com.badlogic.gdx.tests.box2d.ApplyForce.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/
/*
 * Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the
 * License. You may obtain a copy of the License at
 * 
 * http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS"
 * BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 */

package com.badlogic.gdx.tests.box2d;

import com.badlogic.gdx.Input.Keys;
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.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.Transform;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.joints.FrictionJointDef;

public class ApplyForce extends Box2DTest {
    Body m_body;

    @Override
    protected void createWorld(World world) {
        world.setGravity(new Vector2(0, 0));

        float k_restitution = 0.4f;
        Body ground;

        {
            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();
        }
    }

    private final Vector2 tmp = new Vector2();

    public boolean keyDown(int keyCode) {
        if (keyCode == Keys.W) {
            Vector2 f = m_body.getWorldVector(tmp.set(0, -200));
            Vector2 p = m_body.getWorldPoint(tmp.set(0, 2));
            m_body.applyForce(f, p, true);
        }
        if (keyCode == Keys.A)
            m_body.applyTorque(50, true);
        if (keyCode == Keys.D)
            m_body.applyTorque(-50, true);

        return false;
    }

}