本文整理汇总了Java中org.jbox2d.collision.Collision.PointState.ADD_STATE属性的典型用法代码示例。如果您正苦于以下问题:Java PointState.ADD_STATE属性的具体用法?Java PointState.ADD_STATE怎么用?Java PointState.ADD_STATE使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类org.jbox2d.collision.Collision.PointState
的用法示例。
在下文中一共展示了PointState.ADD_STATE属性的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: preSolve
public void preSolve(Contact contact, Manifold oldManifold) {
//do not change world inside here (add/remove objects)
StaticGameObject obja =(StaticGameObject)contact.m_fixtureA.m_body.m_userData;
StaticGameObject objb =(StaticGameObject)contact.m_fixtureB.m_body.m_userData;
//whether we must handle this impact, even if it was not newly added
//in this step. setting handle_impact always to true would not cause
//problems but would only lead to increased network traffic
boolean handle_impact = false;
if(obja.type == Type.Hole || objb.type == Type.Hole) {
GamePlayer player = null;
Fixture player_fixture = null;
if(obja.type == Type.Player) {
player = (GamePlayer) obja;
player_fixture = contact.m_fixtureA;
} else if(objb.type == Type.Player) {
player = (GamePlayer) objb;
player_fixture = contact.m_fixtureB;
}
if(player == null || player.m_item_type != ItemType.DontFall) {
contact.setEnabled(false);
if(player_fixture != null && player_fixture.m_userData != null) {
//at this point we must handle the impact even if this conact
//was not newly added. because the player had the DontFall
//item, but not anymore.
handle_impact = true;
player_fixture.m_userData = null;
}
} else {
//we have a player with the DontFall item: we need a flag to
//remember this: simply use m_userData and set it to !=null
player_fixture.m_userData = player_fixture;
}
} else if(obja.type == Type.Item || objb.type == Type.Item) {
contact.setEnabled(false);
}
contact.getWorldManifold(m_tmp_world_manifold);
Collision.getPointStates(m_tmp_state1, m_tmp_state2, oldManifold, contact.m_manifold);
if (m_tmp_state2[0] == PointState.ADD_STATE || handle_impact) {
if(m_impact_count >= m_impacts.length) { //need to resize
Impact[] new_impacts = new Impact[m_impacts.length*2];
for(int i=0; i<new_impacts.length; ++i)
new_impacts[i] = new Impact();
for(int i=0; i<m_impact_count; ++i)
m_impacts[i].copyTo(new_impacts[i]);
m_impacts = new_impacts;
}
Vec2 impact_point = m_tmp_world_manifold.points[0];
Vec2 normal = m_tmp_world_manifold.normal;
m_impacts[m_impact_count].obja =(StaticGameObject)contact.m_fixtureA.m_body.m_userData;
m_impacts[m_impact_count].objb =(StaticGameObject)contact.m_fixtureB.m_body.m_userData;
m_impacts[m_impact_count].impact_point.set(impact_point.x, impact_point.y);
m_impacts[m_impact_count].normal.set(normal.x, normal.y);
++m_impact_count;
}
}