Java 类com.badlogic.gdx.physics.box2d.WorldManifold 实例源码
项目:tilt-game-android
文件:GameLevelController.java
private void checkCollisionSound(Contact contact, Body bodyA, Body bodyB) {
WorldManifold manifold = contact.getWorldManifold();
Vector2 contactPoint = manifold.getPoints()[0];
Vector2 vel1 = bodyA.getLinearVelocityFromWorldPoint(contactPoint);
Vector2 vel2 = bodyB.getLinearVelocityFromWorldPoint(contactPoint);
Vector2 impactVelocity = vel1.sub(vel2);
float impactLen = impactVelocity.len();
if (impactLen > MIN_BALL_SOUND_SPEED) {
float dot = Math.abs(impactVelocity.dot(manifold.getNormal()));
if (dot > MIN_IMPACT_SOUND_SPEED) {
float volume = (float) Math.min((dot - MIN_IMPACT_SOUND_SPEED) / MAX_IMPACT_SOUND_SPEED, 1.0);
SoundManager.getInstance().play(R.raw.bounce_1, volume);
}
}
}
项目:libgdxcn
文件:Box2DCharacterControllerTest.java
private boolean isPlayerGrounded (float deltaTime) {
groundedPlatform = null;
Array<Contact> contactList = world.getContactList();
for (int i = 0; i < contactList.size; i++) {
Contact contact = contactList.get(i);
if (contact.isTouching()
&& (contact.getFixtureA() == playerSensorFixture || contact.getFixtureB() == playerSensorFixture)) {
Vector2 pos = player.getPosition();
WorldManifold manifold = contact.getWorldManifold();
boolean below = true;
for (int j = 0; j < manifold.getNumberOfContactPoints(); j++) {
below &= (manifold.getPoints()[j].y < pos.y - 1.5f);
}
if (below) {
if (contact.getFixtureA().getUserData() != null && contact.getFixtureA().getUserData().equals("p")) {
groundedPlatform = (Platform)contact.getFixtureA().getBody().getUserData();
}
if (contact.getFixtureB().getUserData() != null && contact.getFixtureB().getUserData().equals("p")) {
groundedPlatform = (Platform)contact.getFixtureB().getBody().getUserData();
}
return true;
}
return false;
}
}
return false;
}
项目:flixel-gdx-box2d
文件:B2FlxDebug.java
/**
* Draw contact points.
* @param renderer The shape renderer.
* @param contact The contact.
*/
protected void drawContact(Graphics renderer, Contact contact)
{
WorldManifold worldManifold = contact.getWorldManifold();
if(worldManifold.getNumberOfContactPoints() == 0)
return;
Vector2 point = worldManifold.getPoints()[0];
point.x -= FlxG.camera.scroll.x / B2FlxB.RATIO;
point.y -= FlxG.camera.scroll.y / B2FlxB.RATIO;
// TODO: BUG: invisible shape renderer when use circle
// renderer.drawCircle(point.x * B2FlxB.RATIO, point.y * B2FlxB.RATIO, 1f);
renderer.drawRect(point.x * B2FlxB.RATIO, point.y * B2FlxB.RATIO, 1f, 1f);
}
项目:CodeBase
文件:PhysixContact.java
public WorldManifold getWorldManifold() {
return contact.getWorldManifold();
}
项目:libgdxcn
文件:Box2DTest.java
@Override
public void render () {
// first we update the world. For simplicity
// we use the delta time provided by the Graphics
// instance. Normally you'll want to fix the time
// step.
long start = TimeUtils.nanoTime();
world.step(Gdx.graphics.getDeltaTime(), 8, 3);
float updateTime = (TimeUtils.nanoTime() - start) / 1000000000.0f;
// next we clear the color buffer and set the camera
// matrices
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
// next we render the ground body
renderBox(groundBody, 50, 1);
// next we render each box via the SpriteBatch.
// for this we have to set the projection matrix of the
// spritebatch to the camera's combined matrix. This will
// make the spritebatch work in world coordinates
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
for (int i = 0; i < boxes.size(); i++) {
Body box = boxes.get(i);
Vector2 position = box.getPosition(); // that's the box's center position
float angle = MathUtils.radiansToDegrees * box.getAngle(); // the rotation angle around the center
batch.draw(textureRegion, position.x - 1, position.y - 1, // the bottom left corner of the box, unrotated
1f, 1f, // the rotation center relative to the bottom left corner of the box
2, 2, // the width and height of the box
1, 1, // the scale on the x- and y-axis
angle); // the rotation angle
}
batch.end();
// next we use the debug renderer. Note that we
// simply apply the camera again and then call
// the renderer. the camera.apply() call is actually
// not needed as the opengl matrices are already set
// by the spritebatch which in turn uses the camera matrices :)
debugRenderer.render(world, camera.combined);
// finally we render all contact points
renderer.setProjectionMatrix(camera.combined);
renderer.begin(ShapeType.Point);
renderer.setColor(0, 1, 0, 1);
for (int i = 0; i < world.getContactCount(); i++) {
Contact contact = world.getContactList().get(i);
// we only render the contact if it actually touches
if (contact.isTouching()) {
// get the world manifold from which we get the
// contact points. A manifold can have 0, 1 or 2
// contact points.
WorldManifold manifold = contact.getWorldManifold();
int numContactPoints = manifold.getNumberOfContactPoints();
for (int j = 0; j < numContactPoints; j++) {
Vector2 point = manifold.getPoints()[j];
renderer.point(point.x, point.y, 0);
}
}
}
renderer.end();
// finally we render the time it took to update the world
// for this we have to set the projection matrix again, so
// we work in pixel coordinates
batch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.begin();
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + " update time: " + updateTime, 0, 20);
batch.end();
}
项目:DreamsLibGdx
文件:PlatformManager.java
@Override
public void handlePreSolve(Contact contact, Manifold oldManifold) {
Box2DPhysicsObject passenger = getPassenger(contact);
MovingPlatform movingPlatform = getMovingPlatform(contact);
if (contact.isEnabled()) {
if (passenger.getGrupo().equals(GRUPO.HERO) &&
!((Hero) passenger).getState().equals(StateHero.WALKING)) {
contact.setFriction(100f);
} else if (passenger.getGrupo().equals(GRUPO.HERO) &&
!((Hero) passenger).getState().equals(StateHero.WALKING)) {
contact.setFriction(0);
}
}
WorldManifold manifold = contact.getWorldManifold();
for (Vector2 point : manifold.getPoints()) {
Vector2 pointVelPlatform = movingPlatform.getBodyA().getLinearVelocityFromWorldPoint(point);
Vector2 pointVelOther = passenger.getBodyA().getLinearVelocityFromWorldPoint(point);
Vector2 relativeVel = movingPlatform.getBodyA().getLocalVector(pointVelOther.sub(pointVelPlatform));
if (relativeVel.y < -1) {
movingPlatform.getPassengers().add(passenger);
movingPlatform.enabled = true;
return;
} else if (relativeVel.y < 1) {
Vector2 relativePoint = movingPlatform.getBodyA().getLocalPoint(point);
float platformFaceY = 0.5f;
if (relativePoint.y > platformFaceY - 0.05) {
if (contact.getFixtureA().equals(((Hero) passenger).getHeroPhysicsFixture()))
System.out.println(" relativeVel < 1 " + relativeVel);
movingPlatform.getPassengers().add(passenger);
movingPlatform.enabled = true;
Vector2 force = contact.getWorldManifold().getNormal();
if (Math.abs(force.x) == 1f && force.y == 0f) {
if (contact.getFixtureA().equals(((Hero) passenger).getHeroPhysicsFixture())) {
force.scl(-6);
} else if (contact.getFixtureB().equals(((Hero) passenger).getHeroPhysicsFixture())) {
force.scl(6);
}
passenger.getBodyA().applyLinearImpulse(force, passenger.getBodyA().getWorldCenter(), true);
System.out.println("Fuerza colision Platform: " + force);
}
return;
}
}
}
movingPlatform.enabled = false;
contact.setEnabled(movingPlatform.enabled);
}