本文整理汇总了Java中org.jbox2d.collision.Collision类的典型用法代码示例。如果您正苦于以下问题:Java Collision类的具体用法?Java Collision怎么用?Java Collision使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Collision类属于org.jbox2d.collision包,在下文中一共展示了Collision类的15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: DefaultWorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public DefaultWorldPool(int argSize, int argContainerSize) {
vecs = new OrderedStack<Vec2>(argSize, argContainerSize) {
protected Vec2 newInstance() { return new Vec2(); }
};
vec3s = new OrderedStack<Vec3>(argSize, argContainerSize) {
protected Vec3 newInstance() { return new Vec3(); }
};
mats = new OrderedStack<Mat22>(argSize, argContainerSize) {
protected Mat22 newInstance() { return new Mat22(); }
};
aabbs = new OrderedStack<AABB>(argSize, argContainerSize) {
protected AABB newInstance() { return new AABB(); }
};
rots = new OrderedStack<Rot>(argSize, argContainerSize) {
protected Rot newInstance() { return new Rot(); }
};
mat33s = new OrderedStack<Mat33>(argSize, argContainerSize) {
protected Mat33 newInstance() { return new Mat33(); }
};
dist = new Distance();
collision = new Collision(this);
toi = new TimeOfImpact(this);
}
示例2: preSolve
import org.jbox2d.collision.Collision; //导入依赖的package包/类
/**
* @see org.jbox2d.callbacks.ContactListener#preSolve(org.jbox2d.dynamics.contacts.Contact, org.jbox2d.collision.Manifold)
*/
public void preSolve(Contact contact, Manifold oldManifold) {
Manifold manifold = contact.getManifold();
if(manifold.pointCount == 0){
return;
}
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Collision.getPointStates(state1, state2, oldManifold, manifold);
contact.getWorldManifold(worldManifold);
for(int i=0; i<manifold.pointCount && m_pointCount < MAX_CONTACT_POINTS; i++){
ContactPoint cp = points[m_pointCount];
cp.fixtureA = fixtureA;
cp.fixtureB = fixtureB;
cp.position.set(worldManifold.points[i]);
cp.normal.set(worldManifold.normal);
cp.state = state2[i];
++m_pointCount;
}
}
示例3: DefaultWorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public DefaultWorldPool(int argSize, int argContainerSize) {
vecs = new OrderedStack<Vector2>(argSize, argContainerSize) {
protected Vector2 newInstance() { return new Vector2(); }
};
vec3s = new OrderedStack<Vector3>(argSize, argContainerSize) {
protected Vector3 newInstance() { return new Vector3(); }
};
mats = new OrderedStack<Mat22>(argSize, argContainerSize) {
protected Mat22 newInstance() { return new Mat22(); }
};
aabbs = new OrderedStack<AABB>(argSize, argContainerSize) {
protected AABB newInstance() { return new AABB(); }
};
rots = new OrderedStack<Rot>(argSize, argContainerSize) {
protected Rot newInstance() { return new Rot(); }
};
mat33s = new OrderedStack<Mat33>(argSize, argContainerSize) {
protected Mat33 newInstance() { return new Mat33(); }
};
dist = new Distance();
collision = new Collision(this);
toi = new TimeOfImpact(this);
}
示例4: preSolve
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public void preSolve(Contact contact, Manifold oldManifold) {
Manifold manifold = contact.getManifold();
if (manifold.pointCount == 0) {
return;
}
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Collision.getPointStates(state1, state2, oldManifold, manifold);
contact.getWorldManifold(worldManifold);
for (int i = 0; i < manifold.pointCount && pointCount < MAX_CONTACT_POINTS; i++) {
ContactPoint cp = points[pointCount];
cp.fixtureA = fixtureA;
cp.fixtureB = fixtureB;
cp.position.set(worldManifold.points[i]);
cp.normal.set(worldManifold.normal);
cp.state = state2[i];
cp.normalImpulse = manifold.points[i].normalImpulse;
cp.tangentImpulse = manifold.points[i].tangentImpulse;
++pointCount;
}
}
示例5: preSolve
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public void preSolve(Contact contact, Manifold oldManifold) {
Manifold manifold = contact.getManifold();
if (manifold.pointCount == 0) {
return;
}
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Collision.getPointStates(state1, state2, oldManifold, manifold);
contact.getWorldManifold(worldManifold);
for (int i = 0; i < manifold.pointCount
&& pointCount < MAX_CONTACT_POINTS; i++) {
ContactPoint cp = points[pointCount];
cp.fixtureA = fixtureA;
cp.fixtureB = fixtureB;
cp.position.set(worldManifold.points[i]);
cp.normal.set(worldManifold.normal);
cp.state = state2[i];
++pointCount;
}
}
示例6: WorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public WorldPool(int argSize, int argContainerSize){
vecs = new OrderedStack<Vec2>(Vec2.class, argSize, argContainerSize);
vec3s = new OrderedStack<Vec3>(Vec3.class, argSize, argContainerSize);
mats = new OrderedStack<Mat22>(Mat22.class, argSize, argContainerSize);
aabbs = new OrderedStack<AABB>(AABB.class, argSize, argContainerSize);
dist = new Distance();
collision = new Collision(this);
toi = new TimeOfImpact(this);
}
示例7: WorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public WorldPool(int argSize){
vecs = new PoolingStackVec2(argSize);
vec3s = new PoolingStackVec3(argSize);
mats = new PoolingStackMat22(argSize);
aabbs = new PoolingStackAABB(argSize);
dist = new Distance();
collision = new Collision(this);
toi = new TimeOfImpact(this);
}
示例8: preSolve
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public void preSolve(Contact contact, Manifold oldManifold) {
Manifold manifold = contact.getManifold();
if (manifold.pointCount == 0) {
return;
}
Fixture fixtureA = contact.getFixtureA();
Fixture fixtureB = contact.getFixtureB();
Collision.getPointStates(state1, state2, oldManifold, manifold);
contact.getWorldManifold(worldManifold);
for (int i = 0; i < manifold.pointCount && pointCount < MAX_CONTACT_POINTS; i++) {
ContactPoint cp = points[pointCount];
cp.fixtureA = fixtureA;
cp.fixtureB = fixtureB;
cp.position.set(worldManifold.points[i]);
cp.normal.set(worldManifold.normal);
cp.state = state2[i];
cp.normalImpulse = manifold.points[i].normalImpulse;
cp.tangentImpulse = manifold.points[i].tangentImpulse;
cp.separation = worldManifold.separations[i];
++pointCount;
}
}
示例9: WorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public WorldPool(int argSize)
{
vecs= new PoolingStackVec2(argSize);
vec3s= new PoolingStackVec3(argSize);
mats= new PoolingStackMat22(argSize);
aabbs= new PoolingStackAABB(argSize);
dist= new Distance();
collision= new Collision(this);
toi= new TimeOfImpact(this);
}
示例10: DefaultWorldPool
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public DefaultWorldPool(int argSize, int argContainerSize) {
vecs = new OrderedStack<Vec2>(Vec2.class, argSize, argContainerSize);
vec3s = new OrderedStack<Vec3>(Vec3.class, argSize, argContainerSize);
mats = new OrderedStack<Mat22>(Mat22.class, argSize, argContainerSize);
aabbs = new OrderedStack<AABB>(AABB.class, argSize, argContainerSize);
dist = new Distance();
collision = new Collision(this);
toi = new TimeOfImpact(this);
}
示例11: getCollision
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public final Collision getCollision() {
return collision;
}
示例12: testCollision
import org.jbox2d.collision.Collision; //导入依赖的package包/类
@Test
public void testCollision() {
Collision theCollision = new Collision(null);
}
示例13: getCollision
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public final Collision getCollision(){
return collision;
}
示例14: getCollision
import org.jbox2d.collision.Collision; //导入依赖的package包/类
public Collision getCollision()
{
return collision;
}
示例15: preSolve
import org.jbox2d.collision.Collision; //导入依赖的package包/类
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;
}
}