List of usage examples for com.badlogic.gdx.physics.box2d World step
public void step(float timeStep, int velocityIterations, int positionIterations)
From source file:com.jemge.box2d.Physics2D.java
License:Apache License
@Override public void update() { for (World world : worlds.values()) { world.step(timeStep, velocityInteractions, positionInteractions); }/*from w w w. j a v a2 s. com*/ }
From source file:com.nebula2d.scene.SceneManager.java
License:Open Source License
public static void fixedUpdate() { if (currentScene == null) return;/*from w w w.j a va 2 s. co m*/ World physicalWorld = currentScene.getPhysicalWorld(); physicalWorld.step(1 / 45f, 6, 2); Array<Body> bodies = new Array<Body>(); physicalWorld.getBodies(bodies); for (Body body : bodies) { if (body.getType() != BodyDef.BodyType.StaticBody) { GameObject go = (GameObject) body.getUserData(); go.setPosition(body.getPosition().x, body.getPosition().y); go.setRotation((float) (body.getAngle() * 180.0f / Math.PI)); } } }
From source file:loon.physics.PhysicsFixedWorld.java
License:Apache License
public void update(final float secondsElapsed) { this.pSecondsElapsedAccumulator += secondsElapsed; final int velocityIterations = this.pVelocityIterations; final int positionIterations = this.pPositionIterations; final World world = this.globalWorld; final float stepLength = this.pTimeStep; int stepsAllowed = this.pMaximumStepsPerUpdate; while (this.pSecondsElapsedAccumulator >= stepLength && stepsAllowed > 0) { world.step(stepLength, velocityIterations, positionIterations); this.pSecondsElapsedAccumulator -= stepLength; stepsAllowed--;/*from w w w . ja va2 s.c om*/ } this.pPhysicsConnectorManager.update(secondsElapsed); }