List of usage examples for com.badlogic.gdx.physics.box2d PolygonShape set
public void set(float[] vertices)
From source file:Tabox2D.java
License:Open Source License
private Tabody generateRegularPoly(String name, String type, float x, float y, float rad) { // Scale proportions: x /= meterSize;// ww w. j a va2 s .co m y /= meterSize; rad /= meterSize; PolygonShape polygonShape; BodyDef defPoly = new BodyDef(); setType(defPoly, type); // Generate points: List<Vector2> pts = new ArrayList<Vector2>(); Vector2 p0 = new Vector2(0, rad); float conv = MathUtils.degreesToRadians; float angleInDeg = polyInfo.get(name + "_angle"); float cos = MathUtils.cos(conv * angleInDeg); float sin = MathUtils.sin(conv * angleInDeg); for (int i = 0; i < polyInfo.get(name); i++) { pts.add(new Vector2(p0.x, p0.y)); p0.set(p0.x, p0.y); float newX = p0.x * cos - p0.y * sin; float newY = p0.x * sin + p0.y * cos; p0.x = newX; p0.y = newY; } // Get bounding box: float[] rawPoints = new float[pts.size() * 2]; int pointIndex = 0; for (int i = 0; i < rawPoints.length - 1; i += 2) { rawPoints[i] = pts.get(pointIndex).x; rawPoints[i + 1] = pts.get(pointIndex).y; pointIndex++; } Polygon polyForBox = new Polygon(); polyForBox.setVertices(rawPoints); Rectangle boundingRect = polyForBox.getBoundingRectangle(); float boxX = boundingRect.x; float boxY = boundingRect.y; float boxW = boundingRect.getWidth(); float boxH = boundingRect.getHeight(); Vector2 aabbCenter = new Vector2(boxX + boxW / 2, boxY + boxH / 2); defPoly.position.set(x, y); Tabody regularPoly = new Tabody(); regularPoly.body = world.createBody(defPoly); //regularPoly.body.setFixedRotation(true); polygonShape = new PolygonShape(); //polygonShape.setAsBox(w / 2, h / 2); for (int i = 0; i < rawPoints.length - 1; i += 2) { rawPoints[i] -= aabbCenter.x; rawPoints[i + 1] -= aabbCenter.y; } //rawPoints[0] += 0.5; polygonShape.set(rawPoints); FixtureDef fixtureBox = new FixtureDef(); fixtureBox.shape = polygonShape; fixtureBox.density = 1; fixtureBox.friction = 1; fixtureBox.restitution = 0; //////////////////////////////////////// regularPoly.w = boxW * meterSize;//radius * 2 * meterSize; regularPoly.h = boxH * meterSize;//radius * 2 * meterSize; regularPoly.fixture = fixtureBox; regularPoly.bodyType = "poly"; //////////////////////////////////////// regularPoly.body.createFixture(fixtureBox); polygonShape.dispose(); tabodies.add(regularPoly); return regularPoly; }
From source file:Tabox2D.java
License:Open Source License
/** * Creates a Polygons with the given points * @param type "dynamic" or "static"/*from ww w .j a v a 2s . c o m*/ * @param pts points for the polygon * @return A new Tabody instance */ public Tabody newPoly(String type, float[] pts) { // Scale proportions: for (int i = 0; i < pts.length; i++) { pts[i] /= meterSize; } PolygonShape polygonShape; BodyDef defPoly = new BodyDef(); setType(defPoly, type); // Get bounding box: Polygon polyForBox = new Polygon(); polyForBox.setVertices(pts); //polyForBox.translate(center.x, center.y); Rectangle boundingRect = boundingBoxOf(polyForBox.getVertices()); Vector2 aabbCenter = new Vector2(boundingRect.x + boundingRect.width / 2, boundingRect.y + boundingRect.height / 2); defPoly.position.set(aabbCenter.x, aabbCenter.y); Tabody regularPoly = new Tabody(); regularPoly.body = world.createBody(defPoly); polygonShape = new PolygonShape(); for (int i = 0; i < pts.length - 1; i += 2) { pts[i] -= aabbCenter.x; pts[i + 1] -= aabbCenter.y; } polygonShape.set(pts); FixtureDef fixtureBox = new FixtureDef(); fixtureBox.shape = polygonShape; fixtureBox.density = 1; fixtureBox.friction = 1; fixtureBox.restitution = 0; //////////////////////////////////////// regularPoly.w = boundingRect.width * meterSize;//radius * 2 * meterSize; regularPoly.h = boundingRect.height * meterSize;//radius * 2 * meterSize; regularPoly.fixture = fixtureBox; regularPoly.bodyType = "poly"; //////////////////////////////////////// regularPoly.body.createFixture(fixtureBox); polygonShape.dispose(); tabodies.add(regularPoly); return regularPoly; }
From source file:Tabox2D.java
License:Open Source License
/** * Combines different tabodies in a single one.<br/> * This is useful to have a body with different fixtures in an easy way * @param tabodyArray Array of tabodies to combine * @return A new Tabody//from ww w . j a v a 2 s. c o m */ public Tabody combine(String type, Tabody... tabodyArray) { if (tabodyArray.length > 0) { Tabody newTabody = new Tabody(); BodyDef bodyDef = new BodyDef(); setType(bodyDef, type); //List<Vector2> centers = new ArrayList<Vector2>(); //AABB center of combines bodies: List<Vector2> ptsCombined = new ArrayList<Vector2>(); for (int i = 0; i < tabodyArray.length; i++) { //centers.add(tabodyArray[i].body.getWorldCenter()); Tabody t = tabodyArray[i]; for (Fixture f : t.body.getFixtureList()) { if (f.getShape() instanceof CircleShape) { CircleShape cS = (CircleShape) f.getShape(); // top-left and bottom-right of circle bounds: ptsCombined.add(new Vector2(cS.getPosition().x - cS.getRadius(), cS.getPosition().y + cS.getRadius())); ptsCombined.add(new Vector2(cS.getPosition().x + cS.getRadius(), cS.getPosition().y - cS.getRadius())); } else if (f.getShape() instanceof PolygonShape) { PolygonShape pS = (PolygonShape) f.getShape(); for (int n = 0; n < pS.getVertexCount(); n++) { Vector2 tmp = new Vector2(); pS.getVertex(n, tmp); ptsCombined.add( new Vector2(t.body.getPosition().x + tmp.x, t.body.getPosition().y + tmp.y)); } } } } Rectangle rectangle = boundingBoxOf(ptsCombined); bodyDef.position.set(rectangle.x + rectangle.width / 2, rectangle.y + rectangle.height / 2); newTabody.w = rectangle.width * meterSize; newTabody.h = rectangle.height * meterSize; newTabody.body = world.createBody(bodyDef); for (int i = 0; i < tabodyArray.length; i++) { Tabody t = tabodyArray[i]; for (Fixture f : t.body.getFixtureList()) { FixtureDef fixtureDef = new FixtureDef(); fixtureDef.density = f.getDensity(); fixtureDef.friction = f.getFriction(); fixtureDef.restitution = f.getRestitution(); // Delta X and Y for translating the shapes: float dx = t.body.getWorldCenter().x - bodyDef.position.x; float dy = t.body.getWorldCenter().y - bodyDef.position.y; if (f.getShape() instanceof CircleShape) { CircleShape circleShape = (CircleShape) f.getShape(); circleShape.setPosition( new Vector2(circleShape.getPosition().x + dx, circleShape.getPosition().y + dy)); fixtureDef.shape = circleShape; } else if (f.getShape() instanceof PolygonShape) { PolygonShape polygonShape = (PolygonShape) f.getShape(); float[] pts = new float[polygonShape.getVertexCount() * 2]; int vertexIndex = 0; // delta X and delta Y respect to the main body: dx = t.body.getPosition().x - bodyDef.position.x; dy = t.body.getPosition().y - bodyDef.position.y; for (int j = 0; j < pts.length - 1; j += 2) { Vector2 tmp = new Vector2(); polygonShape.getVertex(vertexIndex, tmp); pts[j] = tmp.x + dx; pts[j + 1] = tmp.y + dy; vertexIndex++; } polygonShape.set(pts); fixtureDef.shape = polygonShape; } else if (f.getShape() instanceof EdgeShape) { EdgeShape edgeShape = (EdgeShape) f.getShape(); fixtureDef.shape = edgeShape; } newTabody.body.createFixture(fixtureDef); } } // Destroy: for (int i = 0; i < tabodyArray.length; i++) { world.destroyBody(tabodyArray[i].body); tabodies.remove(tabodyArray[i]); } // Add new Tabody: tabodies.add(newTabody); return newTabody; } else { System.err.println("No tabodies specified in Tabox2D.combine()"); return null; } }
From source file:com.agateau.pixelwheels.racer.Wheel.java
License:Open Source License
public Wheel(GameWorld gameWorld, Vehicle vehicle, TextureRegion region, float posX, float posY, float angle) { mGameWorld = gameWorld;// www.j av a2 s . c o m mVehicle = vehicle; mRegion = region; float w = Constants.UNIT_FOR_PIXEL * region.getRegionWidth(); float h = Constants.UNIT_FOR_PIXEL * region.getRegionHeight(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; bodyDef.position.set(posX, posY); bodyDef.angle = angle * MathUtils.degreesToRadians; mBody = mGameWorld.getBox2DWorld().createBody(bodyDef); PolygonShape shape = new PolygonShape(); shape.set(Box2DUtils.createOctogon(w, h, w / 4, w / 4)); mBody.createFixture(shape, 2f); shape.dispose(); }
From source file:com.agateau.pixelwheels.utils.Box2DUtils.java
License:Open Source License
public static Body createStaticBodyForMapObject(World world, MapObject object) { final float u = Constants.UNIT_FOR_PIXEL; float rotation = object.getProperties().get("rotation", 0f, Float.class); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.StaticBody; bodyDef.angle = -rotation * MathUtils.degreesToRadians; if (object instanceof RectangleMapObject) { Rectangle rect = ((RectangleMapObject) object).getRectangle(); /*/*from w w w . j a v a 2 s . c o m*/ A D x--------x | | x--------x B C */ float[] vertices = new float[8]; // A vertices[0] = 0; vertices[1] = 0; // B vertices[2] = 0; vertices[3] = -rect.getHeight(); // C vertices[4] = rect.getWidth(); vertices[5] = -rect.getHeight(); // D vertices[6] = rect.getWidth(); vertices[7] = 0; scaleVertices(vertices, u); bodyDef.position.set(u * rect.getX(), u * (rect.getY() + rect.getHeight())); Body body = world.createBody(bodyDef); PolygonShape shape = new PolygonShape(); shape.set(vertices); body.createFixture(shape, 1); return body; } else if (object instanceof PolygonMapObject) { Polygon polygon = ((PolygonMapObject) object).getPolygon(); float[] vertices = polygon.getVertices().clone(); scaleVertices(vertices, u); bodyDef.position.set(polygon.getX() * u, polygon.getY() * u); Body body = world.createBody(bodyDef); PolygonShape shape = new PolygonShape(); shape.set(vertices); body.createFixture(shape, 1); return body; } else if (object instanceof EllipseMapObject) { Ellipse ellipse = ((EllipseMapObject) object).getEllipse(); float radius = ellipse.width * u / 2; float x = ellipse.x * u + radius; float y = ellipse.y * u + radius; bodyDef.position.set(x, y); Body body = world.createBody(bodyDef); CircleShape shape = new CircleShape(); shape.setRadius(radius); body.createFixture(shape, 1); return body; } throw new RuntimeException("Unsupported MapObject type: " + object); }
From source file:com.agateau.pixelwheels.utils.Box2DUtils.java
License:Open Source License
public static Shape createBox2DShape(Shape2D shape2D, float zoomFactor) { if (shape2D instanceof Polygon) { float[] polygonVertices = ((Polygon) shape2D).getTransformedVertices(); PolygonShape shape = new PolygonShape(); float[] vertices = Arrays.copyOf(polygonVertices, polygonVertices.length); scaleVertices(vertices, zoomFactor); shape.set(vertices); return shape; } else {//from w ww. ja va 2s .co m throw new RuntimeException("Unsupported Shape2D type " + shape2D); } }
From source file:com.badlogic.gdx.tests.box2d.ApplyForce.java
License:Apache License
@Override protected void createWorld(World world) { world.setGravity(new Vector2(0, 0)); float k_restitution = 0.4f; Body ground;/*from w w w. j ava2s .c o m*/ { BodyDef bd = new BodyDef(); bd.position.set(0, 20); ground = world.createBody(bd); EdgeShape shape = new EdgeShape(); FixtureDef sd = new FixtureDef(); sd.shape = shape; sd.density = 0; sd.restitution = k_restitution; shape.set(new Vector2(-20, -20), new Vector2(-20, 20)); ground.createFixture(sd); shape.set(new Vector2(20, -20), new Vector2(20, 20)); ground.createFixture(sd); shape.set(new Vector2(-20, 20), new Vector2(20, 20)); ground.createFixture(sd); shape.set(new Vector2(-20, -20), new Vector2(20, -20)); ground.createFixture(sd); shape.dispose(); } { Transform xf1 = new Transform(new Vector2(), 0.3524f * (float) Math.PI); xf1.setPosition(xf1.mul(new Vector2(1, 0))); Vector2[] vertices = new Vector2[3]; vertices[0] = xf1.mul(new Vector2(-1, 0)); vertices[1] = xf1.mul(new Vector2(1, 0)); vertices[2] = xf1.mul(new Vector2(0, 0.5f)); PolygonShape poly1 = new PolygonShape(); poly1.set(vertices); FixtureDef sd1 = new FixtureDef(); sd1.shape = poly1; sd1.density = 4.0f; Transform xf2 = new Transform(new Vector2(), -0.3524f * (float) Math.PI); xf2.setPosition(xf2.mul(new Vector2(-1, 0))); vertices[0] = xf2.mul(new Vector2(-1, 0)); vertices[1] = xf2.mul(new Vector2(1, 0)); vertices[2] = xf2.mul(new Vector2(0, 0.5f)); PolygonShape poly2 = new PolygonShape(); poly2.set(vertices); FixtureDef sd2 = new FixtureDef(); sd2.shape = poly2; sd2.density = 2.0f; BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.angularDamping = 5.0f; bd.linearDamping = 0.1f; bd.position.set(0, 2); bd.angle = (float) Math.PI; bd.allowSleep = false; m_body = world.createBody(bd); m_body.createFixture(sd1); m_body.createFixture(sd2); poly1.dispose(); poly2.dispose(); } { PolygonShape shape = new PolygonShape(); shape.setAsBox(0.5f, 0.5f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 1.0f; fd.friction = 0.3f; for (int i = 0; i < 10; i++) { BodyDef bd = new BodyDef(); bd.type = BodyType.DynamicBody; bd.position.set(0, 5 + 1.54f * i); Body body = world.createBody(bd); body.createFixture(fd); float gravity = 10.0f; float I = body.getInertia(); float mass = body.getMass(); float radius = (float) Math.sqrt(2 * I / mass); FrictionJointDef jd = new FrictionJointDef(); jd.localAnchorA.set(0, 0); jd.localAnchorB.set(0, 0); jd.bodyA = ground; jd.bodyB = body; jd.collideConnected = true; jd.maxForce = mass * gravity; jd.maxTorque = mass * radius * gravity; world.createJoint(jd); } shape.dispose(); } }
From source file:com.badlogic.gdx.tests.box2d.CollisionFiltering.java
License:Apache License
@Override protected void createWorld(World world) { {/*from www. j a va2s.c om*/ 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); }
From source file:com.esotericsoftware.spine.Box2DExample.java
License:Open Source License
private void createWorld() { world = new World(new Vector2(0, -10), true); float[] vertices = { -0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f, -0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f };/*from ww w. j a v a 2s . c o m*/ PolygonShape shape = new PolygonShape(); shape.set(vertices); // 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 explicitely for memomry managment. FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = groundPoly; fixtureDef.filter.groupIndex = 0; groundBody.createFixture(fixtureDef); groundPoly.dispose(); PolygonShape boxPoly = new PolygonShape(); boxPoly.setAsBox(1, 1); // Next we create the 50 box bodies using the PolygonShape we just // defined. This process is similar to the one we used for the ground // body. Note that we reuse the polygon for each body fixture. for (int i = 0; i < 45; 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); boxBody.createFixture(boxPoly, 1); } // we are done, all that's left is disposing the boxPoly boxPoly.dispose(); }
From source file:com.gmail.emersonmx.asteroids.util.PhysicBodyFactory.java
License:Open Source License
private PolygonShape createSpaceshipShape() { Vector2[] vertices = createSpaceshipShapeVertices(); PolygonShape shape = new PolygonShape(); shape.set(vertices); return shape; }