| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| |
| package com.replica.replicaisland; |
| |
| /** |
| * A component to include dynamic collision volumes (such as those produced every frame from |
| * animating sprites) in the dynamic collision world. Given a set of "attack" volumes and |
| * "vulnerability" volumes (organized such that only attack vs vulnerability intersections result |
| * in valid "hits"), this component creates a bounding volume that encompasses the set and submits |
| * it to the dynamic collision system. Including this component in a game object will allow it to |
| * send and receive hits to other game objects. |
| */ |
| public class DynamicCollisionComponent extends GameComponent { |
| private FixedSizeArray<CollisionVolume> mAttackVolumes; |
| private FixedSizeArray<CollisionVolume> mVulnerabilityVolumes; |
| private SphereCollisionVolume mBoundingVolume; |
| private HitReactionComponent mHitReactionComponent; |
| |
| public DynamicCollisionComponent() { |
| super(); |
| mBoundingVolume = new SphereCollisionVolume(0.0f, 0.0f, 0.0f); |
| setPhase(ComponentPhases.FRAME_END.ordinal()); |
| reset(); |
| } |
| |
| @Override |
| public void reset() { |
| mAttackVolumes = null; |
| mVulnerabilityVolumes = null; |
| mBoundingVolume.setCenter(Vector2.ZERO); |
| mBoundingVolume.setRadius(0.0f); |
| mHitReactionComponent = null; |
| } |
| |
| @Override |
| public void update(float timeDelta, BaseObject parent) { |
| GameObjectCollisionSystem collision = sSystemRegistry.gameObjectCollisionSystem; |
| if (collision != null && mBoundingVolume.getRadius() > 0.0f) { |
| collision.registerForCollisions((GameObject)parent, mHitReactionComponent, mBoundingVolume, |
| mAttackVolumes, mVulnerabilityVolumes); |
| } |
| } |
| |
| public void setHitReactionComponent(HitReactionComponent component) { |
| mHitReactionComponent = component; |
| } |
| |
| public void setCollisionVolumes(FixedSizeArray<CollisionVolume> attackVolumes, |
| FixedSizeArray<CollisionVolume> vulnerableVolumes) { |
| if (mVulnerabilityVolumes != vulnerableVolumes || mAttackVolumes != attackVolumes) { |
| mAttackVolumes = attackVolumes; |
| mVulnerabilityVolumes = vulnerableVolumes; |
| mBoundingVolume.reset(); |
| if (mAttackVolumes != null) { |
| final int count = mAttackVolumes.getCount(); |
| for (int x = 0; x < count; x++) { |
| mBoundingVolume.growBy(mAttackVolumes.get(x)); |
| } |
| } |
| |
| if (mVulnerabilityVolumes != null) { |
| final int count = mVulnerabilityVolumes.getCount(); |
| for (int x = 0; x < count; x++) { |
| mBoundingVolume.growBy(mVulnerabilityVolumes.get(x)); |
| } |
| } |
| } |
| } |
| } |