use of com.badlogic.gdx.physics.box2d.Body in project commons-gdx by gemserk.
the class AntiGravitySystem method process.
@Override
protected void process(Entity e) {
PhysicsComponent physicsComponent = Components.getPhysicsComponent(e);
Body body = physicsComponent.getPhysics().getBody();
Vector2 gravity = body.getWorld().getGravity();
tmp.set(gravity).mul(-body.getMass());
body.applyForceToCenter(tmp);
}
use of com.badlogic.gdx.physics.box2d.Body in project commons-gdx by gemserk.
the class BodyBuilder method build.
public Body build(boolean disposeShapes) {
Body body = world.createBody(bodyDef);
for (int i = 0; i < fixtureDefs.size(); i++) {
FixtureDef fixtureDef = fixtureDefs.get(i);
Fixture fixture = body.createFixture(fixtureDef);
fixture.setUserData(fixtureUserDatas.get(i));
}
if (massSet) {
MassData bodyMassData = body.getMassData();
// massData.center.set(position);
massData.center.set(bodyMassData.center);
// massData.I = bodyMassData.I;
body.setMassData(massData);
}
// MassData massData = body.getMassData();
// massData.mass = mass;
// massData.I = 1f;
body.setUserData(userData);
body.setTransform(position, angle);
reset(disposeShapes);
return body;
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class ApplyForce method createWorld.
@Override
protected void createWorld(World world) {
world.setGravity(new Vector2(0, 0));
float k_restitution = 0.4f;
Body ground;
{
BodyDef bd = new BodyDef();
bd.position.set(0, 20);
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
FixtureDef sd = new FixtureDef();
sd.shape = shape;
sd.density = 0;
sd.restitution = k_restitution;
shape.set(new Vector2(-20, -20), new Vector2(-20, 20));
ground.createFixture(sd);
shape.set(new Vector2(20, -20), new Vector2(20, 20));
ground.createFixture(sd);
shape.set(new Vector2(-20, 20), new Vector2(20, 20));
ground.createFixture(sd);
shape.set(new Vector2(-20, -20), new Vector2(20, -20));
ground.createFixture(sd);
shape.dispose();
}
{
Transform xf1 = new Transform(new Vector2(), 0.3524f * (float) Math.PI);
xf1.setPosition(xf1.mul(new Vector2(1, 0)));
Vector2[] vertices = new Vector2[3];
vertices[0] = xf1.mul(new Vector2(-1, 0));
vertices[1] = xf1.mul(new Vector2(1, 0));
vertices[2] = xf1.mul(new Vector2(0, 0.5f));
PolygonShape poly1 = new PolygonShape();
poly1.set(vertices);
FixtureDef sd1 = new FixtureDef();
sd1.shape = poly1;
sd1.density = 4.0f;
Transform xf2 = new Transform(new Vector2(), -0.3524f * (float) Math.PI);
xf2.setPosition(xf2.mul(new Vector2(-1, 0)));
vertices[0] = xf2.mul(new Vector2(-1, 0));
vertices[1] = xf2.mul(new Vector2(1, 0));
vertices[2] = xf2.mul(new Vector2(0, 0.5f));
PolygonShape poly2 = new PolygonShape();
poly2.set(vertices);
FixtureDef sd2 = new FixtureDef();
sd2.shape = poly2;
sd2.density = 2.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.angularDamping = 5.0f;
bd.linearDamping = 0.1f;
bd.position.set(0, 2);
bd.angle = (float) Math.PI;
bd.allowSleep = false;
m_body = world.createBody(bd);
m_body.createFixture(sd1);
m_body.createFixture(sd2);
poly1.dispose();
poly2.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
fd.friction = 0.3f;
for (int i = 0; i < 10; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 5 + 1.54f * i);
Body body = world.createBody(bd);
body.createFixture(fd);
float gravity = 10.0f;
float I = body.getInertia();
float mass = body.getMass();
float radius = (float) Math.sqrt(2 * I / mass);
FrictionJointDef jd = new FrictionJointDef();
jd.localAnchorA.set(0, 0);
jd.localAnchorB.set(0, 0);
jd.bodyA = ground;
jd.bodyB = body;
jd.collideConnected = true;
jd.maxForce = mass * gravity;
jd.maxTorque = mass * radius * gravity;
world.createJoint(jd);
}
shape.dispose();
}
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class SimpleTest method createWorld.
@Override
protected void createWorld(World world) {
// next we create a static ground platform. This platform
// is not moveable and will not react to any influences from
// outside. It will however influence other bodies. First we
// create a PolygonShape that holds the form of the platform.
// it will be 100 meters wide and 2 meters high, centered
// around the origin
PolygonShape groundPoly = new PolygonShape();
groundPoly.setAsBox(50, 1);
// next we create the body for the ground platform. It's
// simply a static body.
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
groundBody = world.createBody(groundBodyDef);
// finally we add a fixture to the body using the polygon
// defined above. Note that we have to dispose PolygonShapes
// and CircleShapes once they are no longer used. This is the
// only time you have to care explicitly for memomry managment.
groundBody.createFixture(groundPoly, 10);
groundPoly.dispose();
// next we create 50 boxes at random locations above the ground
// body. First we create a nice polygon representing a box 2 meters
// wide and high.
PolygonShape boxPoly = new PolygonShape();
boxPoly.setAsBox(1, 1);
// body. Note that we reuse the polygon for each body fixture.
for (int i = 0; i < 20; i++) {
// Create the BodyDef, set a random position above the
// ground and create a new body
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = BodyType.DynamicBody;
boxBodyDef.position.x = -24 + (float) (Math.random() * 48);
boxBodyDef.position.y = 10 + (float) (Math.random() * 100);
Body boxBody = world.createBody(boxBodyDef);
// add the boxPoly shape as a fixture
boxBody.createFixture(boxPoly, 10);
}
// we are done, all that's left is disposing the boxPoly
boxPoly.dispose();
// next we add a few more circles
CircleShape circleShape = new CircleShape();
circleShape.setRadius(1);
for (int i = 0; i < 10; i++) {
BodyDef circleBodyDef = new BodyDef();
circleBodyDef.type = BodyType.DynamicBody;
circleBodyDef.position.x = -24 + (float) (Math.random() * 48);
circleBodyDef.position.y = 10 + (float) (Math.random() * 100);
Body circleBody = world.createBody(circleBodyDef);
// add the boxPoly shape as a fixture
circleBody.createFixture(circleShape, 10);
}
circleShape.dispose();
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class Bridge method createWorld.
@Override
protected void createWorld(World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40.0f, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
fd.friction = 0.2f;
RevoluteJointDef jd = new RevoluteJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
Vector2 anchor = new Vector2(-15.0f + 1.0f * e_count, 5.0f);
jd.initialize(prevBody, ground, anchor);
world.createJoint(jd);
shape.dispose();
}
for (int i = 0; i < 2; i++) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, 0);
vertices[1] = new Vector2(0.5f, 0);
vertices[2] = new Vector2(0, 1.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-8.0f + 8.0f * i, 12.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
for (int i = 0; i < 3; i++) {
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-6.0f + 6.0f * i, 10.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
}
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