use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class CollisionFiltering method createWorld.
@Override
protected void createWorld(World world) {
{
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40.0f, 0), new Vector2(40, 0));
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.friction = 0.3f;
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
ground.createFixture(fd);
shape.dispose();
}
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-1, 0);
vertices[1] = new Vector2(1, 0);
vertices[2] = new Vector2(0, 2);
PolygonShape polygon = new PolygonShape();
polygon.set(vertices);
FixtureDef triangleShapeDef = new FixtureDef();
triangleShapeDef.shape = polygon;
triangleShapeDef.density = 1.0f;
triangleShapeDef.filter.groupIndex = k_smallGroup;
triangleShapeDef.filter.categoryBits = k_triangleCategory;
triangleShapeDef.filter.maskBits = k_triangleMask;
BodyDef triangleBodyDef = new BodyDef();
triangleBodyDef.type = BodyType.DynamicBody;
triangleBodyDef.position.set(-5, 2);
Body body1 = world.createBody(triangleBodyDef);
body1.createFixture(triangleShapeDef);
vertices[0].scl(2);
vertices[1].scl(2);
vertices[2].scl(2);
polygon.set(vertices);
triangleShapeDef.filter.groupIndex = k_largeGroup;
triangleBodyDef.position.set(-5, 6);
triangleBodyDef.fixedRotation = true;
Body body2 = world.createBody(triangleBodyDef);
body2.createFixture(triangleShapeDef);
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-5, 10);
Body body = world.createBody(bd);
PolygonShape p = new PolygonShape();
p.setAsBox(0.5f, 1.0f);
body.createFixture(p, 1);
PrismaticJointDef jd = new PrismaticJointDef();
jd.bodyA = body2;
jd.bodyB = body;
jd.enableLimit = true;
jd.localAnchorA.set(0, 4);
jd.localAnchorB.set(0, 0);
jd.localAxisA.set(0, 1);
jd.lowerTranslation = -1;
jd.upperTranslation = 1;
world.createJoint(jd);
p.dispose();
}
polygon.setAsBox(1, 0.5f);
FixtureDef boxShapeDef = new FixtureDef();
boxShapeDef.shape = polygon;
boxShapeDef.density = 1;
boxShapeDef.restitution = 0.1f;
boxShapeDef.filter.groupIndex = k_smallGroup;
boxShapeDef.filter.categoryBits = k_boxCategory;
boxShapeDef.filter.maskBits = k_boxMask;
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = BodyType.DynamicBody;
boxBodyDef.position.set(0, 2);
Body body3 = world.createBody(boxBodyDef);
body3.createFixture(boxShapeDef);
polygon.setAsBox(2, 1);
boxShapeDef.filter.groupIndex = k_largeGroup;
boxBodyDef.position.set(0, 6);
Body body4 = world.createBody(boxBodyDef);
body4.createFixture(boxShapeDef);
CircleShape circle = new CircleShape();
circle.setRadius(1);
FixtureDef circleShapeDef = new FixtureDef();
circleShapeDef.shape = circle;
circleShapeDef.density = 1.0f;
circleShapeDef.filter.groupIndex = k_smallGroup;
circleShapeDef.filter.categoryBits = k_circleCategory;
circleShapeDef.filter.maskBits = k_circleMask;
BodyDef circleBodyDef = new BodyDef();
circleBodyDef.type = BodyType.DynamicBody;
circleBodyDef.position.set(5, 2);
Body body5 = world.createBody(circleBodyDef);
body5.createFixture(circleShapeDef);
circle.setRadius(2);
circleShapeDef.filter.groupIndex = k_largeGroup;
circleBodyDef.position.set(5, 6);
Body body6 = world.createBody(circleBodyDef);
body6.createFixture(circleShapeDef);
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class Box2DCharacterControllerTest method createEdge.
private Body createEdge(BodyType type, float x1, float y1, float x2, float y2, float density) {
BodyDef def = new BodyDef();
def.type = type;
Body box = world.createBody(def);
EdgeShape poly = new EdgeShape();
poly.set(new Vector2(0, 0), new Vector2(x2 - x1, y2 - y1));
box.createFixture(poly, density);
box.setTransform(x1, y1, 0);
poly.dispose();
return box;
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class Box2DCharacterControllerTest method createBox.
Body createBox(BodyType type, float width, float height, float density) {
BodyDef def = new BodyDef();
def.type = type;
Body box = world.createBody(def);
PolygonShape poly = new PolygonShape();
poly.setAsBox(width, height);
box.createFixture(poly, density);
poly.dispose();
return box;
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class Box2DCharacterControllerTest method createPlayer.
private Body createPlayer() {
BodyDef def = new BodyDef();
def.type = BodyType.DynamicBody;
Body box = world.createBody(def);
PolygonShape poly = new PolygonShape();
poly.setAsBox(0.45f, 1.4f);
playerPhysicsFixture = box.createFixture(poly, 1);
poly.dispose();
CircleShape circle = new CircleShape();
circle.setRadius(0.45f);
circle.setPosition(new Vector2(0, -1.4f));
playerSensorFixture = box.createFixture(circle, 0);
circle.dispose();
box.setBullet(true);
return box;
}
use of com.badlogic.gdx.physics.box2d.Body in project libgdx by libgdx.
the class Box2DTest method createBoxes.
private void createBoxes() {
// 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);
boxBody.createFixture(boxPoly, 1);
// add the box to our list of boxes
boxes.add(boxBody);
}
// we are done, all that's left is disposing the boxPoly
boxPoly.dispose();
}
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