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108 lines
3.2 KiB
108 lines
3.2 KiB
package com.trs.game;
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import com.badlogic.gdx.math.Polygon;
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public class StaticMath {
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public static double calculateAngle(int xPos1, int yPos1, int xPos2, int yPos2){
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float deltaX = xPos2 - xPos1;
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float deltaY = yPos2 - yPos1;
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double angle;
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if(deltaY == 0){
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if(deltaX < 0){
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angle = Math.PI;
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}
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else{
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angle = 0;
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}
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}
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else if(deltaX == 0 && deltaY >= 0){
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angle = Math.PI / 2;
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}
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else if(deltaX == 0 && deltaY < 0){
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angle = Math.PI / -2;
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}
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else{
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angle = Math.abs(Math.atan(deltaY / deltaX));
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if(deltaX < 0 && deltaY < 0){
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angle = Math.PI + angle;
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}
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else if(deltaX < 0 && deltaY > 0){
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angle = Math.PI - angle;
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}
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else if(deltaX > 0 && deltaY < 0){
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angle = 2*Math.PI - angle;
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}
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}
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return angle;
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}
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public static Polygon createPolygon(int xPos, int yPos, double angle, double width, double length){
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float[] points = new float[8];
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double phi = (Math.PI / 2) - Math.toRadians(angle);
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double d = Math.sin(phi) * width;
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double e = Math.cos(phi) * width;
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double f = Math.sin(Math.toRadians(angle)) * length;
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double g = Math.cos(Math.toRadians(angle)) * length;
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points[0] = xPos;
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points[1] = yPos;
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points[2] = points[0] + (float) e;
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points[3] = points[1] - (float) d;
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points[4] = points[2] + (float) g;
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points[5] = points[3] + (float) f;
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points[6] = points[4] - (float) e;
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points[7] = points[5] + (float) d;
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return new Polygon(points);
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}
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public static Polygon[] createCollisionPolygons(Polygon wall){
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Polygon[] collisionPolygons = new Polygon[4];
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// first line of polygon
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float[] newVertices = wall.getVertices();
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// last four coordinates are all incremented by one, so the polygon is 1 width polygon
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for(int i = 4; i < 8; i++){
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newVertices[i] = newVertices[i-4] + 1;
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}
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collisionPolygons[0] = new Polygon(newVertices);
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// third line of polygon
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newVertices = wall.getVertices();
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// last four coordinates are all decremented by one, so the polygon is 1 width polygon
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for(int i = 4; i < 8; i++){
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newVertices[i-4] = newVertices[i] - 1;
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}
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collisionPolygons[2] = new Polygon(newVertices);
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// second line of polygon
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newVertices = wall.getVertices();
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newVertices[0] = newVertices[2];
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newVertices[1] = newVertices[3] + 1;
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newVertices[6] = newVertices[4];
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newVertices[7] = newVertices[5] + 1;
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collisionPolygons[1] = new Polygon(newVertices);
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// fourth line of polygon
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newVertices = wall.getVertices();
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newVertices[2] = newVertices[0];
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newVertices[3] = newVertices[1] - 1;
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newVertices[4] = newVertices[6];
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newVertices[5] = newVertices[7] - 1;
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collisionPolygons[3] = new Polygon(newVertices);
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return collisionPolygons;
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}
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}
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