Example usage for com.badlogic.gdx.physics.box2d Body isAwake

List of usage examples for com.badlogic.gdx.physics.box2d Body isAwake

Introduction

In this page you can find the example usage for com.badlogic.gdx.physics.box2d Body isAwake.

Prototype

public boolean isAwake() 

Source Link

Document

Get the sleeping state of this body.

Usage

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/*from w  w w.j a  v a 2 s  .c o  m*/
                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

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/*from  w  w  w.  j  av  a  2s  . co  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.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/*from   www.j  a v  a2s  .  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();/*  w ww.j a v a  2s  . com*/
    bodyDef.allowSleep = body.isSleepingAllowed();
    bodyDef.angle = body.getAngle();
    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();//from  w w w  .j  ava  2 s. c  om
    bodyDef.allowSleep = body.isSleepingAllowed();
    bodyDef.angle = body.getAngle();
    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();//from w  w w  .j a  v  a  2s .  c o  m
    def.angle = body.getAngle();
    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();

}

From source file:org.box2d.r3.gdx.GDXBox2DDebugRenderer.java

License:Apache License

private Color getColorByBody(final Body body) {
    if (body.isActive() == false) {
        return this.SHAPE_NOT_ACTIVE;
    } else if (body.getType() == BodyType.StaticBody) {
        return this.SHAPE_STATIC;
    } else if (body.getType() == BodyType.KinematicBody) {
        return this.SHAPE_KINEMATIC;
    } else if (body.isAwake() == false) {
        return this.SHAPE_NOT_AWAKE;
    } else {/*ww  w.  j a  v a  2  s  . c om*/
        return this.SHAPE_AWAKE;
    }
}

From source file:se.danielj.geometridestroyer.GeometriDestroyer.java

License:GNU General Public License

@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
    if (!gameRunning) {
        return false;
    }//from   ww  w  .  j  av a2  s .  co  m
    float x = ((float) screenX) / Gdx.graphics.getWidth() * Constants.WIDTH;
    float y = Constants.HEIGHT - ((float) screenY) / Gdx.graphics.getHeight() * Constants.HEIGHT;
    world.QueryAABB(new QueryCallback() {
        @Override
        public boolean reportFixture(Fixture fixture) {
            if (fixture.getBody().getUserData() instanceof Entity
                    && ((Entity) fixture.getBody().getUserData()).isDestroyable()) {
                if (gameRunning) {
                    world.destroyBody(fixture.getBody());
                    if (boxesLeft > 0) {
                        --boxesLeft;
                    }
                    if (boxesLeft == 0) {
                        victoryChecker = new VictoryChecker() {
                            @Override
                            public void check() {
                                boolean sleeping = true;
                                Iterator<Body> i = world.getBodies();
                                while (i.hasNext()) {
                                    Body body = i.next();
                                    if (body.getUserData() instanceof Entity) {
                                        if (body.isAwake()) {
                                            sleeping = false;
                                        }
                                    }
                                }
                                if (sleeping) {
                                    victory();
                                }
                            }
                        };
                    }
                }
            }
            return false;
        }
    }, x, y, x, y);
    return false;
}