use of com.badlogic.gdx.physics.box2d.Contact in project libgdx by libgdx.
the class Box2DCharacterControllerTest method isPlayerGrounded.
private boolean isPlayerGrounded(float deltaTime) {
groundedPlatform = null;
Array<Contact> contactList = world.getContactList();
for (int i = 0; i < contactList.size; i++) {
Contact contact = contactList.get(i);
if (contact.isTouching() && (contact.getFixtureA() == playerSensorFixture || contact.getFixtureB() == playerSensorFixture)) {
Vector2 pos = player.getPosition();
WorldManifold manifold = contact.getWorldManifold();
boolean below = true;
for (int j = 0; j < manifold.getNumberOfContactPoints(); j++) {
below &= (manifold.getPoints()[j].y < pos.y - 1.5f);
}
if (below) {
if (contact.getFixtureA().getUserData() != null && contact.getFixtureA().getUserData().equals("p")) {
groundedPlatform = (Platform) contact.getFixtureA().getBody().getUserData();
}
if (contact.getFixtureB().getUserData() != null && contact.getFixtureB().getUserData().equals("p")) {
groundedPlatform = (Platform) contact.getFixtureB().getBody().getUserData();
}
return true;
}
return false;
}
}
return false;
}
use of com.badlogic.gdx.physics.box2d.Contact in project libgdx by libgdx.
the class Box2DCharacterControllerTest method render.
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
cam.position.set(player.getPosition().x, player.getPosition().y, 0);
cam.update();
renderer.render(world, cam.combined);
Vector2 vel = player.getLinearVelocity();
Vector2 pos = player.getPosition();
boolean grounded = isPlayerGrounded(Gdx.graphics.getDeltaTime());
if (grounded) {
lastGroundTime = TimeUtils.nanoTime();
} else {
if (TimeUtils.nanoTime() - lastGroundTime < 100000000) {
grounded = true;
}
}
// cap max velocity on x
if (Math.abs(vel.x) > MAX_VELOCITY) {
vel.x = Math.signum(vel.x) * MAX_VELOCITY;
player.setLinearVelocity(vel.x, vel.y);
}
// calculate stilltime & damp
if (!Gdx.input.isKeyPressed(Keys.A) && !Gdx.input.isKeyPressed(Keys.D)) {
stillTime += Gdx.graphics.getDeltaTime();
player.setLinearVelocity(vel.x * 0.9f, vel.y);
} else {
stillTime = 0;
}
// disable friction while jumping
if (!grounded) {
playerPhysicsFixture.setFriction(0f);
playerSensorFixture.setFriction(0f);
} else {
if (!Gdx.input.isKeyPressed(Keys.A) && !Gdx.input.isKeyPressed(Keys.D) && stillTime > 0.2) {
playerPhysicsFixture.setFriction(1000f);
playerSensorFixture.setFriction(1000f);
} else {
playerPhysicsFixture.setFriction(0.2f);
playerSensorFixture.setFriction(0.2f);
}
// character hops :)
if (groundedPlatform != null && groundedPlatform instanceof MovingPlatform && ((MovingPlatform) groundedPlatform).dist == 0) {
player.applyLinearImpulse(0, -24, pos.x, pos.y, true);
}
}
// since Box2D 2.2 we need to reset the friction of any existing contacts
Array<Contact> contacts = world.getContactList();
for (int i = 0; i < world.getContactCount(); i++) {
Contact contact = contacts.get(i);
contact.resetFriction();
}
// apply left impulse, but only if max velocity is not reached yet
if (Gdx.input.isKeyPressed(Keys.A) && vel.x > -MAX_VELOCITY) {
player.applyLinearImpulse(-2f, 0, pos.x, pos.y, true);
}
// apply right impulse, but only if max velocity is not reached yet
if (Gdx.input.isKeyPressed(Keys.D) && vel.x < MAX_VELOCITY) {
player.applyLinearImpulse(2f, 0, pos.x, pos.y, true);
}
// jump, but only when grounded
if (jump) {
jump = false;
if (grounded) {
player.setLinearVelocity(vel.x, 0);
System.out.println("jump before: " + player.getLinearVelocity());
player.setTransform(pos.x, pos.y + 0.01f, 0);
player.applyLinearImpulse(0, 40, pos.x, pos.y, true);
System.out.println("jump, " + player.getLinearVelocity());
}
}
// update platforms
for (int i = 0; i < platforms.size; i++) {
Platform platform = platforms.get(i);
platform.update(Math.max(1 / 30.0f, Gdx.graphics.getDeltaTime()));
}
// le step...
world.step(Gdx.graphics.getDeltaTime(), 4, 4);
// accum += Gdx.graphics.getDeltaTime();
// while(accum > TICK) {
// accum -= TICK;
// world.step(TICK, 4, 4);
// }
player.setAwake(true);
cam.project(point.set(pos.x, pos.y, 0));
batch.begin();
font.draw(batch, "friction: " + playerPhysicsFixture.getFriction() + "\ngrounded: " + grounded, point.x + 20, point.y);
batch.end();
}
use of com.badlogic.gdx.physics.box2d.Contact in project libgdx by libgdx.
the class Box2DTest method render.
@Override
public void render() {
// first we update the world. For simplicity
// we use the delta time provided by the Graphics
// instance. Normally you'll want to fix the time
// step.
long start = TimeUtils.nanoTime();
world.step(Gdx.graphics.getDeltaTime(), 8, 3);
float updateTime = (TimeUtils.nanoTime() - start) / 1000000000.0f;
// next we clear the color buffer and set the camera
// matrices
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
// next we render the ground body
renderBox(groundBody, 50, 1);
// next we render each box via the SpriteBatch.
// for this we have to set the projection matrix of the
// spritebatch to the camera's combined matrix. This will
// make the spritebatch work in world coordinates
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
for (int i = 0; i < boxes.size(); i++) {
Body box = boxes.get(i);
// that's the box's center position
Vector2 position = box.getPosition();
// the rotation angle around the center
float angle = MathUtils.radiansToDegrees * box.getAngle();
// the bottom left corner of the box, unrotated
batch.draw(// the bottom left corner of the box, unrotated
textureRegion, // the bottom left corner of the box, unrotated
position.x - 1, // the bottom left corner of the box, unrotated
position.y - 1, // the rotation center relative to the bottom left corner of the box
1f, // the rotation center relative to the bottom left corner of the box
1f, // the width and height of the box
2, // the width and height of the box
2, // the scale on the x- and y-axis
1, // the scale on the x- and y-axis
1, // the rotation angle
angle);
}
batch.end();
// next we use the debug renderer. Note that we
// simply apply the camera again and then call
// the renderer. the camera.apply() call is actually
// not needed as the opengl matrices are already set
// by the spritebatch which in turn uses the camera matrices :)
debugRenderer.render(world, camera.combined);
// finally we render all contact points
renderer.setProjectionMatrix(camera.combined);
renderer.begin(ShapeType.Point);
renderer.setColor(0, 1, 0, 1);
for (int i = 0; i < world.getContactCount(); i++) {
Contact contact = world.getContactList().get(i);
// we only render the contact if it actually touches
if (contact.isTouching()) {
// get the world manifold from which we get the
// contact points. A manifold can have 0, 1 or 2
// contact points.
WorldManifold manifold = contact.getWorldManifold();
int numContactPoints = manifold.getNumberOfContactPoints();
for (int j = 0; j < numContactPoints; j++) {
Vector2 point = manifold.getPoints()[j];
renderer.point(point.x, point.y, 0);
}
}
}
renderer.end();
// finally we render the time it took to update the world
// for this we have to set the projection matrix again, so
// we work in pixel coordinates
batch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.begin();
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + " update time: " + updateTime, 0, 20);
batch.end();
}
use of com.badlogic.gdx.physics.box2d.Contact in project libgdx by libgdx.
the class Box2DTest method createPhysicsWorld.
private void createPhysicsWorld() {
// we instantiate a new World with a proper gravity vector
// and tell it to sleep when possible.
world = new World(new Vector2(0, -10), true);
float[] vertices = { -0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f, -0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f };
PolygonShape shape = new PolygonShape();
shape.set(vertices);
// 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 memory management.
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = groundPoly;
fixtureDef.filter.groupIndex = 0;
groundBody.createFixture(fixtureDef);
groundPoly.dispose();
// We also create a simple ChainShape we put above our
// ground polygon for extra funkyness.
ChainShape chainShape = new ChainShape();
chainShape.createLoop(new Vector2[] { new Vector2(-10, 10), new Vector2(-10, 5), new Vector2(10, 5), new Vector2(10, 11) });
BodyDef chainBodyDef = new BodyDef();
chainBodyDef.type = BodyType.StaticBody;
Body chainBody = world.createBody(chainBodyDef);
chainBody.createFixture(chainShape, 0);
chainShape.dispose();
createBoxes();
// You can savely ignore the rest of this method :)
world.setContactListener(new ContactListener() {
@Override
public void beginContact(Contact contact) {
// System.out.println("begin contact");
}
@Override
public void endContact(Contact contact) {
// System.out.println("end contact");
}
@Override
public void preSolve(Contact contact, Manifold oldManifold) {
// Manifold.ManifoldType type = oldManifold.getType();
// Vector2 localPoint = oldManifold.getLocalPoint();
// Vector2 localNormal = oldManifold.getLocalNormal();
// int pointCount = oldManifold.getPointCount();
// ManifoldPoint[] points = oldManifold.getPoints();
// System.out.println("pre solve, " + type +
// ", point: " + localPoint +
// ", local normal: " + localNormal +
// ", #points: " + pointCount +
// ", [" + points[0] + ", " + points[1] + "]");
}
@Override
public void postSolve(Contact contact, ContactImpulse impulse) {
// float[] ni = impulse.getNormalImpulses();
// float[] ti = impulse.getTangentImpulses();
// System.out.println("post solve, normal impulses: " + ni[0] + ", " + ni[1] + ", tangent impulses: " + ti[0] + ", " + ti[1]);
}
});
}
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