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The testbed for JBox2D, a 2d java physics engine, ported from the C++ Box2d engine.
/*******************************************************************************
* Copyright (c) 2013, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
/**
* Created at 2:39:05 PM Jan 23, 2011
*/
package org.jbox2d.testbed.tests;
import org.jbox2d.collision.shapes.CircleShape;
import org.jbox2d.collision.shapes.PolygonShape;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.BodyType;
import org.jbox2d.dynamics.FixtureDef;
import org.jbox2d.testbed.framework.TestbedSettings;
import org.jbox2d.testbed.framework.TestbedTest;
/**
* @author Daniel Murphy
*/
public class CharacterCollision extends TestbedTest {
@Override
public boolean isSaveLoadEnabled() {
return true;
}
/**
* @see org.jbox2d.testbed.framework.TestbedTest#initTest(boolean)
*/
@Override
public void initTest(boolean argDeserialized) {
// Ground body
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsEdge(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f));
ground.createFixture(shape, 0.0f);
}
// Collinear edges
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
PolygonShape shape = new PolygonShape();
shape.m_radius = 0.0f;
shape.setAsEdge(new Vec2(-8.0f, 1.0f), new Vec2(-6.0f, 1.0f));
ground.createFixture(shape, 0.0f);
shape.setAsEdge(new Vec2(-6.0f, 1.0f), new Vec2(-4.0f, 1.0f));
ground.createFixture(shape, 0.0f);
shape.setAsEdge(new Vec2(-4.0f, 1.0f), new Vec2(-2.0f, 1.0f));
ground.createFixture(shape, 0.0f);
}
// Square tiles
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(1.0f, 1.0f, new Vec2(4.0f, 3.0f), 0.0f);
ground.createFixture(shape, 0.0f);
shape.setAsBox(1.0f, 1.0f, new Vec2(6.0f, 3.0f), 0.0f);
ground.createFixture(shape, 0.0f);
shape.setAsBox(1.0f, 1.0f, new Vec2(8.0f, 3.0f), 0.0f);
ground.createFixture(shape, 0.0f);
}
// Square made from edges notice how the edges are shrunk to account
// for the polygon radius. This makes it so the square character does
// not get snagged. However, ray casts can now go through the cracks.
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
PolygonShape shape = new PolygonShape();
float d = 2.0f * Settings.polygonRadius;
shape.setAsEdge(new Vec2(-1.0f + d, 3.0f), new Vec2(1.0f - d, 3.0f));
ground.createFixture(shape, 0.0f);
shape.setAsEdge(new Vec2(1.0f, 3.0f + d), new Vec2(1.0f, 5.0f - d));
ground.createFixture(shape, 0.0f);
shape.setAsEdge(new Vec2(1.0f - d, 5.0f), new Vec2(-1.0f + d, 5.0f));
ground.createFixture(shape, 0.0f);
shape.setAsEdge(new Vec2(-1.0f, 5.0f - d), new Vec2(-1.0f, 3.0f + d));
ground.createFixture(shape, 0.0f);
}
// Square character
{
BodyDef bd = new BodyDef();
bd.position.set(-3.0f, 5.0f);
bd.type = BodyType.DYNAMIC;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = getWorld().createBody(bd);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.5f, 0.5f);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
}
// Hexagon character
{
BodyDef bd = new BodyDef();
bd.position.set(-5.0f, 5.0f);
bd.type = BodyType.DYNAMIC;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = getWorld().createBody(bd);
float angle = 0.0f;
float delta = MathUtils.PI / 3.0f;
Vec2 vertices[] = new Vec2[6];
for (int i = 0; i < 6; ++i) {
vertices[i] = new Vec2(0.5f * MathUtils.cos(angle), 0.5f * MathUtils.sin(angle));
angle += delta;
}
PolygonShape shape = new PolygonShape();
shape.set(vertices, 6);
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
}
// Circle character
{
BodyDef bd = new BodyDef();
bd.position.set(3.0f, 5.0f);
bd.type = BodyType.DYNAMIC;
bd.fixedRotation = true;
bd.allowSleep = false;
Body body = getWorld().createBody(bd);
CircleShape shape = new CircleShape();
shape.m_radius = 0.5f;
FixtureDef fd = new FixtureDef();
fd.shape = shape;
fd.density = 20.0f;
body.createFixture(fd);
}
}
/**
* @see org.jbox2d.testbed.framework.TestbedTest#step(org.jbox2d.testbed.framework.TestbedSettings)
*/
@Override
public void step(TestbedSettings settings) {
super.step(settings);
addTextLine("This tests various character collision shapes");
}
/**
* @see org.jbox2d.testbed.framework.TestbedTest#getTestName()
*/
@Override
public String getTestName() {
return "Character Collision";
}
}