/******************************************************************************* * 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.RevoluteJointDef; public class Bridge extends Box2DTest { int e_count = 30; @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(40.0f, 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; fd.friction = 0.2f; RevoluteJointDef jd = new RevoluteJointDef(); 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 + 1.0f * i, 5.0f); jd.initialize(prevBody, body, anchor); world.createJoint(jd); prevBody = body; } Vector2 anchor = new Vector2(-15.0f + 1.0f * e_count, 5.0f); jd.initialize(prevBody, ground, anchor); world.createJoint(jd); 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 < 3; 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(); } } }