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Java Source Code
/*
* The MIT License (MIT)/*fromwww.java2s.com*/
*
* Copyright (c) 2014 Zapylaiev Kyrylo
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/package org.zapylaev.game.truetennis.core.model;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.World;
/**
* @author k.zapylaev <zapylaev@gmail.com>
*/class Box2dBall {
publicstaticfinalfloat RADIUS = 0.22f;
privatestaticfinalfloat DENSITY = 0.4f;
privatestaticfinalfloat FRICTION = 1f;
privatestaticfinalfloat RESTITUTION = 1f;
privatefinal Body mBody;
Box2dBall(World world,
float x, float y,
float radius,
BodyDef.BodyType type,
float density,
float friction,
float restitution) {
BodyDef bodyDef = new BodyDef();
bodyDef.position.set(x, y);
bodyDef.type = type;
CircleShape circleShape = new CircleShape();
circleShape.setRadius(radius);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = circleShape;
fixtureDef.density = density;
fixtureDef.friction = friction;
fixtureDef.restitution = restitution;
mBody = world.createBody(bodyDef);
mBody.createFixture(fixtureDef);
circleShape.dispose();
}
Box2dBall(World world, float x, float y) {
this(world, x, y, RADIUS, BodyDef.BodyType.DynamicBody, DENSITY, FRICTION, RESTITUTION);
}
void applyImpulse(float x, float y) {
Vector2 center = mBody.getWorldCenter();
mBody.applyLinearImpulse(x, y, center.x, center.y, true);
}
Vector2 getPosition() {
return mBody.getPosition();
}
void reset() {
mBody.setTransform(0, 0, 0);
mBody.setLinearVelocity(0, 0);
mBody.setAngularVelocity(0);
}
}