dyn4j | Java Collision Detection and Physics Engine | Game Engine library

 by   dyn4j Java Version: 5.0.1 License: BSD-3-Clause

kandi X-RAY | dyn4j Summary

kandi X-RAY | dyn4j Summary

dyn4j is a Java library typically used in Gaming, Game Engine applications. dyn4j has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub, Maven.

Java Collision Detection and Physics Engine
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              dyn4j has a low active ecosystem.
              It has 413 star(s) with 75 fork(s). There are 30 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 173 have been closed. On average issues are closed in 25 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of dyn4j is 5.0.1

            kandi-Quality Quality

              dyn4j has 0 bugs and 0 code smells.

            kandi-Security Security

              dyn4j has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              dyn4j code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              dyn4j is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              dyn4j releases are available to install and integrate.
              Deployable package is available in Maven.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              dyn4j saves you 20930 person hours of effort in developing the same functionality from scratch.
              It has 41147 lines of code, 3346 functions and 321 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed dyn4j and discovered the below as its top functions. This is intended to give you an instant insight into dyn4j implemented functionality, and help decide if they suit your requirements.
            • Evaluates the velocity constraints .
            • Decomposes a polygon to a list of polygons .
            • Solves the to - II collision .
            • Balances the balance of a node .
            • Returns a list of y - monotone polygons .
            • Removes a node from the tree .
            • Initializes a priority queue for a set of points .
            • Computes the maximum distance of an ellipse .
            • Creates a polygonal circle with the specified caps width and height .
            • Merges the convex hull .
            Get all kandi verified functions for this library.

            dyn4j Key Features

            No Key Features are available at this moment for dyn4j.

            dyn4j Examples and Code Snippets

            No Code Snippets are available at this moment for dyn4j.

            Community Discussions

            QUESTION

            physics engine with multiple object groups
            Asked 2019-Jan-25 at 02:44

            My java application requires a 2d physics engine for a horizontal world, however, looking at jbox2d and dyn4j, it seems that they don't offer what I need out-of-the-box. Specifically, they don't support defining which object groups can collide with others. Consider this simplified model: Bullets can collide with boxes. Planes pass through boxes, but they can collide with bullets.

            How do I exclude certain groups of objects from colliding in a physics engine?

            ...

            ANSWER

            Answered 2018-May-07 at 06:41

            There is a solution in box2d (and jbox2d respectively). The "PreSolve" method allows to disable a contact before colliding. See this question on gamedev which has pretty much the same problem as described here.

            From documentation:

            Pre-Solve Event

            This is called after collision detection, but before collision resolution. This gives you a chance to disable the contact based on the current configuration. For example, you can implement a one-sided platform using this callback and calling b2Contact::SetEnabled(false). The contact will be re-enabled each time through collision processing, so you will need to disable the contact every time-step. The pre-solve event may be fired multiple times per time step per contact due to continuous collision detection.

            Source https://stackoverflow.com/questions/50202737

            QUESTION

            Separating axis theorem falsely triggers
            Asked 2018-Dec-15 at 19:00

            I'm writing some code in C++ for testing collisions using the separating axis theorem and in certain orientations it wrongly triggers that there is a collision occurring

            I'm following this tutorial, however the tutorial is only in 2D and i'm trying to implement it in 3D although i think it should still be the same.

            The algorithm that i have now doesn't miss any collisions but for some orientations of the two boxes it thinks that that are colliding when they're infact not. An example can be seen here, these two boxes are apparently colliding according to the code below.

            The code is written in C++

            BoxCollider.h

            ...

            ANSWER

            Answered 2018-Dec-15 at 19:00

            tutorial is only in 2D and i'm trying to implement it in 3D although i think it should still be the same

            Unfortunately, it is not the case. The 3D case a little bit more complex. To check whether two complex shapes are colliding in 3D, you need to check every face normal (you do this), and directions which are perpendicular to an edge of each object (you miss these).

            So, for boxes (A and B), with edge directions A0, A1, A2, and B0, B1, B2, we have:

            • 3 normals of A
            • 3 normals of B
            • 9 directions: A0 x B0, A0 x B1, A0 x B2, A1 x B0, A1 x B1, A1 x B2, A2 x B0, A2 x B1, A2 x B2

            So you just need to add the missing 9 checks.

            Further note: you don't need to swizzle the normals. I mean this line is not needed:

            Source https://stackoverflow.com/questions/53795758

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install dyn4j

            dyn4j comes with a lot of features and extensibility, but getting started is easy. If you are looking for a quick start, take a look at the following video. Add dyn4j to your classpath by adding a Maven dependency from Maven Central or GitHub Packages. If you are not using Maven you can download the jar from either of the links above. NOTE: Releases are no longer being created as of 3.4.0. This creates a new simulation environment with default settings. The default settings use the meter-kilogram-seconds system and include the default pipeline classes. A body is the primary unit of simulation and completely rigid. A body is comprised of many fixtures or shapes. While the shapes of dyn4j are all convex (and must be), a collection of these shapes can be used to create a body that is not. A body can be initially placed in a scene by translating or rotating it. Once the shape(s) of a body is defined, it must be given a mass by calling a setMass method. The mass type is typically MassType.NORMAL or MassType.INFINITE. When set to NORMAL, the mass will be calculated based on the shapes. An INFINITE mass body might represent a floor, ground, or something unmovable. A joint is a constraint on the motion of one or more bodies. There are many joint types that serve different purposes. Generally, joints are used to link bodies together in a specified way. Bodies can have multiple joints attached to them making for some interesting combinations. Unlike this example, a GUI based application you would call the World.update(elapsedTime) method in it's render loop. Either way, each time the world is advanced forward in time (which may or may not occur when using the World.update(elapsedTime) methods) the bodies added to it will be moved based on the world gravity (if any) and will interact with other bodies placed in the world. From here you should take a look at the dyn4j-samples sub project to get a jump start with a simple Java2D framework. You can also check out the full getting started documentation.

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            https://github.com/dyn4j/dyn4j.git

          • CLI

            gh repo clone dyn4j/dyn4j

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            git@github.com:dyn4j/dyn4j.git

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