Java Code Examples for com.badlogic.gdx.physics.box2d.Fixture#getBody()
The following examples show how to use
com.badlogic.gdx.physics.box2d.Fixture#getBody() .
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Example 1
Source File: DebugRenderer.java From tilt-game-android with MIT License | 6 votes |
/** * Translates b2d Fixture to appropriate color, depending on body state/type * Modify to suit your needs * @param fixture * @return */ private static Color fixtureToColor(Fixture fixture) { if (fixture.isSensor()) { return Color.PINK; } else { Body body = fixture.getBody(); if (!body.isActive()) { return Color.BLACK; } else { if (!body.isAwake()) { return Color.RED; } else { switch (body.getType()) { case StaticBody: return Color.CYAN; case KinematicBody: return Color.WHITE; case DynamicBody: default: return Color.GREEN; } } } } }
Example 2
Source File: Light.java From box2dlights with Apache License 2.0 | 6 votes |
@Override final public float reportRayFixture(Fixture fixture, Vector2 point, Vector2 normal, float fraction) { if ((globalFilterA != null) && !globalContactFilter(fixture)) return -1; if ((filterA != null) && !contactFilter(fixture)) return -1; if (ignoreBody && fixture.getBody() == getBody()) return -1; // if (fixture.isSensor()) // return -1; mx[m_index] = point.x; my[m_index] = point.y; f[m_index] = fraction; return fraction; }
Example 3
Source File: InputManagerGDX.java From Entitas-Java with MIT License | 5 votes |
private void testPoint(Fixture fixture, PointerState<Vector2,Vector3> pointerState) { if (!fixture.testPoint(pointerState.coordinates.x, pointerState.coordinates.y)) return; Integer index = (Integer) fixture.getBody().getUserData(); GameEntity entity = Indexed.getInteractiveEntity(index); if(entity.isDraggable()) { jointDef.bodyB = fixture.getBody(); jointDef.target.set(pointerState.coordinates.x, pointerState.coordinates.y); joints[pointerState.pointer] = (MouseJoint) physics.createJoint(jointDef); } }
Example 4
Source File: GameLevelController.java From tilt-game-android with MIT License | 5 votes |
private boolean checkContact(Contact contact) { // ignore not touching contacts if (!contact.isTouching()) return false; Fixture fixtureA = contact.getFixtureA(); if (fixtureA == null) return false; Fixture fixtureB = contact.getFixtureB(); if (fixtureB == null) return false; Body bodyA = fixtureA.getBody(); Body bodyB = fixtureB.getBody(); String nameA = (String) bodyA.getUserData(); String nameB = (String) bodyB.getUserData(); if (nameA == null || nameB == null) { // nameless bodies, check if sound needs to be played checkCollisionSound(contact, bodyA, bodyB); return false; } else if (nameA.equals(ObjectName.EDGE_SENSOR_NAME) || nameB.equals(ObjectName.EDGE_SENSOR_NAME)) { // check edges Log.d(TAG, "onUpdate: OFF THE EDGE"); setBallOut(); return true; } else if (nameA.equals(ObjectName.SINKHOLE_NAME) || nameB.equals(ObjectName.SINKHOLE_NAME)) { // check sinkhole Log.d(TAG, "onUpdate: SINKHOLE"); setLevelComplete(); return true; } return false; }
Example 5
Source File: DragAndDropSample.java From Codelabs with MIT License | 5 votes |
@Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { /* * Define a new QueryCallback. This callback will be used in * world.QueryAABB method. */ QueryCallback queryCallback = new QueryCallback() { @Override public boolean reportFixture(Fixture fixture) { boolean testResult; /* * If the hit point is inside the fixture of the body, create a * new MouseJoint. */ if (testResult = fixture.testPoint(touchPosition.x, touchPosition.y)) { mouseJointDef.bodyB = fixture.getBody(); mouseJointDef.target.set(touchPosition.x, touchPosition.y); mouseJoint = (MouseJoint) world.createJoint(mouseJointDef); } return testResult; } }; /* Translate camera point to world point */ camera.unproject(touchPosition.set(screenX, screenY, 0)); /* * Query the world for all fixtures that potentially overlap the touched * point. */ world.QueryAABB(queryCallback, touchPosition.x, touchPosition.y, touchPosition.x, touchPosition.y); return true; }
Example 6
Source File: Box2dLightTest.java From box2dlights with Apache License 2.0 | 5 votes |
@Override public boolean reportFixture(Fixture fixture) { if (fixture.getBody() == groundBody) return true; if (fixture.testPoint(testPoint.x, testPoint.y)) { hitBody = fixture.getBody(); return false; } else return true; }
Example 7
Source File: FluidSimulatorGeneric.java From fluid-simulator-v2 with Apache License 2.0 | 5 votes |
@Override public boolean reportFixture (Fixture fixture) { if (fixture.getBody().getType() != BodyType.StaticBody && !fixture.isSensor() && ((ObjectInfo)fixture.getBody().getUserData()).isPortalAllowed) { // Prevent portal looping if (!((ObjectInfo)fixture.getBody().getUserData()).hasTimePassed(300)) return true; for (int i=0; i<portalIn.size(); i++) { if (portalIn.get(i).fixture.testPoint(fixture.getBody().getPosition().x, fixture.getBody().getPosition().y)) { logicHitBody = fixture.getBody(); if (logicHitBody != null) { logicHitBody.setTransform(portalOut.get(i).getBody().getPosition(), 0); if (portalOut.get(i).normal != null) { // New velocity angle //System.out.println("vel: "+logicHitBody.getLinearVelocity().angle()+" norm: " + portalOut.get(i).normal.angle()+" angle: " + portalOut.get(i).angle); logicHitBody.setLinearVelocity(logicHitBody.getLinearVelocity().rotate(portalOut.get(i).angle - logicHitBody.getLinearVelocity().angle())); // Apply a little more linear force if (allowPortalTransferForce) logicHitBody.applyForceToCenter(portalOut.get(i).transferForce, true); } if (fixture.getBody().getUserData() != null) ((ObjectInfo)fixture.getBody().getUserData()).updateTime(); // handlePortalCallbackRendering(portalIn.get(i).getBody().getPosition(), portalOut.get(i).getBody().getPosition()); } } } } return true; }
Example 8
Source File: FluidSimulatorGeneric.java From fluid-simulator-v2 with Apache License 2.0 | 5 votes |
@Override public boolean reportFixture (Fixture fixture) { if (fixture.getBody().getType() != BodyType.StaticBody && !fixture.isSensor() && ((ObjectInfo)fixture.getBody().getUserData()).isPortalAllowed) { // Prevent portal looping if (!((ObjectInfo)fixture.getBody().getUserData()).hasTimePassed(300)) return true; for (int i=0; i<portalIn.size(); i++) { if (portalOut.get(i).fixture.testPoint(fixture.getBody().getPosition().x, fixture.getBody().getPosition().y)) { logicHitBody = fixture.getBody(); if (logicHitBody != null) { logicHitBody.setTransform(portalIn.get(i).getBody().getPosition(), 0); if (portalIn.get(i).normal != null) { // New velocity angle logicHitBody.setLinearVelocity(logicHitBody.getLinearVelocity().rotate(portalIn.get(i).normal.angle() - logicHitBody.getLinearVelocity().angle())); // Apply a little more linear force if (allowPortalTransferForce) logicHitBody.applyForceToCenter(portalIn.get(i).transferForce, true); } if (fixture.getBody().getUserData() != null) ((ObjectInfo)fixture.getBody().getUserData()).updateTime(); // handlePortalCallbackRendering(portalOut.get(i).getBody().getPosition(), portalIn.get(i).getBody().getPosition()); } } } } return true; }
Example 9
Source File: CarImpactManager.java From uracer-kotd with Apache License 2.0 | 4 votes |
private void ifCarThenCollide (Contact contact, Fixture f, Fixture other, ContactImpulse impulse) { Body body = f.getBody(); Object userData = f.getUserData(); if ((body != null) && (userData == CarType.PlayerCar || userData == CarType.ReplayCar)) { Car car = (Car)body.getUserData(); float[] impulses = impulse.getNormalImpulses(); tmpVec2.set(impulses[0], impulses[1]); // dbg Fixture fcar = null; if (contact.getFixtureA().getUserData() == CarType.PlayerCar) { fcar = contact.getFixtureA(); } else if (contact.getFixtureB().getUserData() == CarType.PlayerCar) { fcar = contact.getFixtureB(); } // assumes perfect side collision float front_ratio = 0.5f; // compute median front/rear ratio for collision points if (fcar != null) { front_ratio = 0; float ml = car.getCarModel().length; float half_ml = ml * 0.5f; Vector2[] pts = contact.getWorldManifold().getPoints(); int num_points = contact.getWorldManifold().getNumberOfContactPoints(); for (int i = 0; i < num_points; i++) { Vector2 lp = fcar.getBody().getLocalPoint(pts[i]); // examine front/rear ratio float r = MathUtils.clamp(lp.y + half_ml, 0, ml); r /= ml; front_ratio += r; } front_ratio /= (float)num_points; // Gdx.app.log("Cntct", "" + front_ratio); } // dbg car.onCollide(other, tmpVec2, front_ratio); } }
Example 10
Source File: NearSensorSystem.java From Entitas-Java with MIT License | 4 votes |
@Override public void processCollision(Fixture colliderA, Fixture colliderB, boolean collisionSignal) { if (colliderA.isSensor() && !colliderB.isSensor()) { Integer indexEntityA = (Integer) colliderA.getBody().getUserData(); Integer indexEntityB = (Integer) colliderB.getBody().getUserData(); String tagSensorA = (String) colliderA.getUserData(); Body bodyB = colliderB.getBody(); for (Fixture fixture : bodyB.getFixtureList()) { if(fixture.isSensor()) return; } if (indexEntityA != null && indexEntityB != null && tagSensorA != null) { GameEntity entityA = Indexed.getInteractiveEntity(indexEntityA); GameEntity entityB = Indexed.getInteractiveEntity(indexEntityB); if (entityA != null && entityB != null && tagSensorA != null) { for (SensorEntity entity : sensorGroup.getEntities()) { if (entity.getLink().ownerEntity == indexEntityA) { NearSensor sensor = entity.getNearSensor(); if (sensor.targetTag != null && entityB.getTags().values.contains(sensor.targetTag)) { if (collisionSignal) { if (tagSensorA.equals("NearSensor")) { sensor.distanceContactList.add(indexEntityB); if (entity.getLink().sensorReference.contains("RadialGravity")) { bodyB.setGravityScale(0); bodyB.resetMassData(); } } else if (tagSensorA.equals("ResetNearSensor")) { sensor.resetDistanceContactList.add(indexEntityB); } } else { if (tagSensorA.equals("NearSensor")) { sensor.distanceContactList.remove(indexEntityB); if (entity.getLink().sensorReference.contains("RadialGravity")) { bodyB.setGravityScale(1); bodyB.resetMassData(); } } else if (tagSensorA.equals("ResetNearSensor")) { sensor.resetDistanceContactList.remove(indexEntityB); } } } } } } } } }
Example 11
Source File: BuoyancyController.java From Codelabs with MIT License | 4 votes |
private void applyForces(Fixture fixture, Vector2[] clippedPolygon) { PolygonProperties polygonProperties = PolygonIntersector .computePolygonProperties(clippedPolygon); /* Get fixtures bodies */ Body fixtureBody = fixture.getBody(); Body fluidBody = fluidSensor.getBody(); /* Get fluid density */ float density = fluidSensor.getDensity(); /* Apply buoyancy force */ float displacedMass = fluidSensor.getDensity() * polygonProperties.getArea(); Vector2 gravity = world.getGravity(); Vector2 buoyancyForce = new Vector2(-gravity.x * displacedMass, -gravity.y * displacedMass); fixtureBody.applyForce(buoyancyForce, polygonProperties.getCentroid(), true); /* Linear drag force */ if (linearDrag != 0) { fixtureBody.applyForce(gravity.rotate90(1).nor().scl(linearDrag), polygonProperties.getCentroid(), true); } /* Apply drag and lift forces */ int polygonVertices = clippedPolygon.length; for (int i = 0; i < polygonVertices; i++) { /* Apply drag force */ /* End points and mid point of the edge */ Vector2 firstPoint = clippedPolygon[i]; Vector2 secondPoint = clippedPolygon[(i + 1) % polygonVertices]; Vector2 midPoint = firstPoint.cpy().add(secondPoint).scl(0.5f); /* * Find relative velocity between the object and the fluid at edge * mid point. */ Vector2 velocityDirection = new Vector2(fixtureBody .getLinearVelocityFromWorldPoint(midPoint) .sub(fluidBody.getLinearVelocityFromWorldPoint(midPoint))); float velocity = velocityDirection.len(); velocityDirection.nor(); Vector2 edge = secondPoint.cpy().sub(firstPoint); float edgeLength = edge.len(); edge.nor(); Vector2 normal = new Vector2(edge.y, -edge.x); float dragDot = normal.dot(velocityDirection); if (dragDot >= 0) { /* * Normal don't point backwards. This is a leading edge. Store * the result of multiply edgeLength, density and velocity * squared */ float tempProduct = edgeLength * density * velocity * velocity; float drag = dragDot * fluidDrag * tempProduct; drag = Math.min(drag, maxFluidDrag); Vector2 dragForce = velocityDirection.cpy().scl(-drag); fixtureBody.applyForce(dragForce, midPoint, true); /* Apply lift force */ float liftDot = edge.dot(velocityDirection); float lift = dragDot * liftDot * fluidLift * tempProduct; lift = Math.min(lift, maxFluidLift); Vector2 liftDirection = new Vector2(-velocityDirection.y, velocityDirection.x); Vector2 liftForce = liftDirection.scl(lift); fixtureBody.applyForce(liftForce, midPoint, true); } } }
Example 12
Source File: FluidSimulatorGeneric.java From fluid-simulator-v2 with Apache License 2.0 | 4 votes |
@Override public boolean reportFixture (Fixture fixture) { logicHitBody = fixture.getBody(); return false; }