/*
* -----------------------------------------------------------------------
* Copyright 2012 - Alistair Rutherford - www.netthreads.co.uk
* -----------------------------------------------------------------------
*
* 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.netthreads.libgdx.action;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.scenes.scene2d.Action;
import com.badlogic.gdx.utils.Pool;
/**
* BodyUpdateAction - Box2D Action
*
* Map Box2D body to view coordinates.
*
* Note: This action 'owns' body and will destroy it when finished. It normally
* runs all the time against an active body.
*
*/
public class BodyUpdateAction extends Action
{
private static final Pool<BodyUpdateAction> pool = new Pool<BodyUpdateAction>(10, 100)
{
@Override
protected BodyUpdateAction newObject()
{
BodyUpdateAction action = new BodyUpdateAction();
action.setPool(this);
return action;
}
/**
* Override the 'free to ensure the object is removed from the 'world'
* as well.
*/
public void free(BodyUpdateAction object)
{
super.free(object);
object.getWorld().destroyBody(object.getBody());
}
};
private World world;
private Body body;
private float pixelsPerMetre;
private boolean centred;
/**
* Get instance from pool.
*
* @param world
* The Box2D world reference.
* @param body
* The Box2D body reference.
* @param pixelsPerMetre
* The conversion ratio.
* @param centred
* If true the actor positioned at centre of body.
*
* @return The pooled instance.
*/
public static BodyUpdateAction $(World world, Body body, float pixelsPerMetre, boolean centred)
{
BodyUpdateAction action = pool.obtain();
action.setWorld(world);
action.setBody(body);
action.setPixelsPerMetre(pixelsPerMetre);
action.setCentre(centred);
return action;
}
/**
* Action.
*
*/
@Override
public boolean act(float delta)
{
// Centre body.
Vector2 pos = body.getPosition();
if (centred)
{
// Adjust the actor to centre
getActor().setX((pos.x * pixelsPerMetre) - getActor().getWidth() / 2);
getActor().setY((pos.y * pixelsPerMetre) - getActor().getHeight() / 2);
}
else
{
getActor().setX(pos.x * pixelsPerMetre);
getActor().setY(pos.y * pixelsPerMetre);
}
float angleDeg = body.getAngle() * MathUtils.radiansToDegrees;
getActor().setRotation(angleDeg);
return false;
}
public World getWorld()
{
return world;
}
public void setWorld(World world)
{
this.world = world;
}
/**
* Set Body reference.
*
* @param body
*/
private void setBody(Body body)
{
this.body = body;
}
/**
* Fetch Body reference.
*
* @return The Body reference.
*/
public Body getBody()
{
return body;
}
/**
* Return ppm conversion factor.
*
* @return
*/
public float getPixelsPerMetre()
{
return pixelsPerMetre;
}
/**
* Set PPM conversion factor.
*
* @param pixelsPerMetre
*/
public void setPixelsPerMetre(float pixelsPerMetre)
{
this.pixelsPerMetre = pixelsPerMetre;
}
public boolean isCentre()
{
return centred;
}
public void setCentre(boolean centre)
{
this.centred = centre;
}
}