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Example 6 with EdgeShape

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);
}
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 7 with EdgeShape

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;
}
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 8 with EdgeShape

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();
    }
}
Also used : EdgeShape(com.badlogic.gdx.physics.box2d.EdgeShape) PolygonShape(com.badlogic.gdx.physics.box2d.PolygonShape) Vector2(com.badlogic.gdx.math.Vector2) FrictionJointDef(com.badlogic.gdx.physics.box2d.joints.FrictionJointDef) Transform(com.badlogic.gdx.physics.box2d.Transform) Body(com.badlogic.gdx.physics.box2d.Body) BodyDef(com.badlogic.gdx.physics.box2d.BodyDef) FixtureDef(com.badlogic.gdx.physics.box2d.FixtureDef)

Aggregations

EdgeShape (com.badlogic.gdx.physics.box2d.EdgeShape)8 Vector2 (com.badlogic.gdx.math.Vector2)7 Body (com.badlogic.gdx.physics.box2d.Body)7 BodyDef (com.badlogic.gdx.physics.box2d.BodyDef)7 FixtureDef (com.badlogic.gdx.physics.box2d.FixtureDef)7 PolygonShape (com.badlogic.gdx.physics.box2d.PolygonShape)7 CircleShape (com.badlogic.gdx.physics.box2d.CircleShape)4 ChainShape (com.badlogic.gdx.physics.box2d.ChainShape)1 Fixture (com.badlogic.gdx.physics.box2d.Fixture)1 Transform (com.badlogic.gdx.physics.box2d.Transform)1 FrictionJointDef (com.badlogic.gdx.physics.box2d.joints.FrictionJointDef)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