1*5eae8ebbSCole Faust /* 2*5eae8ebbSCole Faust * Copyright (C) 2010 The Android Open Source Project 3*5eae8ebbSCole Faust * 4*5eae8ebbSCole Faust * Licensed under the Apache License, Version 2.0 (the "License"); 5*5eae8ebbSCole Faust * you may not use this file except in compliance with the License. 6*5eae8ebbSCole Faust * You may obtain a copy of the License at 7*5eae8ebbSCole Faust * 8*5eae8ebbSCole Faust * http://www.apache.org/licenses/LICENSE-2.0 9*5eae8ebbSCole Faust * 10*5eae8ebbSCole Faust * Unless required by applicable law or agreed to in writing, software 11*5eae8ebbSCole Faust * distributed under the License is distributed on an "AS IS" BASIS, 12*5eae8ebbSCole Faust * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*5eae8ebbSCole Faust * See the License for the specific language governing permissions and 14*5eae8ebbSCole Faust * limitations under the License. 15*5eae8ebbSCole Faust */ 16*5eae8ebbSCole Faust 17*5eae8ebbSCole Faust 18*5eae8ebbSCole Faust package com.replica.replicaisland; 19*5eae8ebbSCole Faust 20*5eae8ebbSCole Faust /** 21*5eae8ebbSCole Faust * A component to include dynamic collision volumes (such as those produced every frame from 22*5eae8ebbSCole Faust * animating sprites) in the dynamic collision world. Given a set of "attack" volumes and 23*5eae8ebbSCole Faust * "vulnerability" volumes (organized such that only attack vs vulnerability intersections result 24*5eae8ebbSCole Faust * in valid "hits"), this component creates a bounding volume that encompasses the set and submits 25*5eae8ebbSCole Faust * it to the dynamic collision system. Including this component in a game object will allow it to 26*5eae8ebbSCole Faust * send and receive hits to other game objects. 27*5eae8ebbSCole Faust */ 28*5eae8ebbSCole Faust public class DynamicCollisionComponent extends GameComponent { 29*5eae8ebbSCole Faust private FixedSizeArray<CollisionVolume> mAttackVolumes; 30*5eae8ebbSCole Faust private FixedSizeArray<CollisionVolume> mVulnerabilityVolumes; 31*5eae8ebbSCole Faust private SphereCollisionVolume mBoundingVolume; 32*5eae8ebbSCole Faust private HitReactionComponent mHitReactionComponent; 33*5eae8ebbSCole Faust DynamicCollisionComponent()34*5eae8ebbSCole Faust public DynamicCollisionComponent() { 35*5eae8ebbSCole Faust super(); 36*5eae8ebbSCole Faust mBoundingVolume = new SphereCollisionVolume(0.0f, 0.0f, 0.0f); 37*5eae8ebbSCole Faust setPhase(ComponentPhases.FRAME_END.ordinal()); 38*5eae8ebbSCole Faust reset(); 39*5eae8ebbSCole Faust } 40*5eae8ebbSCole Faust 41*5eae8ebbSCole Faust @Override reset()42*5eae8ebbSCole Faust public void reset() { 43*5eae8ebbSCole Faust mAttackVolumes = null; 44*5eae8ebbSCole Faust mVulnerabilityVolumes = null; 45*5eae8ebbSCole Faust mBoundingVolume.setCenter(Vector2.ZERO); 46*5eae8ebbSCole Faust mBoundingVolume.setRadius(0.0f); 47*5eae8ebbSCole Faust mHitReactionComponent = null; 48*5eae8ebbSCole Faust } 49*5eae8ebbSCole Faust 50*5eae8ebbSCole Faust @Override update(float timeDelta, BaseObject parent)51*5eae8ebbSCole Faust public void update(float timeDelta, BaseObject parent) { 52*5eae8ebbSCole Faust GameObjectCollisionSystem collision = sSystemRegistry.gameObjectCollisionSystem; 53*5eae8ebbSCole Faust if (collision != null && mBoundingVolume.getRadius() > 0.0f) { 54*5eae8ebbSCole Faust collision.registerForCollisions((GameObject)parent, mHitReactionComponent, mBoundingVolume, 55*5eae8ebbSCole Faust mAttackVolumes, mVulnerabilityVolumes); 56*5eae8ebbSCole Faust } 57*5eae8ebbSCole Faust } 58*5eae8ebbSCole Faust setHitReactionComponent(HitReactionComponent component)59*5eae8ebbSCole Faust public void setHitReactionComponent(HitReactionComponent component) { 60*5eae8ebbSCole Faust mHitReactionComponent = component; 61*5eae8ebbSCole Faust } 62*5eae8ebbSCole Faust setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes, FixedSizeArray<CollisionVolume> vulnerableVolumes)63*5eae8ebbSCole Faust public void setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes, 64*5eae8ebbSCole Faust FixedSizeArray<CollisionVolume> vulnerableVolumes) { 65*5eae8ebbSCole Faust if (mVulnerabilityVolumes != vulnerableVolumes || mAttackVolumes != attackVolumes) { 66*5eae8ebbSCole Faust mAttackVolumes = attackVolumes; 67*5eae8ebbSCole Faust mVulnerabilityVolumes = vulnerableVolumes; 68*5eae8ebbSCole Faust mBoundingVolume.reset(); 69*5eae8ebbSCole Faust if (mAttackVolumes != null) { 70*5eae8ebbSCole Faust final int count = mAttackVolumes.getCount(); 71*5eae8ebbSCole Faust for (int x = 0; x < count; x++) { 72*5eae8ebbSCole Faust mBoundingVolume.growBy(mAttackVolumes.get(x)); 73*5eae8ebbSCole Faust } 74*5eae8ebbSCole Faust } 75*5eae8ebbSCole Faust 76*5eae8ebbSCole Faust if (mVulnerabilityVolumes != null) { 77*5eae8ebbSCole Faust final int count = mVulnerabilityVolumes.getCount(); 78*5eae8ebbSCole Faust for (int x = 0; x < count; x++) { 79*5eae8ebbSCole Faust mBoundingVolume.growBy(mVulnerabilityVolumes.get(x)); 80*5eae8ebbSCole Faust } 81*5eae8ebbSCole Faust } 82*5eae8ebbSCole Faust } 83*5eae8ebbSCole Faust } 84*5eae8ebbSCole Faust } 85