/*******************************************************************************
* 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.ContactFilter;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
public class OneSidedPlatform extends Box2DTest {
enum State {
Unknown, Above, Below
}
Fixture m_platform;
Fixture m_character;
float m_bottom;
float m_top;
float m_radius;
State m_state;
@Override
protected void createWorld (World world) {
{
BodyDef bd = new BodyDef();
Body ground = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-20.0f, 0), new Vector2(20.0f, 0f));
ground.createFixture(shape, 0);
shape.dispose();
}
{
BodyDef bd = new BodyDef();
bd.position.set(0, 10);
Body body = world.createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(3, 0.5f);
m_platform = body.createFixture(shape, 0);
m_bottom = 10.0f - 0.5f;
m_top = 10.0f + 0.5f;
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 12);
Body body = world.createBody(bd);
m_radius = 0.5f;
CircleShape shape = new CircleShape();
shape.setRadius(m_radius);
m_character = body.createFixture(shape, 20.0f);
shape.dispose();
m_state = State.Unknown;
}
world.setContactFilter(new ContactFilter() {
@Override
public boolean shouldCollide (Fixture fixtureA, Fixture fixtureB) {
if ((fixtureA == m_platform && fixtureB == m_character) || (fixtureB == m_platform && fixtureA == m_character)) {
Vector2 position = m_character.getBody().getPosition();
if (position.y < m_top + m_radius - 3.0f * 0.005f)
return false;
else
return true;
} else
return true;
}
});
}
}