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Example 1 with PolygonRegion

use of com.badlogic.gdx.graphics.g2d.PolygonRegion in project RubeLoader by tescott.

the class RubeLoaderTest method createPolySpatialsFromRubeFixtures.

/**
    * Creates an array of PolySpatials based on fixture information from the scene. Note that
    * fixtures create aligned textures.
    * 
    * @param scene
    */
private void createPolySpatialsFromRubeFixtures(RubeScene scene) {
    Array<Body> bodies = scene.getBodies();
    EarClippingTriangulator ect = new EarClippingTriangulator();
    if ((bodies != null) && (bodies.size > 0)) {
        polySpatials = new Array<PolySpatial>();
        Vector2 bodyPos = new Vector2();
        // for each body in the scene...
        for (int i = 0; i < bodies.size; i++) {
            Body body = bodies.get(i);
            bodyPos.set(body.getPosition());
            Array<Fixture> fixtures = body.getFixtureList();
            if ((fixtures != null) && (fixtures.size > 0)) {
                // for each fixture on the body...
                for (int j = 0; j < fixtures.size; j++) {
                    Fixture fixture = fixtures.get(j);
                    String textureName = (String) scene.getCustom(fixture, "TextureMask", null);
                    if (textureName != null) {
                        String textureFileName = "data/" + textureName;
                        Texture texture = textureMap.get(textureFileName);
                        TextureRegion textureRegion = null;
                        if (texture == null) {
                            texture = new Texture(textureFileName);
                            texture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
                            textureMap.put(textureFileName, texture);
                            textureRegion = new TextureRegion(texture);
                            textureRegionMap.put(texture, textureRegion);
                        } else {
                            textureRegion = textureRegionMap.get(texture);
                        }
                        // only handle polygons at this point -- no chain, edge, or circle fixtures.
                        if (fixture.getType() == Shape.Type.Polygon) {
                            PolygonShape shape = (PolygonShape) fixture.getShape();
                            int vertexCount = shape.getVertexCount();
                            float[] vertices = new float[vertexCount * 2];
                            // static bodies are texture aligned and do not get drawn based off of the related body.
                            if (body.getType() == BodyType.StaticBody) {
                                for (int k = 0; k < vertexCount; k++) {
                                    shape.getVertex(k, mTmp);
                                    mTmp.rotate(body.getAngle() * MathUtils.radiansToDegrees);
                                    // convert local coordinates to world coordinates to that textures are
                                    mTmp.add(bodyPos);
                                    // aligned
                                    vertices[k * 2] = mTmp.x * PolySpatial.PIXELS_PER_METER;
                                    vertices[k * 2 + 1] = mTmp.y * PolySpatial.PIXELS_PER_METER;
                                }
                                short[] triangleIndices = ect.computeTriangles(vertices).toArray();
                                PolygonRegion region = new PolygonRegion(textureRegion, vertices, triangleIndices);
                                PolySpatial spatial = new PolySpatial(region, Color.WHITE);
                                polySpatials.add(spatial);
                            } else {
                                // all other fixtures are aligned based on their associated body.
                                for (int k = 0; k < vertexCount; k++) {
                                    shape.getVertex(k, mTmp);
                                    vertices[k * 2] = mTmp.x * PolySpatial.PIXELS_PER_METER;
                                    vertices[k * 2 + 1] = mTmp.y * PolySpatial.PIXELS_PER_METER;
                                }
                                short[] triangleIndices = ect.computeTriangles(vertices).toArray();
                                PolygonRegion region = new PolygonRegion(textureRegion, vertices, triangleIndices);
                                PolySpatial spatial = new PolySpatial(region, body, Color.WHITE);
                                polySpatials.add(spatial);
                            }
                        }
                    }
                }
            }
        }
    }
}
Also used : PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) EarClippingTriangulator(com.badlogic.gdx.math.EarClippingTriangulator) Texture(com.badlogic.gdx.graphics.Texture) TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Vector2(com.badlogic.gdx.math.Vector2) Fixture(com.badlogic.gdx.physics.box2d.Fixture) Body(com.badlogic.gdx.physics.box2d.Body) PolygonRegion(com.badlogic.gdx.graphics.g2d.PolygonRegion)

Example 2 with PolygonRegion

use of com.badlogic.gdx.graphics.g2d.PolygonRegion in project libgdx by libgdx.

the class PolygonRegionTest method create.

@Override
public void create() {
    texture = new Texture(Gdx.files.internal("data/tree.png"));
    PolygonRegionLoader loader = new PolygonRegionLoader();
    region = loader.load(new TextureRegion(texture), Gdx.files.internal("data/tree.psh"));
    // create a region from an arbitrary set of vertices (a triangle in this case)
    region2 = new PolygonRegion(new TextureRegion(texture), new float[] { 0, 0, 100, 100, 0, 100 }, new short[] { 0, 1, 2 });
    camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    camera.position.x = 0;
    camera.position.y = 0;
    batch = new PolygonSpriteBatch();
    debugRenderer = new PolygonRegionDebugRenderer();
    Gdx.input.setInputProcessor(this);
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) PolygonRegionLoader(com.badlogic.gdx.graphics.g2d.PolygonRegionLoader) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera) Texture(com.badlogic.gdx.graphics.Texture) PolygonSpriteBatch(com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch) PolygonRegion(com.badlogic.gdx.graphics.g2d.PolygonRegion)

Aggregations

Texture (com.badlogic.gdx.graphics.Texture)2 PolygonRegion (com.badlogic.gdx.graphics.g2d.PolygonRegion)2 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)2 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)1 PolygonRegionLoader (com.badlogic.gdx.graphics.g2d.PolygonRegionLoader)1 PolygonSpriteBatch (com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch)1 EarClippingTriangulator (com.badlogic.gdx.math.EarClippingTriangulator)1 Vector2 (com.badlogic.gdx.math.Vector2)1 Body (com.badlogic.gdx.physics.box2d.Body)1 Fixture (com.badlogic.gdx.physics.box2d.Fixture)1 PolygonShape (com.badlogic.gdx.physics.box2d.PolygonShape)1