    }
                    g.fillPolygon(x, y, poly.vertices);
                    break;
                case CIRCLE:
                    CircleShape circle = (CircleShape) shape;
                    float r = circle.radius;
                    body.getWorldPointToOut(circle.center, v);
                    Point p = getPoint(v);
                    int wr = (int) (r * zoom);
                    g.fillOval(p.x - wr, p.y - wr, wr * 2, wr * 2);
                    break;
                case EDGE:
                    EdgeShape edge = (EdgeShape) shape;
                    Tuple2f v1 = edge.m_vertex1;
                    Tuple2f v2 = edge.m_vertex2;
                    Point p1 = getPoint(v1);
                    Point p2 = getPoint(v2);
                    g.drawLine(p1.x, p1.y, p2.x, p2.y);
                    break;
            }
        }
    }
    if (generalPolygons.size() != 0) {
        PolygonFixture[] polygonArray = generalPolygons.toArray(new PolygonFixture[generalPolygons.size()]);
        for (PolygonFixture poly : polygonArray) {
            int n = poly.size();
            int[] x = new int[n];
            int[] y = new int[n];
            for (int i = 0; i < n; ++i) {
                body.getWorldPointToOut(poly.get(i), v);
                Point p = getPoint(v);
                x[i] = p.x;
                y[i] = p.y;
            }
            g.fillPolygon(x, y, n);
        }
    }
}
Also used : EdgeShape(spacegraph.space2d.phys.collision.shapes.EdgeShape) PolygonShape(spacegraph.space2d.phys.collision.shapes.PolygonShape) Shape(spacegraph.space2d.phys.collision.shapes.Shape) CircleShape(spacegraph.space2d.phys.collision.shapes.CircleShape) EdgeShape(spacegraph.space2d.phys.collision.shapes.EdgeShape) PolygonShape(spacegraph.space2d.phys.collision.shapes.PolygonShape) DistanceJoint(spacegraph.space2d.phys.dynamics.joints.DistanceJoint) MouseJoint(spacegraph.space2d.phys.dynamics.joints.MouseJoint) Joint(spacegraph.space2d.phys.dynamics.joints.Joint) Tuple2f(spacegraph.util.math.Tuple2f) CircleShape(spacegraph.space2d.phys.collision.shapes.CircleShape) Vec2(spacegraph.space2d.phys.common.Vec2) MyList(spacegraph.space2d.phys.fracture.util.MyList) PolygonFixture(spacegraph.space2d.phys.fracture.PolygonFixture) PolygonFixture(spacegraph.space2d.phys.fracture.PolygonFixture)

Aggregations

MyList (spacegraph.space2d.phys.fracture.util.MyList)4 Tuple2f (spacegraph.util.math.Tuple2f)4 FasterList (jcog.list.FasterList)2 CircleShape (spacegraph.space2d.phys.collision.shapes.CircleShape)2 PolygonShape (spacegraph.space2d.phys.collision.shapes.PolygonShape)2 Shape (spacegraph.space2d.phys.collision.shapes.Shape)2 Polygon (spacegraph.space2d.phys.fracture.Polygon)2 HashTabulka (spacegraph.space2d.phys.fracture.util.HashTabulka)2 EdgeShape (spacegraph.space2d.phys.collision.shapes.EdgeShape)1 Vec2 (spacegraph.space2d.phys.common.Vec2)1 DistanceJoint (spacegraph.space2d.phys.dynamics.joints.DistanceJoint)1 Joint (spacegraph.space2d.phys.dynamics.joints.Joint)1 MouseJoint (spacegraph.space2d.phys.dynamics.joints.MouseJoint)1 Fragment (spacegraph.space2d.phys.fracture.Fragment)1 PolygonFixture (spacegraph.space2d.phys.fracture.PolygonFixture)1 spacegraph.util.math.v2 (spacegraph.util.math.v2)1