• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2010 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 
18 package com.replica.replicaisland;
19 
20 /**
21  * A component to include dynamic collision volumes (such as those produced every frame from
22  * animating sprites) in the dynamic collision world.  Given a set of "attack" volumes and
23  * "vulnerability" volumes (organized such that only attack vs vulnerability intersections result
24  * in valid "hits"), this component creates a bounding volume that encompasses the set and submits
25  * it to the dynamic collision system.  Including this component in a game object will allow it to
26  * send and receive hits to other game objects.
27  */
28 public class DynamicCollisionComponent extends GameComponent {
29     private FixedSizeArray<CollisionVolume> mAttackVolumes;
30     private FixedSizeArray<CollisionVolume> mVulnerabilityVolumes;
31     private SphereCollisionVolume mBoundingVolume;
32     private HitReactionComponent mHitReactionComponent;
33 
DynamicCollisionComponent()34     public DynamicCollisionComponent() {
35         super();
36         mBoundingVolume = new SphereCollisionVolume(0.0f, 0.0f, 0.0f);
37         setPhase(ComponentPhases.FRAME_END.ordinal());
38         reset();
39     }
40 
41     @Override
reset()42     public void reset() {
43        mAttackVolumes = null;
44        mVulnerabilityVolumes = null;
45        mBoundingVolume.setCenter(Vector2.ZERO);
46        mBoundingVolume.setRadius(0.0f);
47        mHitReactionComponent = null;
48     }
49 
50     @Override
update(float timeDelta, BaseObject parent)51     public void update(float timeDelta, BaseObject parent) {
52         GameObjectCollisionSystem collision = sSystemRegistry.gameObjectCollisionSystem;
53         if (collision != null && mBoundingVolume.getRadius() > 0.0f) {
54             collision.registerForCollisions((GameObject)parent, mHitReactionComponent, mBoundingVolume,
55                     mAttackVolumes, mVulnerabilityVolumes);
56         }
57     }
58 
setHitReactionComponent(HitReactionComponent component)59     public void setHitReactionComponent(HitReactionComponent component) {
60         mHitReactionComponent = component;
61     }
62 
setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes, FixedSizeArray<CollisionVolume> vulnerableVolumes)63     public void setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes,
64             FixedSizeArray<CollisionVolume> vulnerableVolumes) {
65         if (mVulnerabilityVolumes != vulnerableVolumes || mAttackVolumes != attackVolumes) {
66             mAttackVolumes = attackVolumes;
67             mVulnerabilityVolumes = vulnerableVolumes;
68             mBoundingVolume.reset();
69             if (mAttackVolumes != null) {
70                final int count = mAttackVolumes.getCount();
71                for (int x = 0; x < count; x++) {
72                    mBoundingVolume.growBy(mAttackVolumes.get(x));
73                }
74             }
75 
76             if (mVulnerabilityVolumes != null) {
77                 final int count = mVulnerabilityVolumes.getCount();
78                 for (int x = 0; x < count; x++) {
79                     mBoundingVolume.growBy(mVulnerabilityVolumes.get(x));
80                 }
81              }
82         }
83     }
84 }
85