com.badlogic.gdx.physics.box2d.ChainShape Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* 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.badlogic.gdx.physics.box2d;
import org.jbox2d.common.Vec2;
import com.badlogic.gdx.math.Vector2;
public class ChainShape extends Shape {
org.jbox2d.collision.shapes.ChainShape shape;
boolean isLooped = false;
public ChainShape () {
super(new org.jbox2d.collision.shapes.ChainShape());
shape = (org.jbox2d.collision.shapes.ChainShape)super.shape;
}
ChainShape (org.jbox2d.collision.shapes.ChainShape shape) {
super(shape);
this.shape = shape;
}
@Override
public Type getType () {
return Type.Chain;
}
public void createLoop (float[] vertices) {
Vec2[] v = new Vec2[vertices.length / 2];
for (int i = 0, vi = 0; i < vertices.length; i += 2, vi++) {
v[vi] = new Vec2(vertices[i], vertices[i + 1]);
}
shape.createLoop(v, v.length);
isLooped = true;
}
/** Create a loop. This automatically adjusts connectivity.
* @param vertices an array of vertices, these are copied */
public void createLoop (Vector2[] vertices) {
Vec2[] v = new Vec2[vertices.length];
for (int i = 0; i < vertices.length; i++) {
v[i] = new Vec2(vertices[i].x, vertices[i].y);
}
shape.createLoop(v, v.length);
isLooped = true;
}
public void createChain (float[] vertices) {
Vec2[] v = new Vec2[vertices.length / 2];
for (int i = 0, vi = 0; i < vertices.length; i += 2, vi++) {
v[vi] = new Vec2(vertices[i], vertices[i + 1]);
}
shape.createChain(v, v.length);
isLooped = false;
}
/** Create a chain with isolated end vertices.
* @param vertices an array of vertices, these are copied */
public void createChain (Vector2[] vertices) {
Vec2[] v = new Vec2[vertices.length];
for (int i = 0; i < vertices.length; i++) {
v[i] = new Vec2(vertices[i].x, vertices[i].y);
}
shape.createChain(v, v.length);
isLooped = false;
}
/** Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops. */
public void setPrevVertex (Vector2 prevVertex) {
shape.setPrevVertex(new Vec2(prevVertex.x, prevVertex.y));
}
/** Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops. */
public void setPrevVertex (float prevVertexX, float prevVertexY) {
shape.setPrevVertex(new Vec2(prevVertexX, prevVertexY));
}
/** Establish connectivity to a vertex that follows the last vertex. Don't call this for loops. */
public void setNextVertex (Vector2 nextVertex) {
shape.setNextVertex(new Vec2(nextVertex.x, nextVertex.y));
}
/** Establish connectivity to a vertex that follows the last vertex. Don't call this for loops. */
public void setNextVertex (float nextVertexX, float nextVertexY) {
shape.setNextVertex(new Vec2(nextVertexX, nextVertexY));
}
/** @return the number of vertices */
public int getVertexCount () {
return shape.m_count;
}
/** Returns the vertex at the given position.
* @param index the index of the vertex 0 <= index < getVertexCount( )
* @param vertex vertex */
public void getVertex (int index, Vector2 vertex) {
Vec2 v = shape.m_vertices[index];
vertex.set(v.x, v.y);
}
@Override
public float getRadius () {
return shape.getRadius();
}
@Override
public void setRadius (float radius) {
shape.setRadius(radius);
}
@Override
public int getChildCount () {
return shape.getChildCount();
}
public boolean isLooped () {
return isLooped;
}
}
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