Package com.badlogic.gdx.physics.box2d

Examples of com.badlogic.gdx.physics.box2d.BodyDef


  public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pWidth, final float pHeight, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    return PhysicsFactory.createBoxBody(pPhysicsWorld, pCenterX, pCenterY, pWidth, pHeight, 0, pBodyType, pFixtureDef, pPixelToMeterRatio);
  }

  public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pWidth, final float pHeight, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    final BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = pBodyType;

    boxBodyDef.position.x = pCenterX / pPixelToMeterRatio;
    boxBodyDef.position.y = pCenterY / pPixelToMeterRatio;
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  public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pRadius, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    return createCircleBody(pPhysicsWorld, pCenterX, pCenterY, pRadius, 0, pBodyType, pFixtureDef, pPixelToMeterRatio);
  }

  public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pRadius, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    final BodyDef circleBodyDef = new BodyDef();
    circleBodyDef.type = pBodyType;

    circleBodyDef.position.x = pCenterX / pPixelToMeterRatio;
    circleBodyDef.position.y = pCenterY / pPixelToMeterRatio;
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  public static Body createLineBody(final PhysicsWorld pPhysicsWorld, final float pX1, final float pY1, final float pX2, final float pY2, final FixtureDef pFixtureDef) {
    return PhysicsFactory.createLineBody(pPhysicsWorld, pX1, pY1, pX2, pY2, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
  }

  public static Body createLineBody(final PhysicsWorld pPhysicsWorld, final float pX1, final float pY1, final float pX2, final float pY2, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    final BodyDef lineBodyDef = new BodyDef();
    lineBodyDef.type = BodyType.StaticBody;
   
    final Body boxBody = pPhysicsWorld.createBody(lineBodyDef);
   
    final PolygonShape linePoly = new PolygonShape();
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   * @param pBodyType
   * @param pFixtureDef
   * @return
   */
  public static Body createPolygonBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final Vector2[] pVertices, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    final BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = pBodyType;

    final float[] sceneCenterCoordinates = pShape.getSceneCenterCoordinates();
    boxBodyDef.position.x = sceneCenterCoordinates[Constants.VERTEX_INDEX_X] / pPixelToMeterRatio;
    boxBodyDef.position.y = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y] / pPixelToMeterRatio;
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   * @return
   */
  public static Body createTrianglulatedBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final List<Vector2> pTriangleVertices, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
    final Vector2[] TMP_TRIANGLE = new Vector2[3];

    final BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = pBodyType;

    final float[] sceneCenterCoordinates = pShape.getSceneCenterCoordinates();
    boxBodyDef.position.x = sceneCenterCoordinates[Constants.VERTEX_INDEX_X] / pPixelToMeterRatio;
    boxBodyDef.position.y = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y] / pPixelToMeterRatio;
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    chainShape.createLoop(new Vector2[] {
        new Vector2(-halfWidth, 0f),
        new Vector2(halfWidth, 0f),
        new Vector2(halfWidth, viewportHeight),
        new Vector2(-halfWidth, viewportHeight) });
    BodyDef chainBodyDef = new BodyDef();
    chainBodyDef.type = BodyType.StaticBody;
    groundBody = world.createBody(chainBodyDef);
    groundBody.createFixture(chainShape, 0);
    chainShape.dispose();
    createBoxes();
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    FixtureDef def = new FixtureDef();
    def.restitution = 0.9f;
    def.friction = 0.01f;
    def.shape = ballShape;
    def.density = 1f;
    BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = BodyType.DynamicBody;

    for (int i = 0; i < BALLSNUM; i++) {
      // Create the BodyDef, set a random position above the
      // ground and create a new body
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public class BodyFactory {

    public void materializeUnit(World world, GenericUnit unit) {


        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.DynamicBody;
        bodyDef.position.set(unit.getMapCoords().x * Detonator.WORLD_TO_BOX2D * Terrain.tileWidth, unit.getMapCoords().y * Detonator.WORLD_TO_BOX2D * Terrain.tileHeight);
       
       

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                            collision = tile.getTile().getProperties().get("collision", String.class);
                        }
                    }
                   
                    if("true".equals(collision)){
                        BodyDef bodyDef = new BodyDef();
                        bodyDef.type = BodyDef.BodyType.StaticBody;
                        bodyDef.position.set(Detonator.WORLD_TO_BOX2D*((x*Terrain.tileWidth)-(Terrain.tileWidth / 2)), Detonator.WORLD_TO_BOX2D*(y*Terrain.tileHeight));
                        Body boxBody = map.world.createBody(bodyDef);
                        CircleShape circle = new CircleShape();
                        circle.setRadius(Detonator.WORLD_TO_BOX2D*8);
 
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    this.place = place;
   
    PolygonShape boxPoly = new PolygonShape();
    boxPoly.setAsBox(1.5f, 4f);
   
    BodyDef boxBodyDef = new BodyDef();
    boxBodyDef.type = BodyType.DynamicBody;
    boxBodyDef.position.x = x;
    boxBodyDef.position.y = y;
    boxBodyDef.angle = angle;
    boxBodyDef.angularDamping = 1f;
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