use of com.badlogic.gdx.physics.box2d.BodyDef 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.BodyDef 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();
}
use of com.badlogic.gdx.physics.box2d.BodyDef 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.BodyDef in project libgdx-inGameConsole by StrongJoshua.
the class Box2DTest method create.
@Override
public void create() {
float w = Gdx.graphics.getWidth();
w *= 2;
float h = Gdx.graphics.getHeight();
h *= 2;
ratio = h / w;
Gdx.app.getGraphics().setWindowedMode((int) w, (int) h);
mX = (float) WIDTH / w;
mY = (float) HEIGHT / h;
Box2D.init();
world = new World(new Vector2(0, -9.81f), true);
batch = new SpriteBatch();
sprites = new Sprite[250];
bodies = new Body[sprites.length];
float k, j;
for (int i = 0; i < sprites.length; i++) {
if (i < 50) {
k = 0;
j = 1;
} else if (i < 100) {
k = 50 * sprites[i - 1].getWidth() + sprites[i - 1].getWidth() / 2;
j = 2;
} else if (i < 150) {
k = 100 * sprites[i - 1].getWidth() + sprites[i - 1].getWidth() / 2;
j = 3;
} else if (i < 200) {
k = 150 * sprites[i - 1].getWidth() + sprites[i - 1].getWidth() / 2;
j = 4;
} else {
k = 200 * sprites[i - 1].getWidth() + sprites[i - 1].getWidth() / 2;
j = 5;
}
sprites[i] = new Sprite(new Texture(Gdx.files.classpath("tests/badlogic.jpg")));
sprites[i].setSize(2, 2);
sprites[i].setOriginCenter();
BodyDef bdef = new BodyDef();
bdef.type = BodyDef.BodyType.DynamicBody;
bdef.position.set(i * sprites[i].getWidth() + sprites[i].getWidth() / 2 - k, 15 * j);
bodies[i] = world.createBody(bdef);
PolygonShape poly = new PolygonShape();
poly.setAsBox(sprites[i].getWidth() / 2, sprites[i].getHeight() / 2);
FixtureDef fdef = new FixtureDef();
fdef.shape = poly;
fdef.restitution = .2f;
fdef.density = 1f;
bodies[i].createFixture(fdef);
poly.dispose();
}
BodyDef bdef = new BodyDef();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(WIDTH / 2, -5);
Body b = world.createBody(bdef);
PolygonShape poly = new PolygonShape();
poly.setAsBox(50, 5);
b.createFixture(poly, 0);
bdef = new BodyDef();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(-5, HEIGHT / 2);
b = world.createBody(bdef);
poly = new PolygonShape();
poly.setAsBox(5, 50);
b.createFixture(poly, 0);
bdef = new BodyDef();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(WIDTH + 5, (HEIGHT * ratio) / 2);
b = world.createBody(bdef);
poly = new PolygonShape();
poly.setAsBox(5, 50);
b.createFixture(poly, 0);
bdef = new BodyDef();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(WIDTH / 2, HEIGHT * ratio + 5);
b = world.createBody(bdef);
poly = new PolygonShape();
poly.setAsBox(50, 5);
b.createFixture(poly, 0);
poly.dispose();
c = new OrthographicCamera(WIDTH, HEIGHT * ratio);
c.position.set(c.viewportWidth / 2, c.viewportHeight / 2, 0);
c.update();
batch.setProjectionMatrix(c.combined);
debugRenderer = new Box2DDebugRenderer();
console = new GUIConsole(false);
cExec = new MyCommandExecutor();
console.setCommandExecutor(cExec);
// set to 'Z' to demonstrate that it works with binds other than the
// default
console.setDisplayKeyID(Input.Keys.Z);
console.setVisible(true);
// test multiple resets with nested multiplexers
InputMultiplexer im1 = new InputMultiplexer();
im1.addProcessor(new Stage());
im1.addProcessor(new Stage());
InputMultiplexer im2 = new InputMultiplexer();
im2.addProcessor(new Stage());
im2.addProcessor(new Stage());
im1.addProcessor(im2);
Gdx.input.setInputProcessor(im1);
console.setMaxEntries(16);
console.resetInputProcessing();
// console already present, logged to consoles
console.resetInputProcessing();
console.setSizePercent(100, 33);
console.setPositionPercent(0, 67);
}
Aggregations