/*******************************************************************************
* 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.EdgeShape;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
public class ContinuousTest extends Box2DTest {
int m_stepCount = 0;
Body m_body;
float m_angularVelocity;
@Override
protected void createWorld (World world) {
{
BodyDef bd = new BodyDef();
bd.position.set(0, 0);
Body body = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-10, 0), new Vector2(10, 0));
body.createFixture(shape, 0);
shape.dispose();
PolygonShape poly = new PolygonShape();
poly.setAsBox(0.2f, 1.0f, new Vector2(0.5f, 1.0f), 0);
body.createFixture(poly, 0);
poly.dispose();
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 20);
PolygonShape shape = new PolygonShape();
shape.setAsBox(2, 0.1f);
m_body = world.createBody(bd);
m_body.createFixture(shape, 1);
m_angularVelocity = 33.468121f;
m_body.setLinearVelocity(new Vector2(0, -100));
m_body.setAngularVelocity(m_angularVelocity);
shape.dispose();
}
}
private void launch () {
m_body.setTransform(new Vector2(0, 20), 0);
m_angularVelocity = (float)Math.random() * 100 - 50;
m_body.setLinearVelocity(new Vector2(0, -100));
m_body.setAngularVelocity(m_angularVelocity);
}
public void render () {
super.render();
m_stepCount++;
if (m_stepCount % 60 == 0) launch();
}
}