/*******************************************************************************
* 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.World;
import com.badlogic.gdx.physics.box2d.joints.PrismaticJointDef;
import com.badlogic.gdx.physics.box2d.joints.RevoluteJointDef;
public class BodyTypes extends Box2DTest {
Body m_attachment;
Body m_platform;
float m_speed;
@Override
protected void createWorld (World world) {
Body ground;
{
BodyDef bd = new BodyDef();
ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-20, 0), new Vector2(20, 0));
FixtureDef fd = new FixtureDef();
fd.shape = shape;
ground.createFixture(fd);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 3.0f);
m_attachment = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 2.0f);
m_attachment.createFixture(shape, 2.0f);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(-4.0f, 5.0f);
m_platform = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 4.0f, new Vector2(4.0f, 0), 0.5f * (float)Math.PI);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.friction = 0.6f;
fd.density = 2.0f;
m_platform.createFixture(fd);
shape.dispose();
RevoluteJointDef rjd = new RevoluteJointDef();
rjd.initialize(m_attachment, m_platform, new Vector2(0, 5.0f));
rjd.maxMotorTorque = 50.0f;
rjd.enableMotor = true;
world.createJoint(rjd);
PrismaticJointDef pjd = new PrismaticJointDef();
pjd.initialize(ground, m_platform, new Vector2(0, 5.0f), new Vector2(1, 0));
pjd.maxMotorForce = 1000.0f;
pjd.enableMotor = true;
pjd.lowerTranslation = -10f;
pjd.upperTranslation = 10.0f;
pjd.enableLimit = true;
world.createJoint(pjd);
m_speed = 3.0f;
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 8.0f);
Body body = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.75f, 0.75f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.friction = 0.6f;
fd.density = 2.0f;
body.createFixture(fd);
shape.dispose();
}
}
private final Vector2 tmp = new Vector2();
@Override
public boolean keyDown (int keyCode) {
if (keyCode == Keys.D) m_platform.setType(BodyType.DynamicBody);
if (keyCode == Keys.S) m_platform.setType(BodyType.StaticBody);
if (keyCode == Keys.K) {
m_platform.setType(BodyType.KinematicBody);
m_platform.setLinearVelocity(tmp.set(-m_speed, 0));
m_platform.setAngularVelocity(0);
}
return false;
}
@Override
public void render () {
if (m_platform.getType() == BodyType.KinematicBody) {
Vector2 p = m_platform.getTransform().getPosition();
Vector2 v = m_platform.getLinearVelocity();
if ((p.x < -10 && v.x < 0) || (p.x > 10 && v.x > 0)) {
v.x = -v.x;
m_platform.setLinearVelocity(v);
}
}
super.render();
// if (renderer.batch != null) {
// renderer.batch.begin();
// // renderer.batch.drawText(renderer.font, "Keys: (d) dynamic, (s) static, (k) kinematic", 0, Gdx.app.getGraphics()
// // .getHeight(), Color.WHITE);
// renderer.batch.end();
// }
}
}