package org.andengine.util.algorithm.collision; import org.andengine.opengl.util.VertexUtils; import org.andengine.util.Constants; /** * (c) 2010 Nicolas Gramlich * (c) 2011 Zynga Inc. * * @author Nicolas Gramlich * @since 11:50:19 - 11.03.2010 */ public class ShapeCollisionChecker extends BaseCollisionChecker { // =========================================================== // Constants // =========================================================== // =========================================================== // Fields // =========================================================== // =========================================================== // Constructors // =========================================================== // =========================================================== // Getter & Setter // =========================================================== // =========================================================== // Methods for/from SuperClass/Interfaces // =========================================================== // =========================================================== // Methods // =========================================================== /** * Calls through to {@link ShapeCollisionChecker#checkCollisionSub(float[], int, int, int, int, int, float[], int, int, int, int)} with the default parameters internally used by different AndEngine primitives. * @param pVerticesA * @param pVertexCountA the number of vertices in pVerticesA * @param pVerticesB * @param pVertexCountB the number of vertices in pVerticesB * @return */ public static boolean checkCollision(final float[] pVerticesA, final int pVertexCountA, final float[] pVerticesB, final int pVertexCountB) { return ShapeCollisionChecker.checkCollision(pVerticesA, pVertexCountA, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2, pVerticesB, pVertexCountB, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2); } /** * @param pVerticesA * @param pVertexCountA the number of vertices in pVerticesA * @param pVertexOffsetXA * @param pVertexOffsetYA * @param pVertexStrideA * @param pVerticesB * @param pVertexCountB the number of vertices in pVerticesB * @param pVertexOffsetXB * @param pVertexOffsetYB * @param pVertexStrideB * @return */ public static boolean checkCollision(final float[] pVerticesA, final int pVertexCountA, final int pVertexOffsetXA, final int pVertexOffsetYA, final int pVertexStrideA, final float[] pVerticesB, final int pVertexCountB, final int pVertexOffsetXB, final int pVertexOffsetYB, final int pVertexStrideB) { /* Check all the lines of A ... */ for(int a = pVertexCountA - 2; a >= 0; a--) { /* ... against all lines in B. */ if(ShapeCollisionChecker.checkCollisionSub(pVerticesA, pVertexOffsetXA, pVertexOffsetYA, pVertexStrideA, a, a + 1, pVerticesB, pVertexCountB, pVertexOffsetXB, pVertexOffsetYB, pVertexStrideB)){ return true; } } /* Also check the 'around the corner of the array' line of A against all lines in B. */ if(ShapeCollisionChecker.checkCollisionSub(pVerticesA, pVertexOffsetXA, pVertexOffsetYA, pVertexStrideA, pVertexCountA - 1, 0, pVerticesB, pVertexCountB, pVertexOffsetXB, pVertexOffsetYB, pVertexStrideB)){ return true; } else { /* At last check if one polygon 'contains' the other one by checking * if one vertex of the one vertices is contained by all of the other vertices. */ if(ShapeCollisionChecker.checkContains(pVerticesA, pVertexCountA, VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, 0), VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, 0))) { return true; } else if(ShapeCollisionChecker.checkContains(pVerticesB, pVertexCountB, VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, 0), VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, 0))) { return true; } else { return false; } } } /** * Checks line specified by <code>pVertexIndexA1</code> and <code>pVertexIndexA2</code> in <code>pVerticesA</code> against all lines in <code>pVerticesB</code>. * * @param pVerticesA * @param pVertexOffsetXA * @param pVertexOffsetYA * @param pVertexStrideA * @param pVertexIndexA1 the first point of the line in pVerticesA * @param pVertexIndexA2 the second point of the line in pVerticesA * @param pVerticesB * @param pVertexCountB the number of vertices in pVerticesB * @param pVertexOffsetXB * @param pVertexOffsetYB * @param pVertexStrideB * @return */ private static boolean checkCollisionSub(final float[] pVerticesA, final int pVertexOffsetXA, final int pVertexOffsetYA, final int pVertexStrideA, final int pVertexIndexA1, final int pVertexIndexA2, final float[] pVerticesB, final int pVertexCountB, final int pVertexOffsetXB, final int pVertexOffsetYB, final int pVertexStrideB) { /* Check against all the lines of B. */ final float vertexA1X = VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, pVertexIndexA1); final float vertexA1Y = VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, pVertexIndexA1); final float vertexA2X = VertexUtils.getVertex(pVerticesA, pVertexOffsetXA, pVertexStrideA, pVertexIndexA2); final float vertexA2Y = VertexUtils.getVertex(pVerticesA, pVertexOffsetYA, pVertexStrideA, pVertexIndexA2); for(int b = pVertexCountB - 2; b >= 0; b--) { final float vertexB1X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, b); final float vertexB1Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, b); final float vertexB2X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, b + 1); final float vertexB2Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, b + 1); if(LineCollisionChecker.checkLineCollision(vertexA1X, vertexA1Y, vertexA2X, vertexA2Y, vertexB1X, vertexB1Y, vertexB2X, vertexB2Y)){ return true; } } /* Also check the 'around the corner of the array' line of B. */ final float vertexB1X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, pVertexCountB - 1); final float vertexB1Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, pVertexCountB - 1); final float vertexB2X = VertexUtils.getVertex(pVerticesB, pVertexOffsetXB, pVertexStrideB, 0); final float vertexB2Y = VertexUtils.getVertex(pVerticesB, pVertexOffsetYB, pVertexStrideB, 0); if(LineCollisionChecker.checkLineCollision(vertexA1X, vertexA1Y, vertexA2X, vertexA2Y, vertexB1X, vertexB1Y, vertexB2X, vertexB2Y)){ return true; } return false; } /** * Calls through to {@link ShapeCollisionChecker#checkContains(float[], int, int, int, int, float, float)} with the default parameters internally used by different AndEngine primitives. * * @param pVertices * @param pVertexCount the number of vertices in pVertices * @param pX * @param pY * @return */ public static boolean checkContains(final float[] pVertices, final int pVertexCount, final float pX, final float pY) { return ShapeCollisionChecker.checkContains(pVertices, pVertexCount, Constants.VERTEX_INDEX_X, Constants.VERTEX_INDEX_Y, 2, pX, pY); } /** * Works with complex polygons! * * @see http://alienryderflex.com/polygon/ * * @param pVertices * @param pVertexCount the number of vertices in pVertices * @param pVertexOffsetX * @param pVertexOffsetY * @param pVertexStride * @param pX * @param pY * @return <code>true</code> when the point defined by <code>(pX, pY)</code> is inside the polygon defined by <code>pVertices</code>, <code>false</code>. If the point is exactly on the edge of the polygon, the result can be <code>true</code> or <code>false</code>. */ public static boolean checkContains(final float[] pVertices, final int pVertexCount, final int pVertexOffsetX, final int pVertexOffsetY, final int pVertexStride, final float pX, final float pY) { boolean odd = false; int j = pVertexCount - 1; for(int i = 0; i < pVertexCount; i++) { final float vertexXI = VertexUtils.getVertex(pVertices, pVertexOffsetX, pVertexStride, i); final float vertexYI = VertexUtils.getVertex(pVertices, pVertexOffsetY, pVertexStride, i); final float vertexXJ = VertexUtils.getVertex(pVertices, pVertexOffsetX, pVertexStride, j); final float vertexYJ = VertexUtils.getVertex(pVertices, pVertexOffsetY, pVertexStride, j); if((((vertexYI < pY) && (vertexYJ >= pY)) || ((vertexYJ < pY) && (vertexYI >= pY))) && ((vertexXI <= pX) || (vertexXJ <= pX))) { odd ^= ((vertexXI + (((pY - vertexYI) / (vertexYJ - vertexYI)) * (vertexXJ - vertexXI))) < pX); } j = i; } return odd; } // =========================================================== // Inner and Anonymous Classes // =========================================================== }