/******************************************************************************* * 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; } }); } }