com.badlogic.gdx.physics.box2d.ChainShape Maven / Gradle / Ivy
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package com.badlogic.gdx.physics.box2d;
import com.badlogic.gdx.math.Vector2;
public class ChainShape extends Shape {
/*JNI
#include
*/
public ChainShape () {
addr = newChainShape();
}
private native long newChainShape (); /*
return (jlong)(new b2ChainShape());
*/
ChainShape (long addr) {
this.addr = addr;
}
@Override
public Type getType () {
return Type.Chain;
}
/** Create a loop. This automatically adjusts connectivity.
* @param vertices an array of vertices, these are copied */
public void createLoop (Vector2[] vertices) {
float[] verts = new float[vertices.length * 2];
for (int i = 0, j = 0; i < vertices.length * 2; i += 2, j++) {
verts[i] = vertices[j].x;
verts[i + 1] = vertices[j].y;
}
jniCreateLoop(addr, verts, verts.length / 2);
}
private native void jniCreateLoop (long addr, float[] verts, int numVertices); /*
b2ChainShape* chain = (b2ChainShape*)addr;
b2Vec2* verticesOut = new b2Vec2[numVertices];
for( int i = 0; i < numVertices; i++ )
verticesOut[i] = b2Vec2(verts[i<<1], verts[(i<<1)+1]);
chain->CreateLoop( verticesOut, numVertices );
delete verticesOut;
*/
/** Create a chain with isolated end vertices.
* @param vertices an array of vertices, these are copied */
public void createChain (Vector2[] vertices) {
float[] verts = new float[vertices.length * 2];
for (int i = 0, j = 0; i < vertices.length * 2; i += 2, j++) {
verts[i] = vertices[j].x;
verts[i + 1] = vertices[j].y;
}
jniCreateChain(addr, verts, verts.length / 2);
}
private native void jniCreateChain (long addr, float[] verts, int numVertices); /*
b2ChainShape* chain = (b2ChainShape*)addr;
b2Vec2* verticesOut = new b2Vec2[numVertices];
for( int i = 0; i < numVertices; i++ )
verticesOut[i] = b2Vec2(verts[i<<1], verts[(i<<1)+1]);
chain->CreateChain( verticesOut, numVertices );
delete verticesOut;
*/
/** Establish connectivity to a vertex that precedes the first vertex. Don't call this for loops. */
public void setPrevVertex (Vector2 prevVertex) {
setPrevVertex(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) {
jniSetPrevVertex(addr, prevVertexX, prevVertexY);
}
private native void jniSetPrevVertex (long addr, float x, float y); /*
b2ChainShape* chain = (b2ChainShape*)addr;
chain->SetPrevVertex(b2Vec2(x, y));
*/
/** Establish connectivity to a vertex that follows the last vertex. Don't call this for loops. */
public void setNextVertex (Vector2 nextVertex) {
setNextVertex(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) {
jniSetNextVertex(addr, nextVertexX, nextVertexY);
}
private native void jniSetNextVertex (long addr, float x, float y); /*
b2ChainShape* chain = (b2ChainShape*)addr;
chain->SetNextVertex(b2Vec2(x, y));
*/
/** @return the number of vertices */
public int getVertexCount () {
return jniGetVertexCount(addr);
}
private native int jniGetVertexCount (long addr); /*
b2ChainShape* chain = (b2ChainShape*)addr;
return chain->GetVertexCount();
*/
private static float[] verts = new float[2];
/** 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) {
jniGetVertex(addr, index, verts);
vertex.x = verts[0];
vertex.y = verts[1];
}
private native void jniGetVertex (long addr, int index, float[] verts); /*
b2ChainShape* chain = (b2ChainShape*)addr;
const b2Vec2 v = chain->GetVertex( index );
verts[0] = v.x;
verts[1] = v.y;
*/
// /// Implement b2Shape. Vertices are cloned using b2Alloc.
// b2Shape* Clone(b2BlockAllocator* allocator) const;
//
// /// @see b2Shape::GetChildCount
// int32 GetChildCount() const;
//
// /// Get a child edge.
// void GetChildEdge(b2EdgeShape* edge, int32 index) const;
//
// /// This always return false.
// /// @see b2Shape::TestPoint
// bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
//
// /// Implement b2Shape.
// bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
// const b2Transform& transform, int32 childIndex) const;
//
// /// @see b2Shape::ComputeAABB
// void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
//
// /// Chains have zero mass.
// /// @see b2Shape::ComputeMass
// void ComputeMass(b2MassData* massData, float32 density) const;
//
}
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