Example #1
0
  public int acceptEnergy(int offeredAmount) {
    if (BlockUtils.isUnbreakableBlock(world, x, y, z)) {
      hasFailed = true;
      return 0;
    }

    energyRequired = BlockUtils.computeBlockBreakEnergy(world, x, y, z);

    int usedAmount =
        MathUtils.clamp(offeredAmount, 0, Math.max(0, energyRequired - energyAccepted));
    energyAccepted += usedAmount;

    if (energyAccepted >= energyRequired) {
      world.destroyBlockInWorldPartially(minerId, x, y, z, -1);

      hasMined = true;

      Block block = world.getBlock(x, y, z);
      int meta = world.getBlockMetadata(x, y, z);

      BlockEvent.BreakEvent breakEvent =
          new BlockEvent.BreakEvent(
              x,
              y,
              z,
              world,
              block,
              meta,
              CoreProxy.proxy.getBuildCraftPlayer((WorldServer) world).get());
      MinecraftForge.EVENT_BUS.post(breakEvent);

      if (!breakEvent.isCanceled()) {
        List<ItemStack> stacks = BlockUtils.getItemStackFromBlock((WorldServer) world, x, y, z);

        if (stacks != null) {
          for (ItemStack s : stacks) {
            if (s != null) {
              mineStack(s);
            }
          }
        }

        world.playAuxSFXAtEntity(null, 2001, x, y, z, Block.getIdFromBlock(block) + (meta << 12));

        world.setBlockToAir(x, y, z);
      } else {
        hasFailed = true;
      }
    } else {
      world.destroyBlockInWorldPartially(
          minerId,
          x,
          y,
          z,
          MathUtils.clamp((int) Math.floor(energyAccepted * 10 / energyRequired), 0, 9));
    }
    return usedAmount;
  }
  public int acceptEnergy(int offeredAmount) {
    energyRequired = BlockUtils.computeBlockBreakEnergy(world, x, y, z);

    int usedAmount =
        MathUtils.clamp(offeredAmount, 0, Math.max(0, energyRequired - energyAccepted));
    energyAccepted += usedAmount;

    if (energyAccepted >= energyRequired) {
      world.destroyBlockInWorldPartially(minerId, x, y, z, -1);

      hasMined = true;

      Block block = world.getBlock(x, y, z);
      int meta = world.getBlockMetadata(x, y, z);

      /* TODO gamerforEA code replace, old code:
      BlockEvent.BreakEvent breakEvent = new BlockEvent.BreakEvent(x, y, z, world, block, meta, CoreProxy.proxy.getBuildCraftPlayer((WorldServer) world).get());
      MinecraftForge.EVENT_BUS.post(breakEvent);

      if (!breakEvent.isCanceled())*/
      EntityPlayer player =
          this.owner instanceof TileBuildCraft
              ? ((TileBuildCraft) this.owner).getOwnerFake()
              : CoreProxy.proxy.getBuildCraftPlayer((WorldServer) world).get();
      if (!FakePlayerUtils.cantBreak(player, x, y, z))
      // TODO gamerforEA code end
      {
        List<ItemStack> stacks = BlockUtils.getItemStackFromBlock((WorldServer) world, x, y, z);

        if (stacks != null) {
          for (ItemStack s : stacks) {
            if (s != null) {
              mineStack(s);
            }
          }
        }

        world.playAuxSFXAtEntity(null, 2001, x, y, z, Block.getIdFromBlock(block) + (meta << 12));

        Utils.preDestroyBlock(world, x, y, z);
        world.setBlockToAir(x, y, z);
      } else {
        hasFailed = true;
      }
    } else {
      world.destroyBlockInWorldPartially(
          minerId,
          x,
          y,
          z,
          MathUtils.clamp((int) Math.floor(energyAccepted * 10 / energyRequired), 0, 9));
    }
    return usedAmount;
  }
Example #3
0
  public void solve(TimeStep step, Vec2 gravity, boolean correctPositions, boolean allowSleep) {
    // Integrate velocities and apply damping.
    for (int i = 0; i < m_bodyCount; ++i) {
      Body b = m_bodies[i];

      if (b.isStatic()) continue;

      // Integrate velocities.
      b.m_linearVelocity.x += step.dt * (gravity.x + b.m_invMass * b.m_force.x);
      b.m_linearVelocity.y += step.dt * (gravity.y + b.m_invMass * b.m_force.y);
      b.m_angularVelocity += step.dt * b.m_invI * b.m_torque;

      // Reset forces.
      b.m_force.set(0.0f, 0.0f);
      b.m_torque = 0.0f;

      // Apply damping.
      // ODE: dv/dt + c * v = 0
      // Solution: v(t) = v0 * exp(-c * t)
      // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v *
      // exp(-c * dt)
      // v2 = exp(-c * dt) * v1
      // Taylor expansion:
      // v2 = (1.0f - c * dt) * v1
      b.m_linearVelocity.mulLocal(MathUtils.clamp(1.0f - step.dt * b.m_linearDamping, 0.0f, 1.0f));
      b.m_angularVelocity *= MathUtils.clamp(1.0f - step.dt * b.m_angularDamping, 0.0f, 1.0f);

      // Check for large velocities.
      if (Vec2.dot(b.m_linearVelocity, b.m_linearVelocity) > Settings.maxLinearVelocitySquared) {
        b.m_linearVelocity.normalize();
        b.m_linearVelocity.mulLocal(Settings.maxLinearVelocity);
      }

      if (b.m_angularVelocity * b.m_angularVelocity > Settings.maxAngularVelocitySquared) {
        if (b.m_angularVelocity < 0.0f) {
          b.m_angularVelocity = -Settings.maxAngularVelocity;
        } else {
          b.m_angularVelocity = Settings.maxAngularVelocity;
        }
      }
    }

    ContactSolver contactSolver = new ContactSolver(step, m_contacts, m_contactCount);

    // Initialize velocity constraints.
    contactSolver.initVelocityConstraints(step);

    for (int i = 0; i < m_jointCount; ++i) {
      m_joints[i].initVelocityConstraints(step);
    }

    // Solve velocity constraints.
    for (int i = 0; i < step.maxIterations; ++i) {
      contactSolver.solveVelocityConstraints();

      for (int j = 0; j < m_jointCount; ++j) {
        m_joints[j].solveVelocityConstraints(step);
      }
    }

    // Post-solve (store impulses for warm starting).
    contactSolver.finalizeVelocityConstraints();

    // Integrate positions.
    for (int i = 0; i < m_bodyCount; ++i) {
      Body b = m_bodies[i];

      if (b.isStatic()) continue;

      // Store positions for continuous collision.
      b.m_sweep.c0.set(b.m_sweep.c);
      b.m_sweep.a0 = b.m_sweep.a;

      // Integrate
      b.m_sweep.c.x += step.dt * b.m_linearVelocity.x;
      b.m_sweep.c.y += step.dt * b.m_linearVelocity.y;
      b.m_sweep.a += step.dt * b.m_angularVelocity;

      // Compute new transform
      b.synchronizeTransform();

      // Note: shapes are synchronized later.
    }

    if (correctPositions) {
      // Initialize position constraints.
      // Contacts don't need initialization.
      for (int i = 0; i < m_jointCount; ++i) {
        m_joints[i].initPositionConstraints();
      }

      // Iterate over constraints.
      for (m_positionIterationCount = 0;
          m_positionIterationCount < step.maxIterations;
          ++m_positionIterationCount) {
        boolean contactsOkay = contactSolver.solvePositionConstraints(Settings.contactBaumgarte);

        boolean jointsOkay = true;
        for (int i = 0; i < m_jointCount; ++i) {
          boolean jointOkay = m_joints[i].solvePositionConstraints();
          jointsOkay = jointsOkay && jointOkay;
        }

        if (contactsOkay && jointsOkay) {
          break;
        }
      }
    }

    report(contactSolver.m_constraints);

    if (allowSleep) {
      float minSleepTime = Float.MAX_VALUE;

      final float linTolSqr = Settings.linearSleepTolerance * Settings.linearSleepTolerance;
      final float angTolSqr = Settings.angularSleepTolerance * Settings.angularSleepTolerance;

      for (int i = 0; i < m_bodyCount; ++i) {
        Body b = m_bodies[i];
        if (b.m_invMass == 0.0f) {
          continue;
        }

        if ((b.m_flags & Body.e_allowSleepFlag) == 0) {
          b.m_sleepTime = 0.0f;
          minSleepTime = 0.0f;
        }

        if ((b.m_flags & Body.e_allowSleepFlag) == 0
            || b.m_angularVelocity * b.m_angularVelocity > angTolSqr
            || Vec2.dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr) {
          b.m_sleepTime = 0.0f;
          minSleepTime = 0.0f;
        } else {
          b.m_sleepTime += step.dt;
          minSleepTime = Math.min(minSleepTime, b.m_sleepTime);
        }
      }

      if (minSleepTime >= Settings.timeToSleep) {
        for (int i = 0; i < m_bodyCount; ++i) {
          Body b = m_bodies[i];
          b.m_flags |= Body.e_sleepFlag;
          b.m_linearVelocity = new Vec2(0.0f, 0.0f);
          b.m_angularVelocity = 0.0f;
        }
      }
    }
  }
Example #4
0
  // From Muzei, Copyright 2014 Google Inc.
  public static Drawable makeScrimDrawable(int baseColor, int numStops, int gravity) {

    numStops = Math.max(numStops, 2);

    PaintDrawable paintDrawable = new PaintDrawable();
    paintDrawable.setShape(new RectShape());

    final int[] stopColors = new int[numStops];

    int red = Color.red(baseColor);
    int green = Color.green(baseColor);
    int blue = Color.blue(baseColor);
    int alpha = Color.alpha(baseColor);

    for (int i = 0; i < numStops; i++) {
      float x = i * 1f / (numStops - 1);
      float opacity = MathUtils.clamp((float) Math.pow(x, 3), 0, 1);
      stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
    }

    final float x0, x1, y0, y1;
    switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
      case Gravity.LEFT:
        x0 = 1;
        x1 = 0;
        break;
      case Gravity.RIGHT:
        x0 = 0;
        x1 = 1;
        break;
      default:
        x0 = 0;
        x1 = 0;
        break;
    }
    switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
      case Gravity.TOP:
        y0 = 1;
        y1 = 0;
        break;
      case Gravity.BOTTOM:
        y0 = 0;
        y1 = 1;
        break;
      default:
        y0 = 0;
        y1 = 0;
        break;
    }

    paintDrawable.setShaderFactory(
        new ShapeDrawable.ShaderFactory() {
          @Override
          public Shader resize(int width, int height) {
            return new LinearGradient(
                width * x0,
                height * y0,
                width * x1,
                height * y1,
                stopColors,
                null,
                Shader.TileMode.CLAMP);
          }
        });

    paintDrawable.setAlpha(Math.round(0.4f * 255));

    return paintDrawable;
  }