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Example 11 with CircleShape

use of com.badlogic.gdx.physics.box2d.CircleShape 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 12 with CircleShape

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

Aggregations

CircleShape (com.badlogic.gdx.physics.box2d.CircleShape)12 BodyDef (com.badlogic.gdx.physics.box2d.BodyDef)8 PolygonShape (com.badlogic.gdx.physics.box2d.PolygonShape)8 Body (com.badlogic.gdx.physics.box2d.Body)7 Vector2 (com.badlogic.gdx.math.Vector2)6 FixtureDef (com.badlogic.gdx.physics.box2d.FixtureDef)5 EdgeShape (com.badlogic.gdx.physics.box2d.EdgeShape)4 Fixture (com.badlogic.gdx.physics.box2d.Fixture)2 Shape (com.badlogic.gdx.physics.box2d.Shape)2 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)1 Box2DDebugRenderer (com.badlogic.gdx.physics.box2d.Box2DDebugRenderer)1 ChainShape (com.badlogic.gdx.physics.box2d.ChainShape)1 MassData (com.badlogic.gdx.physics.box2d.MassData)1 World (com.badlogic.gdx.physics.box2d.World)1 PrismaticJointDef (com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef)1 RevoluteJointDef (com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef)1 WeldJointDef (com.badlogic.gdx.physics.box2d.joints.WeldJointDef)1