/******************************************************************************* * 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; public class CharacterCollision extends Box2DTest { @Override protected void createWorld (World world) { { BodyDef bd = new BodyDef(); Body ground = world.createBody(bd); EdgeShape shape = new EdgeShape(); shape.set(new Vector2(-20, 0), new Vector2(20, 0)); ground.createFixture(shape, 0); shape.dispose(); } { BodyDef bd = new BodyDef(); Body ground = world.createBody(bd); EdgeShape shape = new EdgeShape(); shape.setRadius(0); shape.set(new Vector2(-8, 1), new Vector2(-6, 1)); ground.createFixture(shape, 0); shape.set(new Vector2(-6, 1), new Vector2(-4, 1)); ground.createFixture(shape, 0); shape.set(new Vector2(-4, 1), new Vector2(-2, 1)); ground.createFixture(shape, 0); shape.dispose(); } { BodyDef bd = new BodyDef(); Body ground = world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.setAsBox(1, 1, new Vector2(4, 3), 0); ground.createFixture(shape, 0); shape.setAsBox(1, 1, new Vector2(6, 3), 0); ground.createFixture(shape, 0); shape.setAsBox(1, 1, new Vector2(8, 3), 0); ground.createFixture(shape, 0); shape.dispose(); } { BodyDef bd = new BodyDef(); Body ground = world.createBody(bd); EdgeShape shape = new EdgeShape(); float d = 2 * 2 * 0.005f; shape.setRadius(0); shape.set(new Vector2(-1 + d, 3), new Vector2(1 - d, 3)); ground.createFixture(shape, 0); shape.set(new Vector2(1, 3 + d), new Vector2(1, 5 - d)); ground.createFixture(shape, 0); shape.set(new Vector2(1 - d, 5), new Vector2(-1 + d, 5)); ground.createFixture(shape, 0); shape.set(new Vector2(-1, 5 - d), new Vector2(-1, 3 + d)); ground.createFixture(shape, 0); shape.dispose(); } { BodyDef bd = new BodyDef(); bd.position.set(-3, 5); bd.type = BodyType.DynamicBody; bd.fixedRotation = true; bd.allowSleep = false; Body body = world.createBody(bd); PolygonShape shape = new PolygonShape(); shape.setAsBox(0.5f, 0.5f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); shape.dispose(); } { BodyDef bd = new BodyDef(); bd.position.set(-5, 5); bd.type = BodyType.DynamicBody; bd.fixedRotation = true; bd.allowSleep = false; Body body = world.createBody(bd); float angle = 0; float delta = (float)Math.PI / 3; Vector2[] vertices = new Vector2[6]; for (int i = 0; i < 6; i++) { vertices[i] = new Vector2(0.5f * (float)Math.cos(angle), 0.5f * (float)Math.sin(angle)); angle += delta; } PolygonShape shape = new PolygonShape(); shape.set(vertices); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); shape.dispose(); } { BodyDef bd = new BodyDef(); bd.position.set(3, 5); bd.type = BodyType.DynamicBody; bd.fixedRotation = true; bd.allowSleep = false; Body body = world.createBody(bd); CircleShape shape = new CircleShape(); shape.setRadius(0.5f); FixtureDef fd = new FixtureDef(); fd.shape = shape; fd.density = 20.0f; body.createFixture(fd); shape.dispose(); } } }