use of com.badlogic.gdx.physics.box2d.PolygonShape in project libgdx by libgdx.
the class SimpleTest method createWorld.
@Override
protected void createWorld(World world) {
// 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 memomry managment.
groundBody.createFixture(groundPoly, 10);
groundPoly.dispose();
// 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);
// add the boxPoly shape as a fixture
boxBody.createFixture(boxPoly, 10);
}
// we are done, all that's left is disposing the boxPoly
boxPoly.dispose();
// next we add a few more circles
CircleShape circleShape = new CircleShape();
circleShape.setRadius(1);
for (int i = 0; i < 10; i++) {
BodyDef circleBodyDef = new BodyDef();
circleBodyDef.type = BodyType.DynamicBody;
circleBodyDef.position.x = -24 + (float) (Math.random() * 48);
circleBodyDef.position.y = 10 + (float) (Math.random() * 100);
Body circleBody = world.createBody(circleBodyDef);
// add the boxPoly shape as a fixture
circleBody.createFixture(circleShape, 10);
}
circleShape.dispose();
}
use of com.badlogic.gdx.physics.box2d.PolygonShape in project libgdx by libgdx.
the class Bridge method createWorld.
@Override
protected void createWorld(World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40.0f, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
fd.friction = 0.2f;
RevoluteJointDef jd = new RevoluteJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
Vector2 anchor = new Vector2(-15.0f + 1.0f * e_count, 5.0f);
jd.initialize(prevBody, ground, anchor);
world.createJoint(jd);
shape.dispose();
}
for (int i = 0; i < 2; i++) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, 0);
vertices[1] = new Vector2(0.5f, 0);
vertices[2] = new Vector2(0, 1.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-8.0f + 8.0f * i, 12.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
for (int i = 0; i < 3; i++) {
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-6.0f + 6.0f * i, 10.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
}
use of com.badlogic.gdx.physics.box2d.PolygonShape in project libgdx by libgdx.
the class Cantilever method createWorld.
@Override
protected void createWorld(World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-40, 0), new Vector2(40, 0));
ground.createFixture(shape, 0);
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
WeldJointDef jd = new WeldJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1 * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
WeldJointDef jd = new WeldJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-14.5f + 1.0f * i, 15.0f);
bd.gravityScale = 10.0f;
Body body = world.createBody(bd);
body.createFixture(fd);
Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 15.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
prevBody = body;
}
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
WeldJointDef jd = new WeldJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-4.5f + 1.0f * i, 5.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
if (i > 0) {
Vector2 anchor = new Vector2(-5.0f + 1.0f * i, 5.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
}
prevBody = body;
}
shape.dispose();
}
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.125f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
WeldJointDef jd = new WeldJointDef();
Body prevBody = ground;
for (int i = 0; i < e_count; i++) {
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(5.5f + 1.0f * i, 10.0f);
bd.gravityScale = 10.0f;
Body body = world.createBody(bd);
body.createFixture(fd);
if (i > 0) {
Vector2 anchor = new Vector2(5.0f + 1.0f * i, 10.0f);
jd.initialize(prevBody, body, anchor);
world.createJoint(jd);
}
prevBody = body;
}
shape.dispose();
}
for (int i = 0; i < 2; i++) {
Vector2[] vertices = new Vector2[3];
vertices[0] = new Vector2(-0.5f, 0);
vertices[1] = new Vector2(0.5f, 0);
vertices[2] = new Vector2(0, 1.5f);
PolygonShape shape = new PolygonShape();
shape.set(vertices);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-8.0f + 8.0f * i, 12.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
for (int i = 0; i < 2; i++) {
CircleShape shape = new CircleShape();
shape.setRadius(0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 1.0f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-6.0f + 6.0f * i, 10.0f);
Body body = world.createBody(bd);
body.createFixture(fd);
shape.dispose();
}
}
use of com.badlogic.gdx.physics.box2d.PolygonShape 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.PolygonShape in project libgdx by libgdx.
the class Box2DCharacterControllerTest method createBox.
Body createBox(BodyType type, float width, float height, float density) {
BodyDef def = new BodyDef();
def.type = type;
Body box = world.createBody(def);
PolygonShape poly = new PolygonShape();
poly.setAsBox(width, height);
box.createFixture(poly, density);
poly.dispose();
return box;
}
Aggregations