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/*******************************************************************************
 * 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 java.util.Iterator;
import java.util.List;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.JointDef.JointType;
import com.badlogic.gdx.physics.box2d.Shape.Type;
import com.badlogic.gdx.physics.box2d.joints.PulleyJoint;

public class Box2DDebugRenderer {

	/** the immediate mode renderer to output our debug drawings **/
	protected ShapeRenderer renderer;

	/** a spritebatch and a font for text rendering **/
	public SpriteBatch batch;

	/** vertices for polygon rendering **/
	private static Vector2[] vertices = new Vector2[1000];

	private static Vector2 lower;
	private static Vector2 upper;

	private boolean drawBodies;
	private boolean drawJoints;
	private boolean drawAABBs;
	private boolean drawInactiveBodies;

	public Box2DDebugRenderer () {
		this(true, true, false, true);
	}

	public Box2DDebugRenderer (boolean drawBodies, boolean drawJoints, boolean drawAABBs, boolean drawInactiveBodies) {
		// next we setup the immediate mode renderer
		renderer = new ShapeRenderer();

		// next we create a SpriteBatch and a font
		batch = new SpriteBatch();

		lower = new Vector2();
		upper = new Vector2();

		// initialize vertices array
		for (int i = 0; i < vertices.length; i++)
			vertices[i] = new Vector2();

		this.drawBodies = drawBodies;
		this.drawJoints = drawJoints;
		this.drawAABBs = drawAABBs;
		this.drawInactiveBodies = drawInactiveBodies;
	}

	/** This assumes that the projection matrix has already been set. */
	public void render (World world, Matrix4 projMatrix) {
		renderer.setProjectionMatrix(projMatrix);
		renderBodies(world);
	}

	private final Color SHAPE_NOT_ACTIVE = new Color(0.5f, 0.5f, 0.3f, 1);
	private final Color SHAPE_STATIC = new Color(0.5f, 0.9f, 0.5f, 1);
	private final Color SHAPE_KINEMATIC = new Color(0.5f, 0.5f, 0.9f, 1);
	private final Color SHAPE_NOT_AWAKE = new Color(0.6f, 0.6f, 0.6f, 1);
	private final Color SHAPE_AWAKE = new Color(0.9f, 0.7f, 0.7f, 1);
	private final Color JOINT_COLOR = new Color(0.5f, 0.8f, 0.8f, 1);
	private final Color AABB_COLOR = new Color(1.0f, 0, 1.0f, 1f);

	private void renderBodies (World world) {
		renderer.begin(ShapeType.Line);

		if (drawBodies || drawAABBs) {
			for (Iterator iter = world.getBodies(); iter.hasNext();) {
				Body body = iter.next();
				
				if (body.isActive() == false && !drawInactiveBodies)
					continue;
				
				Transform transform = body.getTransform();
				int len = body.getFixtureList().size();
				List fixtures = body.getFixtureList();
				for (int i = 0; i < len; i++) {
					Fixture fixture = fixtures.get(i);

					if (drawBodies) {
						if (body.isActive() == false)
							drawShape(fixture, transform, SHAPE_NOT_ACTIVE);
						else if (body.getType() == BodyType.StaticBody)
							drawShape(fixture, transform, SHAPE_STATIC);
						else if (body.getType() == BodyType.KinematicBody)
							drawShape(fixture, transform, SHAPE_KINEMATIC);
						else if (body.isAwake() == false)
							drawShape(fixture, transform, SHAPE_NOT_AWAKE);
						else
							drawShape(fixture, transform, SHAPE_AWAKE);
					}

					if (drawAABBs) {
						drawAABB(fixture, transform);
					}
				}
			}
		}

		if (drawJoints) {
			for (Iterator iter = world.getJoints(); iter.hasNext();) {
				Joint joint = iter.next();
				drawJoint(joint);
			}
		}
		renderer.end();

		if (Gdx.gl10 != null) Gdx.gl10.glPointSize(3);
		renderer.begin(ShapeType.Point);
		int len = world.getContactList().size();
		for (int i = 0; i < len; i++)
			drawContact(world.getContactList().get(i));
		renderer.end();
		if (Gdx.gl10 != null) Gdx.gl10.glPointSize(1);
	}

	private void drawAABB (Fixture fixture, Transform transform) {
		if (fixture.getType() == Type.Circle) {

			CircleShape shape = (CircleShape)fixture.getShape();
			float radius = shape.getRadius();
			vertices[0].set(shape.getPosition());
			vertices[0].rotate(transform.getRotation()).add(transform.getPosition());
			lower.set(vertices[0].x - radius, vertices[0].y - radius);
			upper.set(vertices[0].x + radius, vertices[0].y + radius);

			// define vertices in ccw fashion...
			vertices[0].set(lower.x, lower.y);
			vertices[1].set(upper.x, lower.y);
			vertices[2].set(upper.x, upper.y);
			vertices[3].set(lower.x, upper.y);

			drawSolidPolygon(vertices, 4, AABB_COLOR);
		} else if (fixture.getType() == Type.Polygon) {
			PolygonShape shape = (PolygonShape)fixture.getShape();
			int vertexCount = shape.getVertexCount();

			shape.getVertex(0, vertices[0]);
			lower.set(transform.mul(vertices[0]));
			upper.set(lower);
			for (int i = 1; i < vertexCount; i++) {
				shape.getVertex(i, vertices[i]);
				transform.mul(vertices[i]);
				lower.x = Math.min(lower.x, vertices[i].x);
				lower.y = Math.min(lower.y, vertices[i].y);
				upper.x = Math.max(upper.x, vertices[i].x);
				upper.y = Math.max(upper.y, vertices[i].y);
			}

			// define vertices in ccw fashion...
			vertices[0].set(lower.x, lower.y);
			vertices[1].set(upper.x, lower.y);
			vertices[2].set(upper.x, upper.y);
			vertices[3].set(lower.x, upper.y);

			drawSolidPolygon(vertices, 4, AABB_COLOR);
		}
	}

	private static Vector2 t = new Vector2();
	private static Vector2 axis = new Vector2();

	private void drawShape (Fixture fixture, Transform transform, Color color) {
		if (fixture.getType() == Type.Circle) {
			CircleShape circle = (CircleShape)fixture.getShape();
			t.set(circle.getPosition());
			transform.mul(t);
			drawSolidCircle(t, circle.getRadius(), axis.set(transform.vals[Transform.COS], transform.vals[Transform.SIN]), color);
		}

		if (fixture.getType() == Type.Edge) {
			EdgeShape edge = (EdgeShape)fixture.getShape();
			edge.getVertex1(vertices[0]);
			edge.getVertex2(vertices[1]);
			transform.mul(vertices[0]);
			transform.mul(vertices[1]);
			drawSolidPolygon(vertices, 2, color);
		}

		if (fixture.getType() == Type.Polygon) {
			PolygonShape chain = (PolygonShape)fixture.getShape();
			int vertexCount = chain.getVertexCount();
			for (int i = 0; i < vertexCount; i++) {
				chain.getVertex(i, vertices[i]);
				transform.mul(vertices[i]);
			}
			drawSolidPolygon(vertices, vertexCount, color);
		}

		if (fixture.getType() == Type.Chain) {
			ChainShape chain = (ChainShape)fixture.getShape();
			int vertexCount = chain.getVertexCount();
			for (int i = 0; i < vertexCount; i++) {
				chain.getVertex(i, vertices[i]);
				transform.mul(vertices[i]);
			}
			drawSolidPolygon(vertices, vertexCount, color);
		}
	}

	private final Vector2 f = new Vector2();
	private final Vector2 v = new Vector2();
	private final Vector2 lv = new Vector2();

	private void drawSolidCircle (Vector2 center, float radius, Vector2 axis, Color color) {
		float angle = 0;
		float angleInc = 2 * (float)Math.PI / 20;
		renderer.setColor(color.r, color.g, color.b, color.a);
		for (int i = 0; i < 20; i++, angle += angleInc) {
			v.set((float)Math.cos(angle) * radius + center.x, (float)Math.sin(angle) * radius + center.y);
			if (i == 0) {
				lv.set(v);
				f.set(v);
				continue;
			}
			renderer.line(lv.x, lv.y, v.x, v.y);
			lv.set(v);
		}
		renderer.line(f.x, f.y, lv.x, lv.y);
		renderer.line(center.x, center.y, 0, center.x + axis.x * radius, center.y + axis.y * radius, 0);
	}

	private void drawSolidPolygon (Vector2[] vertices, int vertexCount, Color color) {
		renderer.setColor(color.r, color.g, color.b, color.a);
		for (int i = 0; i < vertexCount; i++) {
			Vector2 v = vertices[i];
			if (i == 0) {
				lv.set(v);
				f.set(v);
				continue;
			}
			renderer.line(lv.x, lv.y, v.x, v.y);
			lv.set(v);
		}
		renderer.line(f.x, f.y, lv.x, lv.y);
	}

	private void drawJoint (Joint joint) {
		Body bodyA = joint.getBodyA();
		Body bodyB = joint.getBodyB();
		Transform xf1 = bodyA.getTransform();
		Transform xf2 = bodyB.getTransform();

		Vector2 x1 = xf1.getPosition();
		Vector2 x2 = xf2.getPosition();
		Vector2 p1 = joint.getAnchorA();
		Vector2 p2 = joint.getAnchorB();

		if (joint.getType() == JointType.DistanceJoint) {
			drawSegment(p1, p2, JOINT_COLOR);
		} else if (joint.getType() == JointType.PulleyJoint) {
			PulleyJoint pulley = (PulleyJoint)joint;
			Vector2 s1 = pulley.getGroundAnchorA();
			Vector2 s2 = pulley.getGroundAnchorB();
			drawSegment(s1, p1, JOINT_COLOR);
			drawSegment(s2, p2, JOINT_COLOR);
			drawSegment(s1, s2, JOINT_COLOR);
		} else if (joint.getType() == JointType.MouseJoint) {
			drawSegment(joint.getAnchorA(), joint.getAnchorB(), JOINT_COLOR);
		} else {
			drawSegment(x1, p1, JOINT_COLOR);
			drawSegment(p1, p2, JOINT_COLOR);
			drawSegment(x2, p2, JOINT_COLOR);
		}
	}

	private void drawSegment (Vector2 x1, Vector2 x2, Color color) {
		renderer.setColor(color);
		renderer.line(x1.x, x1.y, x2.x, x2.y);
	}

	private void drawContact (Contact contact) {
		WorldManifold worldManifold = contact.getWorldManifold();
		if (worldManifold.getNumberOfContactPoints() == 0) return;
		Vector2 point = worldManifold.getPoints()[0];
		renderer.point(point.x, point.y, 0);
	}
	
	public boolean isDrawBodies () {
		return drawBodies;
	}

	public void setDrawBodies (boolean drawBodies) {
		this.drawBodies = drawBodies;
	}

	public boolean isDrawJoints () {
		return drawJoints;
	}

	public void setDrawJoints (boolean drawJoints) {
		this.drawJoints = drawJoints;
	}

	public boolean isDrawAABBs () {
		return drawAABBs;
	}

	public void setDrawAABBs (boolean drawAABBs) {
		this.drawAABBs = drawAABBs;
	}

	public boolean isDrawInactiveBodies () {
		return drawInactiveBodies;
	}

	public void setDrawInactiveBodies (boolean drawInactiveBodies) {
		this.drawInactiveBodies = drawInactiveBodies;
	}

	public static Vector2 getAxis () {
		return axis;
	}

	public static void setAxis (Vector2 axis) {
		Box2DDebugRenderer.axis = axis;
	}

	public void dispose () {
		batch.dispose();
	}
}




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