use of spacegraph.space2d.phys.collision.shapes.CircleShape in project narchy by automenta.
the class Bodies method circle.
public static Shape circle(float radius) {
CircleShape gBox = new CircleShape();
gBox.setRadius(radius);
return gBox;
}
use of spacegraph.space2d.phys.collision.shapes.CircleShape in project narchy by automenta.
the class TheoJansenTest method init.
// @Override
// public Long getTag(Body2D argBody) {
// if (argBody2D == m_chassis) {
// return CHASSIS_TAG;
// } else if (argBody2D == m_wheel) {
// return WHEEL_TAG;
// }
// return null;
// }
//
// @Override
// public Long getTag(Joint argJoint) {
// if (argJoint == m_motorJoint) {
// return MOTOR_TAG;
// }
// return null;
// }
// @Override
// public void processBody(Body2D argBody, Long argTag) {
// if (argTag == CHASSIS_TAG) {
// m_chassis = argBody;
// } else if (argTag == WHEEL_TAG) {
// m_wheel = argBody;
// }
// }
//
// @Override
// public void processJoint(Joint argJoint, Long argTag) {
// if (argTag == MOTOR_TAG) {
// m_motorJoint = (RevoluteJoint) argJoint;
// m_motorOn = m_motorJoint.isMotorEnabled();
// }
// }
@Override
public void init(Dynamics2D w) {
this.w = w;
m_offset.set(0.0f, 8.0f);
m_motorSpeed = 2.0f;
m_motorOn = true;
v2 pivot = new v2(0.0f, 0.8f);
// Ground
{
BodyDef bd = new BodyDef();
Body2D ground = w.addBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new v2(-50.0f, 0.0f), new v2(50.0f, 0.0f));
ground.addFixture(shape, 0.0f);
shape.set(new v2(-50.0f, 0.0f), new v2(-50.0f, 10.0f));
ground.addFixture(shape, 0.0f);
shape.set(new v2(50.0f, 0.0f), new v2(50.0f, 10.0f));
ground.addFixture(shape, 0.0f);
}
// Balls
for (int i = 0; i < 40; ++i) {
CircleShape shape = new CircleShape();
shape.radius = 0.25f;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(-40.0f + 2.0f * i, 0.5f);
Body2D body = w.addBody(bd);
body.addFixture(shape, 1.0f);
}
// Chassis
{
PolygonShape shape = new PolygonShape();
shape.setAsBox(2.5f, 1.0f);
FixtureDef sd = new FixtureDef();
sd.density = 1.0f;
sd.shape = shape;
sd.filter.groupIndex = -1;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(pivot).added(m_offset);
m_chassis = w.addBody(bd);
m_chassis.addFixture(sd);
}
{
CircleShape shape = new CircleShape();
shape.radius = 1.6f;
FixtureDef sd = new FixtureDef();
sd.density = 1.0f;
sd.shape = shape;
sd.filter.groupIndex = -1;
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(pivot).added(m_offset);
m_wheel = w.addBody(bd);
m_wheel.addFixture(sd);
}
{
RevoluteJointDef jd = new RevoluteJointDef();
jd.initialize(m_wheel, m_chassis, pivot.add(m_offset));
jd.collideConnected = false;
jd.motorSpeed = m_motorSpeed;
jd.maxMotorTorque = 400.0f;
jd.enableMotor = m_motorOn;
m_motorJoint = (RevoluteJoint) w.addJoint(jd);
}
v2 wheelAnchor;
wheelAnchor = pivot.add(new v2(0.0f, -0.8f));
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
m_wheel.setTransform(m_wheel.getPosition(), 120.0f * MathUtils.PI / 180.0f);
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
m_wheel.setTransform(m_wheel.getPosition(), -120.0f * MathUtils.PI / 180.0f);
createLeg(-1.0f, wheelAnchor);
createLeg(1.0f, wheelAnchor);
}
use of spacegraph.space2d.phys.collision.shapes.CircleShape in project narchy by automenta.
the class Box2DTests method drawBody.
private void drawBody(Body2D body) {
if (body.getType() == BodyType.DYNAMIC) {
g.setColor(Color.LIGHT_GRAY);
} else {
g.setColor(Color.GRAY);
}
Tuple2f v = new Vec2();
MyList<PolygonFixture> generalPolygons = new MyList<>();
for (Fixture f = body.fixtures; f != null; f = f.next) {
PolygonFixture pg = f.polygon;
if (pg != null) {
if (!generalPolygons.contains(pg)) {
generalPolygons.add(pg);
}
} else {
Shape shape = f.shape();
switch(shape.m_type) {
case POLYGON:
PolygonShape poly = (PolygonShape) shape;
for (int i = 0; i < poly.vertices; ++i) {
body.getWorldPointToOut(poly.vertex[i], v);
Point p = getPoint(v);
x[i] = p.x;
y[i] = p.y;
}
g.fillPolygon(x, y, poly.vertices);
break;
case CIRCLE:
CircleShape circle = (CircleShape) shape;
float r = circle.radius;
body.getWorldPointToOut(circle.center, v);
Point p = getPoint(v);
int wr = (int) (r * zoom);
g.fillOval(p.x - wr, p.y - wr, wr * 2, wr * 2);
break;
case EDGE:
EdgeShape edge = (EdgeShape) shape;
Tuple2f v1 = edge.m_vertex1;
Tuple2f v2 = edge.m_vertex2;
Point p1 = getPoint(v1);
Point p2 = getPoint(v2);
g.drawLine(p1.x, p1.y, p2.x, p2.y);
break;
}
}
}
if (generalPolygons.size() != 0) {
PolygonFixture[] polygonArray = generalPolygons.toArray(new PolygonFixture[generalPolygons.size()]);
for (PolygonFixture poly : polygonArray) {
int n = poly.size();
int[] x = new int[n];
int[] y = new int[n];
for (int i = 0; i < n; ++i) {
body.getWorldPointToOut(poly.get(i), v);
Point p = getPoint(v);
x[i] = p.x;
y[i] = p.y;
}
g.fillPolygon(x, y, n);
}
}
}
use of spacegraph.space2d.phys.collision.shapes.CircleShape in project narchy by automenta.
the class ParticlesTest method init.
@Override
public void init(Dynamics2D m_world) {
// first one
Body2D ground = m_world.bodies().iterator().next();
{
PolygonShape shape = new PolygonShape();
v2[] vertices = new v2[] { new v2(-40, -10), new v2(40, -10), new v2(40, 0), new v2(-40, 0) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
{
PolygonShape shape = new PolygonShape();
v2[] vertices = { new v2(-40, -1), new v2(-20, -1), new v2(-20, 20), new v2(-40, 30) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
{
PolygonShape shape = new PolygonShape();
v2[] vertices = { new v2(20, -1), new v2(40, -1), new v2(40, 30), new v2(20, 20) };
shape.set(vertices, 4);
ground.addFixture(shape, 0.0f);
}
m_world.setParticleRadius(0.35f);
m_world.setParticleDamping(0.2f);
{
CircleShape shape = new CircleShape();
shape.center.set(0, 30);
shape.radius = 20;
ParticleGroupDef pd = new ParticleGroupDef();
pd.flags = ParticleType.b2_waterParticle;
pd.shape = shape;
m_world.addParticles(pd);
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
Body2D body = m_world.addBody(bd);
CircleShape shape = new CircleShape();
shape.center.set(0, 80);
shape.radius = 5;
body.addFixture(shape, 0.5f);
}
}
use of spacegraph.space2d.phys.collision.shapes.CircleShape in project narchy by automenta.
the class TestQueryCallback method launchBomb.
private void launchBomb(Vec2 position, Vec2 velocity) {
if (bomb != null) {
world.destroyBody(bomb);
bomb = null;
}
// todo optimize this
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(position);
bd.bullet = true;
bomb = world.createBody(bd);
bomb.setLinearVelocity(velocity);
CircleShape circle = new CircleShape();
circle.m_radius = 0.3f;
FixtureDef fd = new FixtureDef();
fd.shape = circle;
fd.density = 20f;
fd.restitution = 0;
Vec2 minV = new Vec2(position);
Vec2 maxV = new Vec2(position);
minV.subLocal(new Vec2(.3f, .3f));
maxV.addLocal(new Vec2(.3f, .3f));
aabb.lowerBound.set(minV);
aabb.upperBound.set(maxV);
bomb.createFixture(fd);
}
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