com.badlogic.gdx.tests.box2d.Cantilever.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.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.CircleShape;
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.World;
import com.badlogic.gdx.physics.box2d.joints.WeldJointDef;

public class Cantilever extends Box2DTest {
    Body m_middle;
    final int e_count = 8;

    @Override
    protected void createWorld(World world) {
        Body ground;
        {
            BodyDef bd = new BodyDef();
            ground = world.createBody(bd);

            EdgeShape shape = new EdgeShape();
            shape.set(new Vector2(-40, 0), new Vector2(40, 0));
            ground.createFixture(shape, 0);
            shape.dispose();
        }

        {
            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.125f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;

            WeldJointDef jd = new WeldJointDef();

            Body prevBody = ground;
            for (int i = 0; i < e_count; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.position.set(-14.5f + 1.0f * i, 5.0f);
                Body body = world.createBody(bd);
                body.createFixture(fd);

                Vector2 anchor = new Vector2(-15.0f + 1 * i, 5.0f);
                jd.initialize(prevBody, body, anchor);
                world.createJoint(jd);
                prevBody = body;
            }

            shape.dispose();
        }

        {
            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.125f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;

            WeldJointDef jd = new WeldJointDef();

            Body prevBody = ground;
            for (int i = 0; i < e_count; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.position.set(-14.5f + 1.0f * i, 15.0f);
                bd.gravityScale = 10.0f;
                Body body = world.createBody(bd);
                body.createFixture(fd);

                Vector2 anchor = new Vector2(-15.0f + 1.0f * i, 15.0f);
                jd.initialize(prevBody, body, anchor);
                world.createJoint(jd);

                prevBody = body;
            }

            shape.dispose();
        }

        {
            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.125f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;

            WeldJointDef jd = new WeldJointDef();

            Body prevBody = ground;
            for (int i = 0; i < e_count; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.position.set(-4.5f + 1.0f * i, 5.0f);
                Body body = world.createBody(bd);
                body.createFixture(fd);

                if (i > 0) {
                    Vector2 anchor = new Vector2(-5.0f + 1.0f * i, 5.0f);
                    jd.initialize(prevBody, body, anchor);
                    world.createJoint(jd);
                }

                prevBody = body;
            }

            shape.dispose();
        }

        {
            PolygonShape shape = new PolygonShape();
            shape.setAsBox(0.5f, 0.125f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 20.0f;

            WeldJointDef jd = new WeldJointDef();

            Body prevBody = ground;
            for (int i = 0; i < e_count; i++) {
                BodyDef bd = new BodyDef();
                bd.type = BodyType.DynamicBody;
                bd.position.set(5.5f + 1.0f * i, 10.0f);
                bd.gravityScale = 10.0f;
                Body body = world.createBody(bd);
                body.createFixture(fd);

                if (i > 0) {
                    Vector2 anchor = new Vector2(5.0f + 1.0f * i, 10.0f);
                    jd.initialize(prevBody, body, anchor);
                    world.createJoint(jd);
                }

                prevBody = body;
            }

            shape.dispose();
        }

        for (int i = 0; i < 2; i++) {
            Vector2[] vertices = new Vector2[3];
            vertices[0] = new Vector2(-0.5f, 0);
            vertices[1] = new Vector2(0.5f, 0);
            vertices[2] = new Vector2(0, 1.5f);

            PolygonShape shape = new PolygonShape();
            shape.set(vertices);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 1.0f;

            BodyDef bd = new BodyDef();
            bd.type = BodyType.DynamicBody;
            bd.position.set(-8.0f + 8.0f * i, 12.0f);
            Body body = world.createBody(bd);
            body.createFixture(fd);

            shape.dispose();
        }

        for (int i = 0; i < 2; i++) {
            CircleShape shape = new CircleShape();
            shape.setRadius(0.5f);

            FixtureDef fd = new FixtureDef();
            fd.shape = shape;
            fd.density = 1.0f;

            BodyDef bd = new BodyDef();
            bd.type = BodyType.DynamicBody;
            bd.position.set(-6.0f + 6.0f * i, 10.0f);
            Body body = world.createBody(bd);
            body.createFixture(fd);
            shape.dispose();
        }
    }

}