本文整理汇总了Java中com.badlogic.gdx.physics.box2d.joints.WheelJointDef类的典型用法代码示例。如果您正苦于以下问题:Java WheelJointDef类的具体用法?Java WheelJointDef怎么用?Java WheelJointDef使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
WheelJointDef类属于com.badlogic.gdx.physics.box2d.joints包,在下文中一共展示了WheelJointDef类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: JointSerializer
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public JointSerializer(RubeScene scene,Json _json)
{
this.scene = scene;
_json.setSerializer(RevoluteJointDef.class, new RevoluteJointDefSerializer());
_json.setSerializer(PrismaticJointDef.class, new PrismaticJointDefSerializer());
_json.setSerializer(PulleyJointDef.class, new PulleyJointDefSerializer());
_json.setSerializer(WeldJointDef.class, new WeldJointDefSerializer());
_json.setSerializer(FrictionJointDef.class, new FrictionJointDefSerializer());
_json.setSerializer(WheelJointDef.class, new WheelJointDefSerializer());
_json.setSerializer(RopeJointDef.class, new RopeJointDefSerializer());
_json.setSerializer(DistanceJointDef.class, new DistanceJointDefSerializer());
_json.setSerializer(GearJointDef.class, new GearJointDefSerializer());
mouseJointDefSerializer = new MouseJointDefSerializer();
_json.setSerializer(MouseJointDef.class, mouseJointDefSerializer);
}
示例2: read
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
@SuppressWarnings("rawtypes")
@Override
public WheelJointDef read(Json json, JsonValue jsonData, Class type)
{
WheelJointDef defaults = RubeDefaults.Joint.wheelDef;
WheelJointDef def = new WheelJointDef();
Vector2 anchorA = json.readValue("anchorA", Vector2.class, defaults.localAnchorA, jsonData);
Vector2 anchorB = json.readValue("anchorB", Vector2.class, defaults.localAnchorB, jsonData);
Vector2 localAxisA = json.readValue("localAxisA", Vector2.class, defaults.localAxisA, jsonData);
if(anchorA != null && anchorB != null)
{
def.localAnchorA.set(anchorA);
def.localAnchorB.set(anchorB);
def.localAxisA.set(localAxisA);
def.enableMotor = json.readValue("enableMotor", boolean.class, defaults.enableMotor, jsonData);
def.motorSpeed = json.readValue("motorSpeed", float.class, defaults.motorSpeed, jsonData);
def.maxMotorTorque = json.readValue("maxMotorTorque", float.class, defaults.maxMotorTorque, jsonData);
def.frequencyHz = json.readValue("springFrequency", float.class, defaults.frequencyHz, jsonData);
def.dampingRatio = json.readValue("springDampingRatio", float.class, defaults.dampingRatio, jsonData);
}
return def;
}
示例3: create
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
/**
* Creates the joint.
* @return This joint. Handy for chaining stuff together.
*/
@Override
public B2FlxWheelJoint create()
{
((WheelJointDef) jointDef).initialize(bodyA, bodyB, anchorA, _axis);
joint = B2FlxB.world.createJoint(jointDef);
return this;
}
示例4: createDef
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
@Override
public JointDef createDef(Body sourceBody, Body targetBody, final Vector2 targetOffset) {
WheelJointDef jointDef = new WheelJointDef() {{
enableMotor = true;
frequencyHz = suspensionFrequencyHz;
dampingRatio = suspensionDampingRatio;
}};
Vector2 worldTarget = new Vector2(targetBody.getWorldCenter()).add(targetOffset);
jointDef.initialize(sourceBody, targetBody, worldTarget, axisOfMovement);
return jointDef;
}
示例5: test_deserializeBug
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public void test_deserializeBug(Vector2 pos){
/*
Entity e = factory.build("jeep",pos);
PhysicsComponent p = mappers.physics.get(e);
WheelJoint j = (WheelJoint) p.getJoint("leftWheelJoint");
logger.debug("Factory \n anchorA: " + j.getAnchorA() + "\n anchorB:" + j.getAnchorB() + " \n localAxis: "+ j.getLocalAxisA() + " \n damping: " + j.getSpringDampingRatio() + "\n frequency" + j.getSpringFrequencyHz());
String data = factory.serialize(e);
removeEntity(e);
e = factory.deserialize(data);
p = mappers.physics.get(e);
j = (WheelJoint) p.getJoint("leftWheelJoint");
logger.debug("Deserialized \n anchorA: " + j.getAnchorA() + "\n anchorB:" + j.getAnchorB() + " \n localAxis: "+ j.getLocalAxisA() + " \n damping: " + j.getSpringDampingRatio() + "\n frequency" + j.getSpringFrequencyHz());
addEntity(e);
*/
World world = App.engine.systems.physics.world;
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
Body body = world.createBody(bd),
wheel = world.createBody(bd);
PolygonShape rect = new PolygonShape();
rect.setAsBox(2, 1);
CircleShape circle = new CircleShape();
circle.setRadius(1);
body.createFixture(rect,1);
wheel.createFixture(circle,1);
Vector2 localAnchor = new Vector2(0,0),
localAxis = new Vector2(0,1);
WheelJointDef jd = new WheelJointDef();
jd.initialize(body, wheel, localAnchor , localAxis);
WheelJoint joint = (WheelJoint)world.createJoint(jd);
System.out.println("Local Axis = " + joint.getLocalAxisA());
System.out.println("Local Anchor A = " + joint.getLocalAnchorA());
//joint.getLocalAxisA() seems to be returning localAnchorA
}
示例6: createCar
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
/**
* Genera un cuerpo con forma de caja
* @param world El mundo
* @param x Posici�n x
* @param y Posici�n y
* @return El cuerpo creado
*/
public static Body createCar(World world, float x, float y) {
// Definici�n de los cuerpos que definen las 3 partes del coche
// (Chasis y dos ruedas)
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(x, y);
// Crea lo que sera el cuerpo del chasis del coche
Body chassis = world.createBody(bodyDef);
// La forma del chasis
PolygonShape box = new PolygonShape();
box.setAsBox(30, 10);
// Define las caracter�sticas del chasis
FixtureDef chassisDef = new FixtureDef();
// Forma del elemento f�sico
chassisDef.shape = box;
// Densidad (kg/m^2)
chassisDef.density = 10f;
// Coeficiente de fricci�n (0 - 1)
chassisDef.friction = 0.4f;
// Elasticidad (0 - 1)
chassisDef.restitution = 0.2f;
// A�ade el elemento f�sico al cuerpo del mundo 2D
chassis.createFixture(chassisDef);
// La forma de las ruedas
CircleShape circle = new CircleShape();
circle.setRadius(6f);
// Define las caracter�sticas de las ruedas
FixtureDef wheelFixture = new FixtureDef();
wheelFixture.shape = circle;
wheelFixture.density = 5f;
wheelFixture.friction = 0.4f;
wheelFixture.restitution = 0.7f;
// Rueda izquierda
Body leftWheel = world.createBody(bodyDef);
leftWheel.createFixture(wheelFixture);
// Rueda derecha
Body rightWheel = world.createBody(bodyDef);
rightWheel.createFixture(wheelFixture);
// Une las ruedas a la carrocer�a con Joints
WheelJointDef wheelJointDef = new WheelJointDef();
wheelJointDef.bodyA = chassis;
wheelJointDef.bodyB = leftWheel;
// Suspensi�n (mayor valor m�s r�gida)
wheelJointDef.frequencyHz = 2f;
// Punto de uni�n con la carrocer�a
wheelJointDef.localAnchorA.set(-30f / 2.5f, -20f / 2f);
WheelJoint leftJoint = (WheelJoint) world.createJoint(wheelJointDef);
// Para la uni�n de la otra rueda s�lo es necesario cambiar algunos par�metros
// Los dem�s son iguales
wheelJointDef.bodyB = rightWheel;
wheelJointDef.localAnchorA.x *= -1;
WheelJoint rightJoint = (WheelJoint) world.createJoint(wheelJointDef);
box.dispose();
circle.dispose();
return chassis;
}
示例7: reset
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
@Override
public void reset() {
jointDef = new WheelJointDef();
}
示例8: setEnableMotor
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public B2FlxWheelJoint setEnableMotor(boolean enableMotor)
{
((WheelJointDef)jointDef).enableMotor = enableMotor;
return this;
}
示例9: setMotorSpeed
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public B2FlxWheelJoint setMotorSpeed(float motorSpeed)
{
((WheelJointDef)jointDef).motorSpeed = motorSpeed;
return this;
}
示例10: setMaxMotorTorque
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public B2FlxWheelJoint setMaxMotorTorque(float maxMotorTorque)
{
((WheelJointDef)jointDef).maxMotorTorque = maxMotorTorque;
return this;
}
示例11: setFrequencyHz
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public B2FlxWheelJoint setFrequencyHz(float frequencyHz)
{
((WheelJointDef)jointDef).frequencyHz = frequencyHz;
return this;
}
示例12: setDampingRatio
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
public B2FlxWheelJoint setDampingRatio(float dampingRatio)
{
((WheelJointDef)jointDef).dampingRatio = dampingRatio;
return this;
}
示例13: createProperJoint
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
private long createProperJoint(JointDef paramJointDef)
{
if (paramJointDef.type == JointDef.JointType.DistanceJoint)
{
DistanceJointDef localDistanceJointDef = (DistanceJointDef)paramJointDef;
return jniCreateDistanceJoint(this.addr, localDistanceJointDef.bodyA.addr, localDistanceJointDef.bodyB.addr, localDistanceJointDef.collideConnected, localDistanceJointDef.localAnchorA.x, localDistanceJointDef.localAnchorA.y, localDistanceJointDef.localAnchorB.x, localDistanceJointDef.localAnchorB.y, localDistanceJointDef.length, localDistanceJointDef.frequencyHz, localDistanceJointDef.dampingRatio);
}
if (paramJointDef.type == JointDef.JointType.FrictionJoint)
{
FrictionJointDef localFrictionJointDef = (FrictionJointDef)paramJointDef;
return jniCreateFrictionJoint(this.addr, localFrictionJointDef.bodyA.addr, localFrictionJointDef.bodyB.addr, localFrictionJointDef.collideConnected, localFrictionJointDef.localAnchorA.x, localFrictionJointDef.localAnchorA.y, localFrictionJointDef.localAnchorB.x, localFrictionJointDef.localAnchorB.y, localFrictionJointDef.maxForce, localFrictionJointDef.maxTorque);
}
if (paramJointDef.type == JointDef.JointType.GearJoint)
{
GearJointDef localGearJointDef = (GearJointDef)paramJointDef;
return jniCreateGearJoint(this.addr, localGearJointDef.bodyA.addr, localGearJointDef.bodyB.addr, localGearJointDef.collideConnected, localGearJointDef.joint1.addr, localGearJointDef.joint2.addr, localGearJointDef.ratio);
}
if (paramJointDef.type == JointDef.JointType.MouseJoint)
{
MouseJointDef localMouseJointDef = (MouseJointDef)paramJointDef;
return jniCreateMouseJoint(this.addr, localMouseJointDef.bodyA.addr, localMouseJointDef.bodyB.addr, localMouseJointDef.collideConnected, localMouseJointDef.target.x, localMouseJointDef.target.y, localMouseJointDef.maxForce, localMouseJointDef.frequencyHz, localMouseJointDef.dampingRatio);
}
if (paramJointDef.type == JointDef.JointType.PrismaticJoint)
{
PrismaticJointDef localPrismaticJointDef = (PrismaticJointDef)paramJointDef;
return jniCreatePrismaticJoint(this.addr, localPrismaticJointDef.bodyA.addr, localPrismaticJointDef.bodyB.addr, localPrismaticJointDef.collideConnected, localPrismaticJointDef.localAnchorA.x, localPrismaticJointDef.localAnchorA.y, localPrismaticJointDef.localAnchorB.x, localPrismaticJointDef.localAnchorB.y, localPrismaticJointDef.localAxisA.x, localPrismaticJointDef.localAxisA.y, localPrismaticJointDef.referenceAngle, localPrismaticJointDef.enableLimit, localPrismaticJointDef.lowerTranslation, localPrismaticJointDef.upperTranslation, localPrismaticJointDef.enableMotor, localPrismaticJointDef.maxMotorForce, localPrismaticJointDef.motorSpeed);
}
if (paramJointDef.type == JointDef.JointType.PulleyJoint)
{
PulleyJointDef localPulleyJointDef = (PulleyJointDef)paramJointDef;
return jniCreatePulleyJoint(this.addr, localPulleyJointDef.bodyA.addr, localPulleyJointDef.bodyB.addr, localPulleyJointDef.collideConnected, localPulleyJointDef.groundAnchorA.x, localPulleyJointDef.groundAnchorA.y, localPulleyJointDef.groundAnchorB.x, localPulleyJointDef.groundAnchorB.y, localPulleyJointDef.localAnchorA.x, localPulleyJointDef.localAnchorA.y, localPulleyJointDef.localAnchorB.x, localPulleyJointDef.localAnchorB.y, localPulleyJointDef.lengthA, localPulleyJointDef.lengthB, localPulleyJointDef.ratio);
}
if (paramJointDef.type == JointDef.JointType.RevoluteJoint)
{
RevoluteJointDef localRevoluteJointDef = (RevoluteJointDef)paramJointDef;
return jniCreateRevoluteJoint(this.addr, localRevoluteJointDef.bodyA.addr, localRevoluteJointDef.bodyB.addr, localRevoluteJointDef.collideConnected, localRevoluteJointDef.localAnchorA.x, localRevoluteJointDef.localAnchorA.y, localRevoluteJointDef.localAnchorB.x, localRevoluteJointDef.localAnchorB.y, localRevoluteJointDef.referenceAngle, localRevoluteJointDef.enableLimit, localRevoluteJointDef.lowerAngle, localRevoluteJointDef.upperAngle, localRevoluteJointDef.enableMotor, localRevoluteJointDef.motorSpeed, localRevoluteJointDef.maxMotorTorque);
}
if (paramJointDef.type == JointDef.JointType.WeldJoint)
{
WeldJointDef localWeldJointDef = (WeldJointDef)paramJointDef;
return jniCreateWeldJoint(this.addr, localWeldJointDef.bodyA.addr, localWeldJointDef.bodyB.addr, localWeldJointDef.collideConnected, localWeldJointDef.localAnchorA.x, localWeldJointDef.localAnchorA.y, localWeldJointDef.localAnchorB.x, localWeldJointDef.localAnchorB.y, localWeldJointDef.referenceAngle);
}
if (paramJointDef.type == JointDef.JointType.RopeJoint)
{
RopeJointDef localRopeJointDef = (RopeJointDef)paramJointDef;
return jniCreateRopeJoint(this.addr, localRopeJointDef.bodyA.addr, localRopeJointDef.bodyB.addr, localRopeJointDef.collideConnected, localRopeJointDef.localAnchorA.x, localRopeJointDef.localAnchorA.y, localRopeJointDef.localAnchorB.x, localRopeJointDef.localAnchorB.y, localRopeJointDef.maxLength);
}
if (paramJointDef.type == JointDef.JointType.WheelJoint)
{
WheelJointDef localWheelJointDef = (WheelJointDef)paramJointDef;
return jniCreateWheelJoint(this.addr, localWheelJointDef.bodyA.addr, localWheelJointDef.bodyB.addr, localWheelJointDef.collideConnected, localWheelJointDef.localAnchorA.x, localWheelJointDef.localAnchorA.y, localWheelJointDef.localAnchorB.x, localWheelJointDef.localAnchorB.y, localWheelJointDef.localAxisA.x, localWheelJointDef.localAxisA.y, localWheelJointDef.enableMotor, localWheelJointDef.maxMotorTorque, localWheelJointDef.motorSpeed, localWheelJointDef.frequencyHz, localWheelJointDef.dampingRatio);
}
return 0L;
}
示例14: B2FlxWheelJoint
import com.badlogic.gdx.physics.box2d.joints.WheelJointDef; //导入依赖的package包/类
/**
* Create a wheel joint.
* @param spriteA The first body.
* @param spriteB The second body.
* @param jointDef The joint definition.
*/
public B2FlxWheelJoint(B2FlxShape spriteA, B2FlxShape spriteB, WheelJointDef jointDef)
{
super(spriteA, spriteB, jointDef);
}