public void initTest(boolean argDeserialized) { if (argDeserialized) { return; } { // Floor FixtureDef fd = new FixtureDef(); PolygonShape sd = new PolygonShape(); sd.setAsBox(50.0f, 10.0f); fd.shape = sd; BodyDef bd = new BodyDef(); bd.position = new Vec2(0.0f, -10.0f); getWorld().createBody(bd).createFixture(fd); } { // Platforms for (int i = 0; i < 4; i++) { FixtureDef fd = new FixtureDef(); PolygonShape sd = new PolygonShape(); sd.setAsBox(25.0f, 0.125f); fd.shape = sd; BodyDef bd = new BodyDef(); bd.position = new Vec2(0.0f, 5f + 5f * i); getWorld().createBody(bd).createFixture(fd); } } { FixtureDef fd = new FixtureDef(); PolygonShape sd = new PolygonShape(); sd.setAsBox(0.125f, 2f); fd.shape = sd; fd.density = 25.0f; BodyDef bd = new BodyDef(); bd.type = BodyType.DYNAMIC; float friction = .5f; int numPerRow = 25; for (int i = 0; i < 4; ++i) { for (int j = 0; j < numPerRow; j++) { fd.friction = friction; bd.position = new Vec2(-14.75f + j * (29.5f / (numPerRow - 1)), 7.3f + 5f * i); if (i == 2 && j == 0) { bd.angle = -0.1f; bd.position.x += .1f; } else if (i == 3 && j == numPerRow - 1) { bd.angle = .1f; bd.position.x -= .1f; } else bd.angle = 0f; Body myBody = getWorld().createBody(bd); myBody.createFixture(fd); } } } }
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; }
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); }
public void initWorld() { Vec2 gravity = new Vec2(0.0f, 9.8f); world = new World(gravity); // ground FixtureDef groundFixtureDef = new FixtureDef(); PolygonShape groundShape = new PolygonShape(); groundShape.setAsBox(20f, 0.1f); groundFixtureDef.shape = groundShape; groundFixtureDef.density = 25.0f; groundFixtureDef.filter = new Filter(); groundFixtureDef.filter.categoryBits = 0x0001; BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position = new Vec2(0.0f, 3f); groundBodyDef.angle = 0.0f; groundBodyDef.type = BodyType.STATIC; groundBody = world.createBody(groundBodyDef); groundFixture = groundBody.createFixture(groundFixtureDef); }
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); }
// 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)); }
/** * Create a convex hull from the given array of points. The count must be in the range [3, * Settings.maxPolygonVertices]. This method takes an arraypool for pooling * * @warning the points may be re-ordered, even if they form a convex polygon * @warning collinear points are handled but not removed. Collinear points may lead to poor * stacking behavior. */ public final void set( final Vec2[] verts, final int num, final Vec2Array vecPool, final IntArray intPool) { assert (3 <= num && num <= Settings.maxPolygonVertices); if (num < 3) { setAsBox(1.0f, 1.0f); return; } int n = MathUtils.min(num, Settings.maxPolygonVertices); // Copy the vertices into a local buffer Vec2[] ps = (vecPool != null) ? vecPool.get(n) : new Vec2[n]; for (int i = 0; i < n; ++i) { ps[i] = verts[i]; } // Create the convex hull using the Gift wrapping algorithm // http://en.wikipedia.org/wiki/Gift_wrapping_algorithm // Find the right most point on the hull int i0 = 0; float x0 = ps[0].x; for (int i = 1; i < num; ++i) { float x = ps[i].x; if (x > x0 || (x == x0 && ps[i].y < ps[i0].y)) { i0 = i; x0 = x; } } int[] hull = (intPool != null) ? intPool.get(Settings.maxPolygonVertices) : new int[Settings.maxPolygonVertices]; int m = 0; int ih = i0; while (true) { hull[m] = ih; int ie = 0; for (int j = 1; j < n; ++j) { if (ie == ih) { ie = j; continue; } Vec2 r = pool1.set(ps[ie]).subLocal(ps[hull[m]]); Vec2 v = pool2.set(ps[j]).subLocal(ps[hull[m]]); float c = Vec2.cross(r, v); if (c < 0.0f) { ie = j; } // Collinearity check if (c == 0.0f && v.lengthSquared() > r.lengthSquared()) { ie = j; } } ++m; ih = ie; if (ie == i0) { break; } } this.m_count = m; // Copy vertices. for (int i = 0; i < m_count; ++i) { if (m_vertices[i] == null) { m_vertices[i] = new Vec2(); } m_vertices[i].set(ps[hull[i]]); } final Vec2 edge = pool1; // Compute normals. Ensure the edges have non-zero length. for (int i = 0; i < m_count; ++i) { final int i1 = i; final int i2 = i + 1 < m_count ? i + 1 : 0; edge.set(m_vertices[i2]).subLocal(m_vertices[i1]); assert (edge.lengthSquared() > Settings.EPSILON * Settings.EPSILON); Vec2.crossToOutUnsafe(edge, 1f, m_normals[i]); m_normals[i].normalize(); } // Compute the polygon centroid. computeCentroidToOut(m_vertices, m_count, m_centroid); }
public void start() { Vec2 gravity = new Vec2(0, 0); World world = new World(gravity); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(0, -25); Body groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(900, 10); groundBody.createFixture(groundBox, 0); // Dynamic Body BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DYNAMIC; bodyDef.position.set(0, 0); Body body = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.setAsBox(12, 12); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1f; fixtureDef.friction = 0.3f; body.createFixture(fixtureDef); // Setup world float timeStep = 1.0f / 60.0f; int velocityIterations = 6; int positionIterations = 2; body.setLinearVelocity(new Vec2(15.0f, -15.0f)); body.setLinearDamping(2f); Vec2 f = body.getWorldVector(new Vec2(0.0f, -30.0f)); Vec2 p = body.getWorldPoint(body.getLocalCenter().add(new Vec2(-.2f, 0f))); // body.applyForce(new Vec2(-200,-200),new Vec2(-200,200)); try { Display.setDisplayMode(new DisplayMode(screen_width, screen_height)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } lastFPS = getTime(); // standardBall[0] = new Ball(400,200,0,12); // standardBall[1] = new Ball(100,210,2,12); // standardBall[0].addImpulse(-10,0); standardBall[0] = new Ball(200, 300, 0, 12); standardBall[1] = new Ball(415, 100, 2, 12); standardBall[0].addImpulse(10, -9.99f); standardBall[2] = new Ball(620, 270, 2, 12); standardBall[3] = new Ball(640, 290, 2, 12); standardBall[4] = new Ball(660, 310, 2, 12); standardBall[5] = new Ball(680, 330, 2, 12); standardBall[6] = new Ball(620, 230, 2, 12); standardBall[7] = new Ball(640, 210, 2, 12); standardBall[8] = new Ball(660, 190, 2, 12); standardBall[9] = new Ball(680, 170, 2, 12); standardBall[10] = new Ball(640, 250, 1, 12); standardBall[11] = new Ball(660, 230, 2, 12); standardBall[12] = new Ball(660, 270, 2, 12); standardBall[13] = new Ball(680, 290, 2, 12); standardBall[14] = new Ball(680, 210, 2, 12); standardBall[15] = new Ball(680, 250, 2, 12); standardTable = new Table(0, 0, 800, 400, 25, 15); // init OpenGL GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 900, 0, 500, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); while (!Display.isCloseRequested()) { int delta = getDelta(); world.step(timeStep, velocityIterations, positionIterations); Vec2 position = body.getPosition(); float angle = body.getAngle(); // System.out.printf("%4.2f %4.2f %4.2f\n", position.x, position.y, angle); // Clear the screen and depth buffer GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); standardTable.draw(); for (int i = 0; i < NUMBER_OF_BALLS; i++) { standardBall[i].draw(); standardBall[i].update(delta); } standardBall[0].setX((position.x * 20) + offset_x); standardBall[0].setY((position.y * 20) + offset_y); update(delta); Display.update(); Display.sync(60); } Display.destroy(); }
/** * Sets the shape as a box. * * @param x the half-width * @param y the half-height */ void setAsBox(float x, float y) { mShape.m_type = ShapeType.POLYGON; mType = Box2DShapeType.BOX; ((PolygonShape) mShape).setAsBox(x, y); }
@Override public void initTest(boolean argDeserialized) { Body ground = null; { BodyDef bd = new BodyDef(); ground = getWorld().createBody(bd); EdgeShape shape = new EdgeShape(); shape.set(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f)); ground.createFixture(shape, 0.0f); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; PolygonShape box = new PolygonShape(); box.setAsBox(0.5f, 5.0f); CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; BodyDef bd1 = new BodyDef(); bd1.type = BodyType.STATIC; bd1.position.set(10.0f, 9.0f); Body body1 = m_world.createBody(bd1); body1.createFixture(circle1, 5.0f); BodyDef bd2 = new BodyDef(); bd2.type = BodyType.DYNAMIC; bd2.position.set(10.0f, 8.0f); Body body2 = m_world.createBody(bd2); body2.createFixture(box, 5.0f); BodyDef bd3 = new BodyDef(); bd3.type = BodyType.DYNAMIC; bd3.position.set(10.0f, 6.0f); Body body3 = m_world.createBody(bd3); body3.createFixture(circle2, 5.0f); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.initialize(body2, body1, bd1.position); Joint joint1 = m_world.createJoint(jd1); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.initialize(body2, body3, bd3.position); Joint joint2 = m_world.createJoint(jd2); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body3; jd4.joint1 = joint1; jd4.joint2 = joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_world.createJoint(jd4); } { CircleShape circle1 = new CircleShape(); circle1.m_radius = 1.0f; CircleShape circle2 = new CircleShape(); circle2.m_radius = 2.0f; PolygonShape box = new PolygonShape(); box.setAsBox(0.5f, 5.0f); BodyDef bd1 = new BodyDef(); bd1.type = BodyType.DYNAMIC; bd1.position.set(-3.0f, 12.0f); Body body1 = m_world.createBody(bd1); body1.createFixture(circle1, 5.0f); RevoluteJointDef jd1 = new RevoluteJointDef(); jd1.bodyA = ground; jd1.bodyB = body1; ground.getLocalPointToOut(bd1.position, jd1.localAnchorA); body1.getLocalPointToOut(bd1.position, jd1.localAnchorB); jd1.referenceAngle = body1.getAngle() - ground.getAngle(); m_joint1 = (RevoluteJoint) m_world.createJoint(jd1); BodyDef bd2 = new BodyDef(); bd2.type = BodyType.DYNAMIC; bd2.position.set(0.0f, 12.0f); Body body2 = m_world.createBody(bd2); body2.createFixture(circle2, 5.0f); RevoluteJointDef jd2 = new RevoluteJointDef(); jd2.initialize(ground, body2, bd2.position); m_joint2 = (RevoluteJoint) m_world.createJoint(jd2); BodyDef bd3 = new BodyDef(); bd3.type = BodyType.DYNAMIC; bd3.position.set(2.5f, 12.0f); Body body3 = m_world.createBody(bd3); body3.createFixture(box, 5.0f); PrismaticJointDef jd3 = new PrismaticJointDef(); jd3.initialize(ground, body3, bd3.position, new Vec2(0.0f, 1.0f)); jd3.lowerTranslation = -5.0f; jd3.upperTranslation = 5.0f; jd3.enableLimit = true; m_joint3 = (PrismaticJoint) m_world.createJoint(jd3); GearJointDef jd4 = new GearJointDef(); jd4.bodyA = body1; jd4.bodyB = body2; jd4.joint1 = m_joint1; jd4.joint2 = m_joint2; jd4.ratio = circle2.m_radius / circle1.m_radius; m_joint4 = (GearJoint) m_world.createJoint(jd4); GearJointDef jd5 = new GearJointDef(); jd5.bodyA = body2; jd5.bodyB = body3; jd5.joint1 = m_joint2; jd5.joint2 = m_joint3; jd5.ratio = 1f / circle2.m_radius; m_joint5 = (GearJoint) m_world.createJoint(jd5); } }