use of com.badlogic.gdx.physics.box2d.EdgeShape 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.EdgeShape 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.EdgeShape 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();
}
}
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