com.codeandweb.physicseditor.PhysicsShapeCache Maven / Gradle / Ivy
package com.codeandweb.physicseditor;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.SerializationException;
import com.badlogic.gdx.utils.XmlReader;
import java.io.IOException;
public class PhysicsShapeCache {
private BodyDefNode bodyDefNode;
/**
* Creates a new instance of ShapeCache and loads the passed PhysicsEditor XML file
* containing the body + fixture definitions.
*
* @param file Handle of the XML file
* @throws SerializationException if XML data file cannot be loaded or parsed
*/
public PhysicsShapeCache(FileHandle file) throws SerializationException {
try {
XmlReader reader = new XmlReader();
XmlReader.Element rootNode = reader.parse(file);
bodyDefNode = new BodyDefNode(rootNode);
} catch (IOException e) {
e.printStackTrace();
throw new SerializationException("failed to load physics shapes XML");
}
}
/**
* Creates a new instance of ShapeCache and loads the passed PhysicsEditor XML file
* containing the body + fixture definitions.
*
* @param internalPath Internal file path of the XML file
*/
public PhysicsShapeCache(String internalPath) throws SerializationException {
this(Gdx.files.internal(internalPath));
}
/**
* Creates a Box2D body, using the fixture definitions loaded from file.
*
* @param name The name of the body exactly as it appears in the XML file.
* @param world The Box2D world to use to create the body.
* @param bodyDef The body's attributes. The body attributes loaded from XML are ignored
* @param scaleX Scale for the fixture widths.
* @param scaleY Scale for the fixture heights, ignored for circles.
* @return A Box2D body.
*/
public Body createBody(String name, World world, BodyDef bodyDef, float scaleX, float scaleY) {
BodyNode bodyNode = bodyDefNode.bodies.get(name);
return bodyNode == null ? null : bodyNode.createBody(world, bodyDef, scaleX, scaleY);
}
/**
* Creates a Box2D body, using the body + fixture definitions loaded from file.
*
* @param name The name of the body exactly as it appears in the XML file.
* @param world The Box2D world to use to create the body.
* @param scaleX Scale for the fixture widths.
* @param scaleY Scale for the fixture heights, ignored for circles.
* @return A Box2D body.
*/
public Body createBody(String name, World world, float scaleX, float scaleY) {
BodyNode bodyNode = bodyDefNode.bodies.get(name);
return bodyNode == null ? null : bodyNode.createBody(world, scaleX, scaleY);
}
/**
* Checks if the supplied body name is present in the XML file.
*
* @param name The name of the body.
* @return Whether or not the name is present.
*/
public boolean contains(String name) {
return bodyDefNode.bodies.get(name) != null;
}
/**
* Gets the pixels-per-meter ratio.
*
* @return PTM
*/
public float getPTM() {
return bodyDefNode.metadata.ptmRatio;
}
/**
* Releases the Shape objects which have been created when loading the XML file.
* To avoid memory leaks you have to call this method if the ShapeCache instance is no longer needed.
*/
public void dispose() {
for (BodyNode body : bodyDefNode.bodies.values())
body.dispose();
bodyDefNode.bodies.clear();
}
}
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