Package org.jbox2d.collision.shapes

Examples of org.jbox2d.collision.shapes.CircleShape


      shape.set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
      ground.createFixture(shape, 0.0f);
    }

    {
      CircleShape shape = new CircleShape();
      shape.m_radius = 0.5f;

      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;

      RevoluteJointDef rjd = new RevoluteJointDef();

      bd.position.set(-10f, 20.0f);
      Body body = getWorld().createBody(bd);
      body.createFixture(shape, 5.0f);

      float w = 100.0f;
      body.setAngularVelocity(w);
      body.setLinearVelocity(new Vec2(-8.0f * w, 0.0f));

      rjd.initialize(ground, body, new Vec2(-10.0f, 12.0f));
      rjd.motorSpeed = -1.0f * MathUtils.PI;
      rjd.maxMotorTorque = 10000.0f;
      rjd.enableMotor = false;
      rjd.lowerAngle = -0.25f * MathUtils.PI;
      rjd.upperAngle = 0.5f * MathUtils.PI;
      rjd.enableLimit = true;
      rjd.collideConnected = true;

      m_joint = (RevoluteJoint) getWorld().createJoint(rjd);
    }

    {
      CircleShape circle_shape = new CircleShape();
      circle_shape.m_radius = 3.0f;

      BodyDef circle_bd = new BodyDef();
      circle_bd.type = BodyType.DYNAMIC;
      circle_bd.position.set(5.0f, 30.0f);
View Full Code Here


      fd.friction = 1.0f;
      b.createFixture(fd);

    }

    CircleShape cd;
    FixtureDef fd = new FixtureDef();

    BodyDef bd = new BodyDef();
    bd.type = BodyType.DYNAMIC;
    int numPieces = 5;
    float radius = 6f;
    bd.position = new Vec2(0.0f, 10.0f);
    Body body = getWorld().createBody(bd);
    for (int i = 0; i < numPieces; i++) {
      cd = new CircleShape();
      cd.m_radius = 1.2f;
      fd.shape = cd;
      fd.density = 25;
      fd.friction = .1f;
      fd.restitution = .9f;
      float xPos = radius * (float) Math.cos(2f * Math.PI * (i / (float) (numPieces)));
      float yPos = radius * (float) Math.sin(2f * Math.PI * (i / (float) (numPieces)));
      cd.m_p.set(xPos, yPos);

      body.createFixture(fd);
    }

    body.setBullet(false);

    RevoluteJointDef rjd = new RevoluteJointDef();
    rjd.initialize(body, getGroundBody(), body.getPosition());
    rjd.motorSpeed = MathUtils.PI;
    rjd.maxMotorTorque = 1000000.0f;
    rjd.enableMotor = true;
    joint = (RevoluteJoint) getWorld().createJoint(rjd);

    {
      int loadSize = 41;

      for (int j = 0; j < 15; j++) {
        for (int i = 0; i < loadSize; i++) {
          CircleShape circ = new CircleShape();
          BodyDef bod = new BodyDef();
          bod.type = BodyType.DYNAMIC;
          circ.m_radius = 1.0f + (i % 2 == 0 ? 1.0f : -1.0f) * .5f * MathUtils.randomFloat(.5f, 1f);
          FixtureDef fd2 = new FixtureDef();
          fd2.shape = circ;
View Full Code Here

    }
    builder.setRadius(argShape.m_radius);

    switch (argShape.m_type) {
      case CIRCLE:
        CircleShape c = (CircleShape) argShape;
        builder.setType(PbShapeType.CIRCLE);
        builder.setCenter(vecToPb(c.m_p));
        break;
      case POLYGON:
        PolygonShape p = (PolygonShape) argShape;
View Full Code Here

    Body body4 = getWorld().createBody(boxBodyDef);
    body4.createFixture(boxShapeDef);

    // Small circle
    CircleShape circle = new CircleShape();
    circle.m_radius = 1.0f;

    FixtureDef circleShapeDef = new FixtureDef();
    circleShapeDef.shape = circle;
    circleShapeDef.density = 1.0f;
View Full Code Here

    }
    Body pendulum;
    Body ground;

    {
      CircleShape circleShape = new CircleShape();
      circleShape.m_radius = 1;
      Shape shape = circleShape;

      BodyDef bodyDef = new BodyDef();
      bodyDef.type = BodyType.DYNAMIC;
View Full Code Here

      bd.position.set(new Vec2(x, y));
      bd.type = BodyType.DYNAMIC;
      Body body = getWorld().createBody(bd);

      FixtureDef fd = new FixtureDef();
      CircleShape cd = new CircleShape();
      cd.m_radius = bodyRadius;
      fd.shape = cd;
      fd.density = 1.0f;
      body.createFixture(fd);
      cvjd.addBody(body);
View Full Code Here

      EdgeShape shape = new EdgeShape();
      shape.set(new Vec2(-40.0f, 0.0f), new Vec2(40.0f, 0.0f));
      ground.createFixture(shape, 0.0f);

      CircleShape circle = new CircleShape();
      circle.m_radius = 2.0f;

      circle.m_p.set(-10.0f, y + b + L);
      ground.createFixture(circle, 0.0f);
View Full Code Here

    PbShape s = argShape;

    Shape shape = null;
    switch (s.getType()) {
      case CIRCLE:
        CircleShape c = new CircleShape();
        c.m_p.set(pbToVec(s.getCenter()));
        shape = c;
        break;
      case POLYGON:
        PolygonShape p = new PolygonShape();
View Full Code Here

      bd.fixedRotation = true;
      bd.allowSleep = false;

      Body body = getWorld().createBody(bd);

      CircleShape shape = new CircleShape();
      shape.m_radius = 0.5f;

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
      body.createFixture(fd);
    }

    // Circle character
    {
      BodyDef bd = new BodyDef();
      bd.position.set(-7.0f, 6.0f);
      bd.type = BodyType.DYNAMIC;
      bd.allowSleep = false;

      m_character = getWorld().createBody(bd);

      CircleShape shape = new CircleShape();
      shape.m_radius = 0.25f;

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 20.0f;
View Full Code Here

  @Override
  public void keyPressed(char key, int argKeyCode) {
    switch (key) {
      case 'c':
        if (m_fixture2 == null) {
          CircleShape shape = new CircleShape();
          shape.m_radius = 3.0f;
          shape.m_p.set(0.5f, -4.0f);
          m_fixture2 = m_body.createFixture(shape, 10.0f);
          m_body.setAwake(true);
        }
View Full Code Here

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Related Classes of org.jbox2d.collision.shapes.CircleShape

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