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 = 1.0f;

      FixtureDef fd = new FixtureDef();
      fd.shape = shape;
      fd.density = 1.0f;
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    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.KINEMATIC;
      Body body = m_world.createBody(bd);
      circle = body;
      CircleShape shape = new CircleShape();
      shape.m_p.set(0, 5);
      shape.m_radius = 1;
      body.createFixture(shape, 0.1f);
      body.setLinearVelocity(new Vec2(-6, 0.0f));
    }

    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      Body body = m_world.createBody(bd);
      PolygonShape shape = new PolygonShape();
      shape.setAsBox(1, 1, new Vec2(-10, 5), 0);
      body.createFixture(shape, 0.1f);
    }

    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      Body body = m_world.createBody(bd);
      PolygonShape shape = new PolygonShape();
      shape.setAsBox(1, 1, new Vec2(10, 5), 0.5f);
      body.createFixture(shape, 0.1f);
    }

    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      Body body = m_world.createBody(bd);
      EdgeShape shape = new EdgeShape();
      shape.set(new Vec2(0, 20), new Vec2(1, 21));
      body.createFixture(shape, 0.1f);
    }

    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      Body body = m_world.createBody(bd);
      EdgeShape shape = new EdgeShape();
      shape.set(new Vec2(3, 20), new Vec2(4, 21));
      body.createFixture(shape, 0.1f);
    }

    {
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      Body body = m_world.createBody(bd);
      EdgeShape shape = new EdgeShape();
      shape.set(new Vec2(-3, 21), new Vec2(-2, 20));
      body.createFixture(shape, 0.1f);
    }
  }
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      ground.createFixture(shape, 0.0f);
    }

    // Balls
    for (int i = 0; i < 40; ++i) {
      CircleShape shape = new CircleShape();
      shape.m_radius = 0.25f;

      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      bd.position.set(-40.0f + 2.0f * i, 0.5f);

      Body body = getWorld().createBody(bd);
      body.createFixture(shape, 1.0f);
    }

    // Chassis
    {
      PolygonShape shape = new PolygonShape();
      shape.setAsBox(2.5f, 1.0f);

      FixtureDef sd = new FixtureDef();
      sd.density = 1.0f;
      sd.shape = shape;
      sd.filter.groupIndex = -1;
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      bd.position.set(pivot).addLocal(m_offset);
      m_chassis = getWorld().createBody(bd);
      m_chassis.createFixture(sd);
    }

    {
      CircleShape shape = new CircleShape();
      shape.m_radius = 1.6f;

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

    Body pendulum;
    Body base;
    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

      Body body = getWorld().createBody(bd);
      body.createFixture(fd);
    }

    for (int i = 0; i < 2; ++i) {
      CircleShape shape = new CircleShape();
      shape.m_radius = 0.5f;

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

      body.createFixture(shape, 0.0f);
    }

    {
      CircleShape circle1 = new CircleShape();
      circle1.m_radius = 0.5f;
      circle1.m_p.set(-0.5f, 0.5f);

      CircleShape circle2 = new CircleShape();;
      circle2.m_radius = 0.5f;
      circle2.m_p.set(0.5f, 0.5f);

      for (int i = 0; i < 10; ++i) {
        float x = MathUtils.randomFloat(-0.1f, 0.1f);
View Full Code Here

      bod.createFixture(sides);
    }

    // turney
    {
      CircleShape cd;
      FixtureDef fd = new FixtureDef();
      BodyDef bd = new BodyDef();
      bd.type = BodyType.DYNAMIC;
      int numPieces = 5;
      float radius = 4f;
      bd.position = new Vec2(0.0f, 25.0f);
      Body body = getWorld().createBody(bd);
      for (int i = 0; i < numPieces; i++) {
        cd = new CircleShape();
        cd.m_radius = .5f;
        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);
      }

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


    {
      Body prevBody = ground;

      // Define crank.
      {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(0.5f, 2.0f);

        BodyDef bd = new BodyDef();
        bd.type = BodyType.DYNAMIC;
        bd.position.set(0.0f, 7.0f);
        Body body = getWorld().createBody(bd);
        body.createFixture(shape, 2.0f);

        RevoluteJointDef rjd = new RevoluteJointDef();
        rjd.initialize(prevBody, body, new Vec2(0.0f, 5.0f));
        rjd.motorSpeed = 1.0f * MathUtils.PI;
        rjd.maxMotorTorque = 20000;
        rjd.enableMotor = true;
        getWorld().createJoint(rjd);

        prevBody = body;
      }

      // Define follower.
      {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(0.5f, 4.0f);

        BodyDef bd = new BodyDef();
        bd.type = BodyType.DYNAMIC;
        bd.position.set(0.0f, 13.0f);
        Body body = getWorld().createBody(bd);
        body.createFixture(shape, 2.0f);

        RevoluteJointDef rjd = new RevoluteJointDef();
        rjd.initialize(prevBody, body, new Vec2(0.0f, 9.0f));
        rjd.enableMotor = false;
        getWorld().createJoint(rjd);

        prevBody = body;
      }

      // Define piston
      {
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(7f, 2f);

        BodyDef bd = new BodyDef();
        bd.type = BodyType.DYNAMIC;
        bd.position.set(0.0f, 17.0f);
        Body body = getWorld().createBody(bd);
        FixtureDef piston = new FixtureDef();
        piston.shape = shape;
        piston.density = 2;
        piston.filter.categoryBits = 1;
        piston.filter.maskBits = 2;
        body.createFixture(piston);
        body.setBullet(false);
       
        RevoluteJointDef rjd = new RevoluteJointDef();
        rjd.initialize(prevBody, body, new Vec2(0.0f, 17.0f));
        getWorld().createJoint(rjd);

        PrismaticJointDef pjd = new PrismaticJointDef();
        pjd.initialize(ground, body, new Vec2(0.0f, 17.0f), new Vec2(0.0f, 1.0f));

        pjd.maxMotorForce = 1000.0f;
        pjd.enableMotor = true;

        getWorld().createJoint(pjd);
      }

      // Create a payload
      {
        PolygonShape sd = new PolygonShape();
        BodyDef bd = new BodyDef();
        bd.type = BodyType.DYNAMIC;
        FixtureDef fixture = new FixtureDef();
        Body body;
        for (int i = 0; i < 100; ++i) {
          sd.setAsBox(0.4f, 0.3f);
          bd.position.set(-1.0f, 23.0f + i);

          bd.bullet = bullet;
          body = world.createBody(bd);
          fixture.shape = sd;
          fixture.density = .1f;
          fixture.filter.categoryBits = 2;
          fixture.filter.maskBits = 1 | 4 | 2;
          body.createFixture(fixture);
        }

        CircleShape cd = new CircleShape();
        cd.m_radius = 0.36f;
        for (int i = 0; i < 100; ++i) {
          bd.position.set(1.0f, 23.0f + i);
          bd.bullet = bullet;
          fixture.shape = cd;
View Full Code Here

      shape.set(new Vec2(50.0f, 0.0f), new Vec2(-50.0f, 0.0f));
      ground.createFixture(shape, 0.0f);
    }

    {
      CircleShape circle1 = new CircleShape();
      circle1.m_radius = 1.0f;

      PolygonShape box = new PolygonShape();
      box.setAsBox(0.5f, 5.0f);

      CircleShape circle2 = new CircleShape();
      circle2.m_radius = 2.0f;

      BodyDef bd1 = new BodyDef();
      bd1.type = BodyType.STATIC;
      bd1.position.set(10.0f, 9.0f);
      Body body1 = m_world.createBody(bd1);
      body1.createFixture(circle1, 5.0f);

      BodyDef bd2 = new BodyDef();
      bd2.type = BodyType.DYNAMIC;
      bd2.position.set(10.0f, 8.0f);
      Body body2 = m_world.createBody(bd2);
      body2.createFixture(box, 5.0f);

      BodyDef bd3 = new BodyDef();
      bd3.type = BodyType.DYNAMIC;
      bd3.position.set(10.0f, 6.0f);
      Body body3 = m_world.createBody(bd3);
      body3.createFixture(circle2, 5.0f);

      RevoluteJointDef jd1 = new RevoluteJointDef();
      jd1.initialize(body2, body1, bd1.position);
      Joint joint1 = m_world.createJoint(jd1);

      RevoluteJointDef jd2 = new RevoluteJointDef();
      jd2.initialize(body2, body3, bd3.position);
      Joint joint2 = m_world.createJoint(jd2);

      GearJointDef jd4 = new GearJointDef();
      jd4.bodyA = body1;
      jd4.bodyB = body3;
      jd4.joint1 = joint1;
      jd4.joint2 = joint2;
      jd4.ratio = circle2.m_radius / circle1.m_radius;
      m_world.createJoint(jd4);
    }

    {
      CircleShape circle1 = new CircleShape();
      circle1.m_radius = 1.0f;

      CircleShape circle2 = new CircleShape();
      circle2.m_radius = 2.0f;

      PolygonShape box = new PolygonShape();
      box.setAsBox(0.5f, 5.0f);
View Full Code Here

        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 = 5.0f;
        shape.m_p.set(0.0f, 10.0f);

        FixtureDef fd = new FixtureDef();
        fd.shape = shape;
        fd.isSensor = true;
        m_sensor = ground.createFixture(fd);
      }
    }

    {
      CircleShape shape = new CircleShape();
      shape.m_radius = 1.0f;

      for (int i = 0; i < e_count; ++i) {
        BodyDef bd = new BodyDef();
        bd.type = BodyType.DYNAMIC;
View Full Code Here

      }

      Body body = m_bodies[i];
      Body ground = m_sensor.getBody();

      CircleShape circle = (CircleShape) m_sensor.getShape();
      Vec2 center = ground.getWorldPoint(circle.m_p);

      Vec2 position = body.getPosition();

      Vec2 d = center.sub(position);
View Full Code Here

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

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