use of spacegraph.util.math.Tuple2f in project narchy by automenta.
the class DebugDraw method getWorldToScreen.
/**
* Takes the world coordinates and returns the screen coordinates.
*
* @param worldX
* @param worldY
*/
public Tuple2f getWorldToScreen(float worldX, float worldY) {
Tuple2f argScreen = new v2(worldX, worldY);
viewportTransform.getWorldToScreen(argScreen, argScreen);
return argScreen;
}
use of spacegraph.util.math.Tuple2f in project narchy by automenta.
the class DebugDraw method getScreenToWorld.
/**
* takes the screen coordinates and returns the world coordinates.
*
* @param screenX
* @param screenY
*/
public Tuple2f getScreenToWorld(float screenX, float screenY) {
Tuple2f screen = new v2(screenX, screenY);
viewportTransform.getScreenToWorld(screen, screen);
return screen;
}
use of spacegraph.util.math.Tuple2f 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);
}
}
use of spacegraph.util.math.Tuple2f in project narchy by automenta.
the class Fragment method swap.
// /**
// * Zotriedi vrcholy polygonu do konvexneho polygonu, ako idu za sebou.
// * Triedi podla uhlu, aky zviera usecka tvoriaca bodmi focus a lubovolny
// * vrchol polygonu. Polygony su vacsinou velmi male, cca 8 bodov, preto
// * je vyuzivany selected sort ako najrychlejsi algoritmus na data takehoto
// * typu.
// *
// * @param focus Vlozi vnutorny bod, podla ktoreho zotriedi polygon - podla
// * uhlu spojnice daneho bodu a parametra.
// */
// void sort(Tuple2f focus) {
// this.focus = focus;
// resort();
// }
/**
* Vymeni 2 vrcholy polygonu
*
* @param i
* @param j
*/
private void swap(int i, int j) {
Tuple2f[] a = this.array;
Tuple2f item = a[i];
a[i] = a[j];
a[j] = item;
}
use of spacegraph.util.math.Tuple2f in project narchy by automenta.
the class Polygon method centroid.
/**
* @return Vrati tazisko polygonu.
*/
public Tuple2f centroid() {
// centroid
Tuple2f C = new v2();
double m = 0;
// pomocne vektor pre medzivypocet
Tuple2f g = new v2();
for (int i = 0, j = 1; i != count; i = j, j++) {
Tuple2f b1 = get(i);
Tuple2f b2 = get(j == count ? 0 : j);
float s = Tuple2f.cross(b1, b2);
m += s;
g.set(b1);
g.added(b2);
g.scaled(s);
C.added(g);
}
C.scaled((float) (1 / (3 * m)));
return C;
}
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