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SolidManager.java
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SolidManager.java
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/*
This file is part of Splatinoia: Build To Survive.
Splatinoia: Build To Survive is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Splatinoia: Build To Survive is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Splatinoia: Build To Survive. If not, see <http://www.gnu.org/licenses/>.
Copyright 2012 Christopher Greeley
*/
import java.util.ArrayDeque;
import java.util.concurrent.atomic.AtomicReference;
/**
*
* @author christophergreeley
*/
//TODO: Fill all of this in!//
public abstract class SolidManager
{
private static final float COLLISION_VECTOR_SCALER = 32;
private static final float GRAVITY = 5;
private static final int PHYSICS_TIME = 20;
private static final int LEFT = ( - 1 );
private static final int RIGHT = 1;
private static final int MIDDLE = 3;
public static final XYZ NO_COLLISION = new XYZ( GameObject.NO_COLLISION_ON_AXIS,
GameObject.NO_COLLISION_ON_AXIS, GameObject.NO_COLLISION_ON_AXIS );
private static ArrayDeque< Pair > collisionPairs;
//Interface.//
public static final void ProcessSolids()
{
collisionPairs = new ArrayDeque< Pair >();
DetectCollisions();
SimulatePhysics();
}
private static final void DetectCollisions()
{
//n^2, fix?//
int size = GameObject.gameObjects.size();
for( int i = 0; i < size; ++i )
{
for( int j = 0; j < size; ++j )
{
if( j != i && GameObject.gameObjects.get( j ).GetCollidable() == true &&
GameObject.gameObjects.get( i ).GetCollidable() == true )
{
XYZ result = DetectCollision( GameObject.gameObjects.get( i ),
GameObject.gameObjects.get( j ) );
if( result.GetX() != NO_COLLISION.GetX() && result.GetY() != NO_COLLISION.GetY() )
{
collisionPairs.add( new Pair( i, j ) );
GameObject.gameObjects.get( j ).SetColliding( result );
GameObject.gameObjects.get( j ).SetPhysics( PHYSICS_TIME );
}
}
}
}
}
private static int DetectOnAxis( float aLength, float bLength, float aPosition, float bPosition )
{
if( aPosition + aLength < bPosition + bLength &&
bPosition < aPosition + aLength )
return LEFT;
else if( aPosition < bPosition + bLength &&
bPosition < aPosition )
return RIGHT;
else if( bPosition < ( aLength + aPosition ) && bPosition > aPosition )
return MIDDLE;
return 0;
}
private static final XYZ DetectCollision( GameObject firstCanidate, GameObject secondCanidate )
{
int xDetect = 0;
int yDetect = 0;
XYZ constructing = new XYZ();
constructing.SetX( NO_COLLISION.GetX() );
constructing.SetY( NO_COLLISION.GetY() );
constructing.SetZ( NO_COLLISION.GetZ() );
for( Box a : firstCanidate.GetBoxes() )
{
for( Box b : secondCanidate.GetBoxes() )
{
//Resultes are relitive to the second canidate.//
//X - axis aligned collision detection.//
xDetect = DetectOnAxis( a.GetWidth(), b.GetWidth(),
firstCanidate.GetPosition().GetX(), secondCanidate.GetPosition().GetX() );
//Y - axis aligned collision detection.//
yDetect = DetectOnAxis( a.GetHeight(), b.GetHeight(),
firstCanidate.GetPosition().GetY(), secondCanidate.GetPosition().GetY() );
if( yDetect != 0 && xDetect != 0 )
{
if( xDetect == LEFT )
constructing.SetX( GameObject.X_COLLISION_LEFT );
else
constructing.SetX( GameObject.X_COLLISION_RIGHT );
if( yDetect == LEFT )
constructing.SetY( GameObject.Y_COLLISION_UP );
else
constructing.SetY( GameObject.Y_COLLISION_DOWN );
firstCanidate.SetIdOfCollider( secondCanidate.GetID() );
secondCanidate.SetIdOfCollider( firstCanidate.GetID() );
return constructing;
}
}
}
return constructing;
}
//Simulate simple physics.//
private static final void SimulatePhysics()
{
int size = collisionPairs.size();
for( Pair i : collisionPairs )
{
SimilateGameObjectPhysics(
new AtomicReference< GameObject >( GameObject.gameObjects.get( i.indexA ) ),
new AtomicReference< GameObject >( GameObject.gameObjects.get( i.indexB ) ) );
}
for( GameObject i : GameObject.gameObjects )
SimilateDefaultGameObjectPhysics( new AtomicReference< GameObject >( i ) );
}
private static final boolean MoveOutOfBounds( AtomicReference< GameObject > a, AtomicReference< GameObject > b )
{
if( a.get().GetStatic() == false )
{
//*cough* requrement *cough*//
float[] faceMagnitudes = new float[ 4 ];
float smallest = 999999999;
int index = 0;
faceMagnitudes[ 0 ] = ( a.get().GetPosition().GetX() + a.get().GetBoxes().getFirst().GetWidth() ) - b.get().GetPosition().GetX();
faceMagnitudes[ 1 ] = ( b.get().GetPosition().GetX() + b.get().GetBoxes().getFirst().GetWidth() ) -
a.get().GetPosition().GetX();
faceMagnitudes[ 2 ] = ( a.get().GetPosition().GetY() + a.get().GetBoxes().getFirst().GetHeight() ) - b.get().GetPosition().GetY();
faceMagnitudes[ 3 ] = ( b.get().GetPosition().GetY() + b.get().GetBoxes().getFirst().GetHeight() ) -
a.get().GetPosition().GetY();
for( int i = 0; i < 4; ++i )
{
if( faceMagnitudes[ i ] < smallest ) {
smallest = faceMagnitudes[ i ];
index = i;
}
}
//Yuk, so... not abstract :-(//
if( index == 0 )
a.get().GetPosition().SetX( b.get().GetPosition().GetX() - a.get().GetBoxes().getFirst().GetWidth() );
if( index == 1 )
a.get().GetPosition().SetX( b.get().GetPosition().GetX() + b.get().GetBoxes().getFirst().GetWidth() );
if( index == 2 )
a.get().GetPosition().SetY( b.get().GetPosition().GetY() - a.get().GetBoxes().getFirst().GetHeight() );
if( index == 3 )
a.get().GetPosition().SetY( b.get().GetPosition().GetY() + b.get().GetBoxes().getFirst().GetHeight() );
return true;
}
return false;
}
private static final void SimilateDefaultGameObjectPhysics( AtomicReference< GameObject > a )
{
if( a.get().GetApplyPhysics() == true && a.get().GetStatic() == false )
{
if( a.get().GetPhysics() > 0 )
{
a.get().GetPosition().SetX( a.get().GetPosition().GetX() - a.get().IsColliding().GetX() );
a.get().GetPosition().SetY( a.get().GetPosition().GetY() - a.get().IsColliding().GetY() );
a.get().SetPhysics( a.get().GetPhysics() - 1 );
}
else
a.get().SetColliding( NO_COLLISION );
}
if( a.get().IsColliding() == NO_COLLISION && a.get().GetStatic() == false ) {
//Gravity.//
a.get().GetPosition().SetY( a.get().GetPosition().GetY() + GRAVITY );
}
//So it does not go below ground level.//
if( a.get().GetPosition().GetY() > GameObject.GROUND )
a.get().GetPosition().SetY( GameObject.GROUND - 1 );
}
private static final void SimilateGameObjectPhysics( AtomicReference< GameObject > a, AtomicReference< GameObject > b )
{
//Resolve the collision.//
if( MoveOutOfBounds( a, b ) == true ) {
//Make sure the collision does not happen twice.//
a.get().SetColliding( NO_COLLISION );
}
}
}