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Example 11 with BodyDef

use of com.badlogic.gdx.physics.box2d.BodyDef 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();
    }
}
Also used : EdgeShape(com.badlogic.gdx.physics.box2d.EdgeShape) PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) Vector2(com.badlogic.gdx.math.Vector2) CircleShape(com.badlogic.gdx.physics.box2d.CircleShape) Body(com.badlogic.gdx.physics.box2d.Body) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) FixtureDef(com.badlogic.gdx.physics.box2d.FixtureDef) RevoluteJointDef(com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef)

Example 12 with BodyDef

use of com.badlogic.gdx.physics.box2d.BodyDef in project libgdx by libgdx.

the class Cantilever 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, 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;
        WeldJointDef jd = new WeldJointDef();
        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 * i, 5.0f);
            jd.initialize(prevBody, body, anchor);
            world.createJoint(jd);
            prevBody = body;
        }
        shape.dispose();
    }
    {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(0.5f, 0.125f);
        FixtureDef fd = new FixtureDef();
        fd.shape = shape;
        fd.density = 20.0f;
        WeldJointDef jd = new WeldJointDef();
        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, 15.0f);
            bd.gravityScale = 10.0f;
            Body body = world.createBody(bd);
            body.createFixture(fd);
            Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 15.0f);
            jd.initialize(prevBody, body, anchor);
            world.createJoint(jd);
            prevBody = body;
        }
        shape.dispose();
    }
    {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(0.5f, 0.125f);
        FixtureDef fd = new FixtureDef();
        fd.shape = shape;
        fd.density = 20.0f;
        WeldJointDef jd = new WeldJointDef();
        Body prevBody = ground;
        for (int i = 0; i < e_count; i++) {
            BodyDef bd = new BodyDef();
            bd.type = BodyType.DynamicBody;
            bd.position.set(-4.5f + 1.0f * i, 5.0f);
            Body body = world.createBody(bd);
            body.createFixture(fd);
            if (i > 0) {
                Vector2 anchor = new Vector2(-5.0f + 1.0f * i, 5.0f);
                jd.initialize(prevBody, body, anchor);
                world.createJoint(jd);
            }
            prevBody = body;
        }
        shape.dispose();
    }
    {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(0.5f, 0.125f);
        FixtureDef fd = new FixtureDef();
        fd.shape = shape;
        fd.density = 20.0f;
        WeldJointDef jd = new WeldJointDef();
        Body prevBody = ground;
        for (int i = 0; i < e_count; i++) {
            BodyDef bd = new BodyDef();
            bd.type = BodyType.DynamicBody;
            bd.position.set(5.5f + 1.0f * i, 10.0f);
            bd.gravityScale = 10.0f;
            Body body = world.createBody(bd);
            body.createFixture(fd);
            if (i > 0) {
                Vector2 anchor = new Vector2(5.0f + 1.0f * i, 10.0f);
                jd.initialize(prevBody, body, anchor);
                world.createJoint(jd);
            }
            prevBody = body;
        }
        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 < 2; 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();
    }
}
Also used : EdgeShape(com.badlogic.gdx.physics.box2d.EdgeShape) PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) Vector2(com.badlogic.gdx.math.Vector2) CircleShape(com.badlogic.gdx.physics.box2d.CircleShape) Body(com.badlogic.gdx.physics.box2d.Body) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) WeldJointDef(com.badlogic.gdx.physics.box2d.joints.WeldJointDef) FixtureDef(com.badlogic.gdx.physics.box2d.FixtureDef)

Example 13 with BodyDef

use of com.badlogic.gdx.physics.box2d.BodyDef 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);
}
Also used : EdgeShape(com.badlogic.gdx.physics.box2d.EdgeShape) PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) Vector2(com.badlogic.gdx.math.Vector2) CircleShape(com.badlogic.gdx.physics.box2d.CircleShape) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) Body(com.badlogic.gdx.physics.box2d.Body) FixtureDef(com.badlogic.gdx.physics.box2d.FixtureDef) PrismaticJointDef(com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef)

Example 14 with BodyDef

use of com.badlogic.gdx.physics.box2d.BodyDef 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;
}
Also used : EdgeShape(com.badlogic.gdx.physics.box2d.EdgeShape) Vector2(com.badlogic.gdx.math.Vector2) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) Body(com.badlogic.gdx.physics.box2d.Body)

Example 15 with BodyDef

use of com.badlogic.gdx.physics.box2d.BodyDef 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;
}
Also used : PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) Body(com.badlogic.gdx.physics.box2d.Body)

Aggregations

BodyDef (com.badlogic.gdx.physics.box2d.BodyDef)19 Body (com.badlogic.gdx.physics.box2d.Body)16 Vector2 (com.badlogic.gdx.math.Vector2)14 PolygonShape (com.badlogic.gdx.physics.box2d.PolygonShape)12 FixtureDef (com.badlogic.gdx.physics.box2d.FixtureDef)10 CircleShape (com.badlogic.gdx.physics.box2d.CircleShape)8 EdgeShape (com.badlogic.gdx.physics.box2d.EdgeShape)7 World (com.badlogic.gdx.physics.box2d.World)4 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)3 Box2DDebugRenderer (com.badlogic.gdx.physics.box2d.Box2DDebugRenderer)3 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)2 MassData (com.badlogic.gdx.physics.box2d.MassData)2 InputMultiplexer (com.badlogic.gdx.InputMultiplexer)1 Texture (com.badlogic.gdx.graphics.Texture)1 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)1 Sprite (com.badlogic.gdx.graphics.g2d.Sprite)1 ChainShape (com.badlogic.gdx.physics.box2d.ChainShape)1 Contact (com.badlogic.gdx.physics.box2d.Contact)1 ContactImpulse (com.badlogic.gdx.physics.box2d.ContactImpulse)1 ContactListener (com.badlogic.gdx.physics.box2d.ContactListener)1