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Copy pathEngine.java
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204 lines (171 loc) · 8.79 KB
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import java.awt.Graphics;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.List;
import java.util.PriorityQueue;
import javax.swing.JComponent;
public class Engine extends JComponent {
private Camera camera = new Camera();
private Scene scene = Scene.getInitialScene();
private ArrayList<GameObject> waitToAdd = new ArrayList<>();
// private double accumulator = 1.0;
public void update(double dt) {
/*
accumulator += dt;
while (accumulator >= 1.0) {
physicsObjects.add(new PhysicsObject());
accumulator -= 1.0;
}
*/
List<PhysicsObject> physicsObjects = new ArrayList<>();
for (GameObject gameObject : scene.gameObjects) {
gameObject.physicsUpdate(dt);
if (gameObject instanceof PhysicsObject physicsObject) {
physicsObjects.add(physicsObject);
}
}
List<TimestampedPhysicsObject> midPhysicsObjects = new ArrayList<>();
List<PhysicsObject> finalPhysicsObjects = new ArrayList<>();
for (int i = 0; i < physicsObjects.size(); i++) {
midPhysicsObjects.add(new TimestampedPhysicsObject(physicsObjects.get(i), 0.0));
finalPhysicsObjects.add(physicsObjects.get(i).physicsStep(dt));
}
// it's 4:22 am, I do not know what the correct data structures are to keep track of this stuff
// it's probably best done with just arraylists or something
// oh well
PriorityQueue<Collision> collisionQueue = new PriorityQueue<>(5, new sortByTime());
boolean[][] collisionDected = new boolean[finalPhysicsObjects.size()-1][finalPhysicsObjects.size()];
do {
if (collisionQueue.peek() != null) {
Collision collision = collisionQueue.poll();
PhysicsObject[] collidedObjects = PhysicsObject.resolveCollision(collision);
midPhysicsObjects.set(collision.i, new TimestampedPhysicsObject(collidedObjects[0], collision.time));
midPhysicsObjects.set(collision.j, new TimestampedPhysicsObject(collidedObjects[1], collision.time));
finalPhysicsObjects.set(collision.i, midPhysicsObjects.get(collision.i).getAtTime(dt));
finalPhysicsObjects.set(collision.j, midPhysicsObjects.get(collision.j).getAtTime(dt));
}
for (int i = 0; i < physicsObjects.size()-1; i++) {
for (int j = i+1; j < physicsObjects.size(); j++) {
ArrayList<ArrayList<Integer>> currentCollidingPoints = PhysicsObject.collidingPoints(finalPhysicsObjects.get(i), finalPhysicsObjects.get(j));
ArrayList<ArrayList<Integer>> previousCollidingPoints = PhysicsObject.collidingPoints(physicsObjects.get(i), physicsObjects.get(j));
boolean currentlyColliding = currentCollidingPoints.get(0).size() > 0 || currentCollidingPoints.get(1).size() > 0;
boolean previouslyColliding = previousCollidingPoints.get(0).size() > 0 || previousCollidingPoints.get(1).size() > 0;
if (!collisionDected[i][j] && currentlyColliding && !previouslyColliding) {
collisionQueue.add(findEarlistCollision(midPhysicsObjects, i, j, dt, 0.0001));
collisionDected[i][j] = true;
}
}
}
} while (!collisionQueue.isEmpty());
for (int i = 0; i < physicsObjects.size(); i++) {
physicsObjects.get(i).combine(finalPhysicsObjects.get(i));
}
scene.gameObjects.addAll(waitToAdd);
waitToAdd = new ArrayList<>();
}
private class TimestampedPhysicsObject {
PhysicsObject object;
double time;
TimestampedPhysicsObject(PhysicsObject object, double time) {
this.object = object;
this.time = time;
}
public PhysicsObject getAtTime(double end) {
if (end - time < 0) {
try {
throw new Exception("asking TimestampedPhysicsObject to go before its time");
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
return object.physicsStep(end - time);
}
}
private class sortByTime implements Comparator<Collision> {
@Override
public int compare(Collision a, Collision b)
{
return (int)Math.signum(a.time - b.time);
}
}
private Collision findEarlistCollision(List<TimestampedPhysicsObject> midPhysicsObjects, int i, int j, double maxTime, double timeEpsilon) {
double low = Math.max(midPhysicsObjects.get(i).time, midPhysicsObjects.get(j).time);
double high = maxTime;
PhysicsObject maxFirstObject = midPhysicsObjects.get(i).getAtTime(maxTime);
PhysicsObject maxSecondObject = midPhysicsObjects.get(j).getAtTime(maxTime);
PhysicsObject iAfter = maxFirstObject;
PhysicsObject jAfter = maxSecondObject;
PhysicsObject iBefore = midPhysicsObjects.get(i).getAtTime(0);
PhysicsObject jBefore = midPhysicsObjects.get(j).getAtTime(0);
ArrayList<ArrayList<Integer>> collidingPoints = PhysicsObject.collidingPoints(maxFirstObject, maxSecondObject);
ArrayList<ArrayList<Integer>> lastCollidingPoints = collidingPoints;
ArrayList<ArrayList<Vector2>> lastCollidingCoordinates = new ArrayList<>();
lastCollidingCoordinates.add(new ArrayList<>());
for (Integer idx : lastCollidingPoints.get(0)) {
lastCollidingCoordinates.get(0).add(maxFirstObject.getPointsWorld().get(idx));
}
lastCollidingCoordinates.add(new ArrayList<>());
for (Integer idx : lastCollidingPoints.get(1)) {
lastCollidingCoordinates.get(1).add(maxSecondObject.getPointsWorld().get(idx));
}
// .5^x * maxTime <= timeEpsilon
// .5^x <= timeEpsilon/maxTime
// x <= log_1/2 (timeEpsilon/maxTime)
// x <= -log_2 timeEpsilon/maxTime
// x <= -(log(timeEpsilon/maxTime) / log(2))
for (int run = 0; run <= -Math.log(timeEpsilon/maxTime) / Math.log(2); run++) {
double middle = (low + high)/2;
PhysicsObject midFirstObject = midPhysicsObjects.get(i).getAtTime(middle);
PhysicsObject midSecondObject = midPhysicsObjects.get(j).getAtTime(middle);
collidingPoints = PhysicsObject.collidingPoints(midFirstObject, midSecondObject);
if (collidingPoints.get(0).size() > 0 || collidingPoints.get(1).size() > 0) {
lastCollidingPoints = collidingPoints;
lastCollidingCoordinates = new ArrayList<>();
lastCollidingCoordinates.add(new ArrayList<>());
for (Integer idx : lastCollidingPoints.get(0)) {
lastCollidingCoordinates.get(0).add(midFirstObject.getPointsWorld().get(idx));
}
lastCollidingCoordinates.add(new ArrayList<>());
for (Integer idx : lastCollidingPoints.get(1)) {
lastCollidingCoordinates.get(1).add(midSecondObject.getPointsWorld().get(idx));
}
iAfter = midFirstObject;
jAfter = midSecondObject;
high = middle;
} else {
iBefore = midFirstObject;
jBefore = midSecondObject;
low = middle;
}
}
for (Vector2 point : lastCollidingCoordinates.get(0)) {
waitToAdd.add(new Marker(point));
}
for (Vector2 point : lastCollidingCoordinates.get(1)) {
waitToAdd.add(new Marker(point));
}
return new Collision(i, j, low, iBefore, jBefore, iAfter, jAfter, lastCollidingPoints, lastCollidingCoordinates);
}
// private Vector2 returnOnlyPoint(ArrayList<ArrayList<Vector2>> twoLists) {
// if (twoLists.get(0).size() == 1 && twoLists.get(1).size() == 0) {
// return twoLists.get(0).get(0);
// } else if (twoLists.get(0).size() == 0 && twoLists.get(1).size() == 1) {
// return twoLists.get(1).get(0);
// }
// return null;
// }
// private ArrayList<PhysicsObject> getSteppedPhysicsObjects(List<PhysicsObject> physicsObjects, double dt) {
// ArrayList<PhysicsObject> steppedPhysicsObjects = new ArrayList<>();
// for (int i = 0; i < physicsObjects.size(); i++) {
// steppedPhysicsObjects.add(physicsObjects.get(i).physicsStep(dt));
// }
// return steppedPhysicsObjects;
// }
@Override
public void paintComponent(Graphics g) {
for (GameObject gameObject : scene.gameObjects) {
gameObject.render(g, camera);
}
}
}