List of usage examples for com.badlogic.gdx.physics.box2d Body isActive
public boolean isActive()
From source file:com.altportalgames.colorrain.utils.Box2DDebugRenderer.java
License:Apache License
private void renderBodies(World world) { for (Iterator<Body> iter = world.getBodies(); iter.hasNext();) { Body body = iter.next(); Transform transform = body.getTransform(); int len = body.getFixtureList().size(); List<Fixture> fixtures = body.getFixtureList(); for (int i = 0; i < len; i++) { Fixture fixture = fixtures.get(i); if (body.isActive() == false) drawShape(fixture, transform, SHAPE_NOT_ACTIVE); else if (body.getType() == BodyType.StaticBody) drawShape(fixture, transform, SHAPE_STATIC); else if (body.getType() == BodyType.KinematicBody) drawShape(fixture, transform, SHAPE_KINEMATIC); else if (body.isAwake() == false) drawShape(fixture, transform, SHAPE_NOT_AWAKE); else/* ww w.j a va 2 s .c om*/ drawShape(fixture, transform, SHAPE_AWAKE); } } for (Iterator<Joint> iter = world.getJoints(); iter.hasNext();) { Joint joint = iter.next(); drawJoint(joint); } int len = world.getContactList().size(); for (int i = 0; i < len; i++) drawContact(world.getContactList().get(i)); }
From source file:com.blindtigergames.werescrewed.debug.SBox2DDebugRenderer.java
License:Apache License
private void renderBodies(World world) { renderer.begin(ShapeType.Line); if (drawBodies || drawAABBs) { for (Iterator<Body> iter = world.getBodies(); iter.hasNext();) { Body body = iter.next(); if (body.isActive() || drawInactiveBodies) renderBody(body);/*w ww . j a va2 s .co m*/ } } if (drawJoints) { for (Iterator<Joint> iter = world.getJoints(); iter.hasNext();) { Joint joint = iter.next(); drawJoint(joint); } } renderer.end(); if (Gdx.gl10 != null) Gdx.gl10.glPointSize(3); renderer.begin(ShapeType.Point); int len = world.getContactList().size(); for (int i = 0; i < len; i++) drawContact(world.getContactList().get(i)); renderer.end(); if (Gdx.gl10 != null) Gdx.gl10.glPointSize(1); }
From source file:com.blindtigergames.werescrewed.debug.SBox2DDebugRenderer.java
License:Apache License
protected void renderBody(Body body) { Transform transform = body.getTransform(); int len = body.getFixtureList().size(); List<Fixture> fixtures = body.getFixtureList(); for (int i = 0; i < len; i++) { Fixture fixture = fixtures.get(i); if (drawBodies) { if (body.isActive() == false) drawShape(fixture, transform, SHAPE_NOT_ACTIVE); else if (body.getType() == BodyType.StaticBody) drawShape(fixture, transform, SHAPE_STATIC); else if (body.getType() == BodyType.KinematicBody) drawShape(fixture, transform, SHAPE_KINEMATIC); else if (body.isAwake() == false) drawShape(fixture, transform, SHAPE_NOT_AWAKE); else// ww w. j a va 2s. c o m drawShape(fixture, transform, SHAPE_AWAKE); if (drawVelocities) { Vector2 position = body.getPosition(); drawSegment(position, body.getLinearVelocity().add(position), VELOCITY_COLOR); } } if (drawAABBs) { drawAABB(fixture, transform); } } }
From source file:com.dongbat.game.util.PhysicsUtil.java
/** * Set radius for an entity//from w w w .ja va 2 s .c o m * * @param world artemis world * @param e entity that you want to set radius * @param r radius that you want to set for entity */ public static void setRadius(com.artemis.World world, Entity e, float r) { Body body = PhysicsUtil.getBody(world, e); if (!body.isActive()) { return; } getBody(world, e).getFixtureList().get(0).getShape().setRadius(r); }
From source file:com.mcprog.ragnar.screens.GameScreen.java
License:Apache License
/** * Safely destroys arrow that have been added to an array of bodies to remove * These are arrows that have either hit each other, the player, or the outside bounds * <li>1. sets the bodies inactive</li> * <li>2. destroys the inactive bodies</li> * This means that it takes 2 frames to completely delete the bodies *//*w ww . ja va 2s. c o m*/ private void safelyDestroyBodies() { world.getBodies(bodies); if (!world.isLocked()) { for (Body b : bodiesToDelete) { b.setActive(false); } bodiesToDelete.clear(); for (Body i : bodies) { if (!i.isActive()) { world.destroyBody(i); } } } }
From source file:com.me.mygdxgame.Entities.MydebugRenderer.java
License:Apache License
private void renderBodies(World world) { renderer.begin(ShapeType.Line); if (drawBodies || drawAABBs) { world.getBodies(bodies);//from w w w . j ava 2 s. com for (Iterator<Body> iter = bodies.iterator(); iter.hasNext();) { Body body = iter.next(); if (body.isActive() || drawInactiveBodies) renderBody(body); } } if (drawJoints) { world.getJoints(joints); for (Iterator<Joint> iter = joints.iterator(); iter.hasNext();) { Joint joint = iter.next(); drawJoint(joint); } } renderer.end(); if (drawContacts) { if (Gdx.gl10 != null) Gdx.gl10.glPointSize(3); renderer.begin(ShapeType.Point); for (Contact contact : world.getContactList()) drawContact(contact); renderer.end(); if (Gdx.gl10 != null) Gdx.gl10.glPointSize(1); } }
From source file:com.me.mygdxgame.Entities.MydebugRenderer.java
License:Apache License
private Color getColorByBody(Body body) { if (body.isActive() == false) return SHAPE_NOT_ACTIVE; else if (body.getType() == BodyType.StaticBody) return SHAPE_STATIC; else if (body.getType() == BodyType.KinematicBody) return SHAPE_KINEMATIC; else if (body.isAwake() == false) return SHAPE_NOT_AWAKE; else/*w ww . j a va 2s .co m*/ return SHAPE_AWAKE; }
From source file:com.stercore.code.net.dermetfan.utils.libgdx.box2d.Box2DUtils.java
License:Apache License
/** @param body the body for which to setup a new {@link BodyDef} * @return a new {@link BodyDef} instance that can be used to clone the given body */ public static BodyDef createDef(Body body) { BodyDef bodyDef = new BodyDef(); bodyDef.active = body.isActive(); bodyDef.allowSleep = body.isSleepingAllowed(); bodyDef.angle = body.getAngle();/* ww w .ja v a2s. c om*/ bodyDef.angularDamping = body.getAngularDamping(); bodyDef.angularVelocity = body.getAngularVelocity(); bodyDef.awake = body.isAwake(); bodyDef.bullet = body.isBullet(); bodyDef.fixedRotation = body.isFixedRotation(); bodyDef.gravityScale = body.getGravityScale(); bodyDef.linearDamping = body.getLinearDamping(); bodyDef.linearVelocity.set(body.getLinearVelocity()); bodyDef.position.set(body.getPosition()); bodyDef.type = body.getType(); return bodyDef; }
From source file:net.dermetfan.utils.libgdx.box2d.Box2DUtils.java
License:Apache License
/** creates a deep copy of a {@link Body} * @param body the {@link Body} to copy * @param shapes if the {@link Shape Shapes} of the {@link Fixture Fixures} of the given {@code body} should be {@link #copy(Shape) copied} as well * @return a deep copy of the given {@code body} */ public static Body copy(Body body, boolean shapes) { BodyDef bodyDef = new BodyDef(); bodyDef.active = body.isActive(); bodyDef.allowSleep = body.isSleepingAllowed(); bodyDef.angle = body.getAngle();/*from w w w .j a v a 2s . com*/ bodyDef.angularDamping = body.getAngularDamping(); bodyDef.angularVelocity = body.getAngularVelocity(); bodyDef.awake = body.isAwake(); bodyDef.bullet = body.isBullet(); bodyDef.fixedRotation = body.isFixedRotation(); bodyDef.gravityScale = body.getGravityScale(); bodyDef.linearDamping = body.getLinearDamping(); bodyDef.linearVelocity.set(body.getLinearVelocity()); bodyDef.position.set(body.getPosition()); bodyDef.type = body.getType(); Body copy = body.getWorld().createBody(bodyDef); copy.setUserData(body.getUserData()); for (Fixture fixture : body.getFixtureList()) copy(fixture, copy, shapes); return copy; }
From source file:org.ams.physics.things.def.DefParser.java
License:Open Source License
public static void thingWithBodyToDefinition(ThingWithBody thingWithBody, ThingWithBodyDef def) { Body body = thingWithBody.getBody(); Fixture firstFixture = body.getFixtureList().first(); thingToDefinition(thingWithBody, def); def.active = body.isActive(); def.angle = body.getAngle();//w ww .ja v a2s.c om def.angularDamping = body.getAngularDamping(); def.antiCollisionGroup = thingWithBody.getAntiCollisionGroup(); def.awake = body.isAwake(); def.bullet = body.isBullet(); def.categoryBits = firstFixture.getFilterData().categoryBits; def.density = firstFixture.getDensity(); def.fixedRotation = body.isFixedRotation(); def.friction = firstFixture.getFriction(); def.groupIndex = firstFixture.getFilterData().groupIndex; def.linearDamping = body.getLinearDamping(); def.maskBits = firstFixture.getFilterData().maskBits; def.position.set(body.getPosition()); def.restitution = firstFixture.getRestitution(); def.type = body.getType(); }