public void addAreaObject(String worldname, String objname, LayoutArea area, ObjectProps props) { Box2dData data = this.mBox2dWorlds.get(worldname); if (data == null) { return; } // Dynamic Body BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DYNAMIC; bodyDef.position.set(area.mLocation[0], area.mLocation[1]); Body body = data.mWorld.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.setAsBox(area.mBounds[0] / 2, area.mBounds[1] / 2); fixtureDef.shape = dynamicBox; fixtureDef.density = props.mDensity; fixtureDef.friction = props.mFriction; fixtureDef.restitution = props.mRestitution; // kinematicBody fixtureDef.filter.groupIndex = props.mGroupIndex; body.createFixture(fixtureDef); BodyData bodydata = new BodyData(); bodydata.mArea = area; bodydata.mBody = body; bodydata.mProps = props; area.assignPsyData(bodydata); data.mAreaModels.add(bodydata); }
private Body initPhysicsBody(World world, float x, float y) { BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DYNAMIC; bodyDef.position = new Vec2(0, 0); Body body = world.createBody(bodyDef); PolygonShape shape = new PolygonShape(); Transform fx = new Transform(); fx.position.set(100f, 100f); shape.centroid(fx); shape.setAsBox( sprite.layer().width() * GameScreen.M_PER_PIXEL / 2, sprite.layer().height() * GameScreen.M_PER_PIXEL / 2); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 0.4f; fixtureDef.friction = 0.1f; fixtureDef.restitution = 0f; body.createFixture(fixtureDef); body.setLinearDamping(0.2f); body.setTransform(new Vec2(x, y), 0f); // MassData md = body.getMassData(); // massD.center.set(2f, 0); body.setMassData(massD); return body; }
/** 创建多边形物体 */ private void createBody() { // 定义物体的形状是多边形形状 PolygonShape shape = new PolygonShape(); shape.set(vecs, edge); // 设置多边形物体的一些固定的物理属性 FixtureDef fd = new FixtureDef(); fd.shape = shape; // 固定设置参数 fd.density = 5.0f; // 密度 fd.friction = 0.3f; // 摩擦系数 fd.restitution = restitution; // 恢复系数 BodyDef bd = new BodyDef(); bd.position.set(x, y); bd.type = BodyType.DYNAMIC; bd.angle = angle; bd.allowSleep = true; bd.setAwake(true); // 根据bodyDef创建物体到世界中 body = world.createBody(bd); // 设置好物体的固定属性 body.createFixture(fd); }
/** Inits the Box2D shape with default or passed values. */ private void init() { mFixtureDef = new FixtureDef(); // default values mFixtureDef.density = 10; mFixtureDef.friction = 0.3f; mFixtureDef.restitution = 0.5f; switch (mType) { case CIRCLE: mShape = new CircleShape(); break; default: mShape = new PolygonShape(); } }
@Override Body initPhysicsBody(World world, float x, float y, float width, float height, float angle) { FixtureDef fixtureDef = new FixtureDef(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DYNAMIC; bodyDef.position = new Vec2(0, 0); Body body = world.createBody(bodyDef); CircleShape circleShape = new CircleShape(); circleShape.m_radius = RADIUS; fixtureDef.shape = circleShape; fixtureDef.density = 0.4f; fixtureDef.friction = 1f; fixtureDef.restitution = 0.0f; circleShape.m_p.set(0, 0); body.createFixture(fixtureDef); // body.setLinearDamping(0.2f); body.setTransform(new Vec2(x, y), angle); return body; }
public void addDynObject( String worldname, String objname, GameonModelRef ref, ObjectProps props) { Box2dData data = this.mBox2dWorlds.get(worldname); if (data == null) { return; } // Dynamic Body BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DYNAMIC; bodyDef.position.set(ref.mPosition[0], ref.mPosition[1]); Body body = data.mWorld.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); if (props.mShape == SHAPE_BOX) { PolygonShape dynamicBox = new PolygonShape(); dynamicBox.setAsBox(ref.mScale[0] / 2, ref.mScale[1] / 2); fixtureDef.shape = dynamicBox; } else { CircleShape dynamicCircle = new CircleShape(); dynamicCircle.m_radius = ref.mScale[0] / 2; fixtureDef.shape = dynamicCircle; } fixtureDef.density = props.mDensity; fixtureDef.friction = props.mFriction; fixtureDef.restitution = props.mRestitution; // kinematicBody fixtureDef.filter.groupIndex = props.mGroupIndex; body.createFixture(fixtureDef); BodyData bodydata = new BodyData(); bodydata.mRef = ref; bodydata.mBody = body; bodydata.mProps = props; ref.assignPsyData(bodydata); data.mDynModels.add(bodydata); }
public PhysicsObject(float x, float y, int w, int h, BodyType t) { pos.x = x; pos.y = y; height = h; width = w; shape = new PolygonShape(); shape.setAsBox( (width / 2) / PhysicsInvaders.PTM_RATIO, (height / 2) / PhysicsInvaders.PTM_RATIO); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 100; fd.friction = 0.9f; fd.restitution = 0.1f; BodyDef bodyDef = new BodyDef(); bodyDef.position.set(pos.x / PhysicsInvaders.PTM_RATIO, pos.y / PhysicsInvaders.PTM_RATIO); bodyDef.type = t; body = PhysicsInvaders.world.createBody(bodyDef); body.createFixture(fd); }
/** * Instead of using a square shape, we will use a round one. * * @param body the body created before. */ @Override public void createFixturesForBody(Body body) { // Use vertices to create fixture shape. CircleShape shape = new CircleShape(); shape.setRadius(getWidth() * GameRenderer.getMPP()); // Attach fixture FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = getDensity(); fd.friction = getFriction(); fd.restitution = getRestitution(); // Continue the fixture definition. configureFixtureDefinition(fd); // We set to the fixture's user data this model, so we can get it later // when getting collisions. body.createFixture(fd).setUserData(this); body.applyForceToCenter(new Vec2(0f, 4f)); }
/** * Create a new paddle. * * @param world The world the paddle will be added to. * @param y The height of the paddle (starts centered on the x) * @param mode The keys that will move this paddle */ public Paddle(World world, int y, MovementMode mode) { Mode = mode; // Respond to the keyboard KeyboardFocusManager manager = KeyboardFocusManager.getCurrentKeyboardFocusManager(); manager.addKeyEventDispatcher(this); // Add the physics body BodyDef bd = new BodyDef(); bd.type = BodyType.DYNAMIC; bd.position.set(world.Bounds.width / 2, y); bd.linearDamping = 0.0f; bd.angularDamping = 0.01f; FixtureDef fd = new FixtureDef(); fd.shape = new PolygonShape(); ((PolygonShape) fd.shape).setAsBox(SIZE.width / 2, SIZE.height / 2); fd.density = 0.1f; fd.friction = 0.0f; fd.restitution = 1.0f; j2dBody = world.j2dWorld.createBody(bd); j2dBody.createFixture(fd); j2dBody.setUserData(this); // Limit it to only x movement BodyDef gbd = new BodyDef(); gbd.type = BodyType.STATIC; bd.position.set(world.Bounds.width / 2, y); PrismaticJointDef pjd = new PrismaticJointDef(); pjd.collideConnected = true; pjd.initialize( j2dBody, world.j2dWorld.createBody(gbd), j2dBody.getWorldCenter(), new Vec2(1.0f, 0.0f)); world.j2dWorld.createJoint(pjd); }
// Constructor Box(PApplet parent, PBox2D box2d, float x, float y, float w_, float h_, boolean lock) { this.parent = parent; this.box2d = box2d; w = w_; h = h_; // Define and create the body BodyDef bd = new BodyDef(); bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y))); if (lock) bd.type = BodyType.STATIC; else bd.type = BodyType.DYNAMIC; body = box2d.createBody(bd); // Define the shape -- a (this is what we use for a rectangle) PolygonShape sd = new PolygonShape(); float box2dW = box2d.scalarPixelsToWorld(w / 2); float box2dH = box2d.scalarPixelsToWorld(h / 2); sd.setAsBox(box2dW, box2dH); // Define a fixture FixtureDef fd = new FixtureDef(); fd.shape = sd; // Parameters that affect physics fd.density = 1; fd.friction = 0.3f; fd.restitution = 0.5f; body.createFixture(fd); // Give it some initial random velocity body.setLinearVelocity(new Vec2(parent.random(-5, 5), parent.random(2, 5))); body.setAngularVelocity(parent.random(-5, 5)); }
/** * Rozbije objekt. Upravi objekt world tak, ze vymaze triesteny objekt a nahradi ho fragmentami na * zaklade nastaveneho materialu a clenskych premennych. * * @param dt casova dlzka framu */ public void smash(float dt) { if (contact == null) { // riesi sa staticky prvok, ktory ma priliz maly obsah b1.setType(BodyType.DYNAMIC); return; } World w = b1.m_world; Shape s = f1.m_shape; Polygon p = f1.m_polygon; if (p == null) { switch (s.m_type) { case POLYGON: PolygonShape ps = (PolygonShape) s; Vec2[] vertices = ps.m_vertices; p = new Polygon(); for (int i = 0; i < ps.m_count; ++i) { p.add(vertices[ps.m_count - i - 1]); } break; case CIRCLE: CircleShape cs = (CircleShape) s; p = new Polygon(); float radius = cs.m_radius; double u = Math.PI * 2 / CIRCLEVERTICES; radius = (float) Math.sqrt(u / Math.sin(u)) * radius; // upravim radius tak, aby bola zachovana velkost obsahu Vec2 center = cs.m_p; for (int i = 0; i < CIRCLEVERTICES; ++i) { double j = u * i; // uhol float sin = (float) Math.sin(j); float cos = (float) Math.cos(j); Vec2 v = new Vec2(sin, cos).mulLocal(radius).addLocal(center); p.add(v); } break; default: throw new RuntimeException("Dany typ tvaru nepodporuje stiepenie"); } } float mConst = f1.m_material.m_rigidity / normalImpulse; // sila v zavislosti na pevnosti telesa boolean fixA = f1 == contact.m_fixtureA; // true, ak f2 je v objekte contact ako m_fixtureA float oldAngularVelocity = fixA ? contact.m_angularVelocity_bodyA : contact.m_angularVelocity_bodyB; Vec2 oldLinearVelocity = fixA ? contact.m_linearVelocity_bodyA : contact.m_linearVelocity_bodyB; b1.setAngularVelocity( (b1.m_angularVelocity - oldAngularVelocity) * mConst + oldAngularVelocity); b1.setLinearVelocity( b1.m_linearVelocity.sub(oldLinearVelocity).mulLocal(mConst).addLocal(oldLinearVelocity)); if (!w.isFractured(f2) && b2.m_type == BodyType.DYNAMIC && !b2.m_fractureTransformUpdate) { // ak sa druhy objekt nerozbija, tak sa jej nahodia // povodne hodnoty (TREBA MODIFIKOVAT POHYB OBJEKTU, // KTORY SPOSOBUJE ROZPAD) oldAngularVelocity = !fixA ? contact.m_angularVelocity_bodyA : contact.m_angularVelocity_bodyB; oldLinearVelocity = !fixA ? contact.m_linearVelocity_bodyA : contact.m_linearVelocity_bodyB; b2.setAngularVelocity( (b2.m_angularVelocity - oldAngularVelocity) * mConst + oldAngularVelocity); b2.setLinearVelocity( b2.m_linearVelocity.sub(oldLinearVelocity).mulLocal(mConst).addLocal(oldLinearVelocity)); b2.setTransform( b2.m_xf0.p.add(b2.m_linearVelocity.mul(dt)), b2.m_xf0.q.getAngle()); // osetruje jbox2d od posuvania telesa pri rieseni kolizie b2.m_fractureTransformUpdate = true; } Vec2 localPoint = Transform.mulTrans(b1.m_xf, point); Vec2 b1Vec = b1.getLinearVelocityFromWorldPoint(point); Vec2 b2Vec = b2.getLinearVelocityFromWorldPoint(point); Vec2 localVector = b2Vec.subLocal(b1Vec); localVector.mulLocal(dt); Polygon[] fragment; try { fragment = m.split(p, localPoint, localVector, normalImpulse); // rodeli to } catch (RuntimeException ex) { return; } if (fragment.length == 1) { // nerozbilo to na ziadne fragmenty return; } // definuje tela fragmentov - tie maju vsetky rovnaku definiciu (preberaju parametre z povodneho // objektu) BodyDef bodyDef = new BodyDef(); bodyDef.position.set(b1.m_xf.p); // pozicia bodyDef.angle = b1.m_xf.q.getAngle(); // otocenie bodyDef.fixedRotation = b1.isFixedRotation(); bodyDef.angularDamping = b1.m_angularDamping; bodyDef.allowSleep = b1.isSleepingAllowed(); FixtureDef fd = new FixtureDef(); fd.friction = f1.m_friction; // trenie fd.restitution = f1.m_restitution; // odrazivost fd.isSensor = f1.m_isSensor; fd.density = f1.m_density; // odstrani fragmentacne predmety/cele teleso ArrayList<Fixture> fixtures = new ArrayList<>(); if (f1.m_polygon != null) { for (Fixture f = b1.m_fixtureList; f != null; f = f.m_next) { if (f.m_polygon == f1.m_polygon) { fixtures.add(f); } } } else { fixtures.add(f1); } for (Fixture f : fixtures) { b1.destroyFixture(f); } if (b1.m_fixtureCount == 0) { w.destroyBody(b1); } // prida fragmenty do simulacie MyList<Body> newbodies = new MyList<>(); for (Polygon pg : fragment) { // vytvori tela, prida fixtury, poriesi konvexnu dekompoziciu if (pg.isCorrect()) { if (pg instanceof Fragment) { Polygon[] convex = pg.convexDecomposition(); bodyDef.type = BodyType.DYNAMIC; for (Polygon pgx : convex) { Body f_body = w.createBody(bodyDef); pgx.flip(); PolygonShape ps = new PolygonShape(); ps.set(pgx.getArray(), pgx.size()); fd.shape = ps; fd.polygon = null; fd.material = f1.m_material.m_fragments; // rekurzivne stiepenie f_body.createFixture(fd); f_body.setAngularVelocity(b1.m_angularVelocity); f_body.setLinearVelocity(b1.getLinearVelocityFromLocalPoint(f_body.getLocalCenter())); newbodies.add(f_body); } } else { fd.material = f1.m_material.m_fragments; // rekurzivne stiepenie bodyDef.type = b1.getType(); Body f_body = w.createBody(bodyDef); PolygonFixture pf = new PolygonFixture(pg); f_body.createFixture(pf, fd); f_body.setLinearVelocity(b1.getLinearVelocityFromLocalPoint(f_body.getLocalCenter())); f_body.setAngularVelocity(b1.m_angularVelocity); newbodies.add(f_body); } } } // zavola sa funkcia z fraction listeneru (pokial je nadefinovany) FractureListener fl = w.getContactManager().m_fractureListener; if (fl != null) { fl.action(m, normalImpulse, newbodies); } }