本文整理匯總了Java中com.badlogic.gdx.physics.box2d.World.createJoint方法的典型用法代碼示例。如果您正苦於以下問題:Java World.createJoint方法的具體用法?Java World.createJoint怎麽用?Java World.createJoint使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.physics.box2d.World
的用法示例。
在下文中一共展示了World.createJoint方法的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: createBodies
import com.badlogic.gdx.physics.box2d.World; //導入方法依賴的package包/類
@Override public void createBodies(World world) {
this.anchorBody = Box2DFactory.createCircle(world, this.cx, this.cy, 0.05f, true);
// Joint angle is 0 when flipper is horizontal.
// The flipper needs to be slightly extended past anchorBody to rotate correctly.
float ext = (this.flipperLength > 0) ? -0.05f : +0.05f;
// Width larger than 0.12 slows rotation?
this.flipperBody = Box2DFactory.createWall(world, cx+ext, cy-0.12f, cx+flipperLength, cy+0.12f, 0f);
flipperBody.setType(BodyDef.BodyType.DynamicBody);
flipperBody.setBullet(true);
flipperBody.getFixtureList().get(0).setDensity(5.0f);
jointDef = new RevoluteJointDef();
jointDef.initialize(anchorBody, flipperBody, new Vector2(this.cx, this.cy));
jointDef.enableLimit = true;
jointDef.enableMotor = true;
// counterclockwise rotations are positive, so flip angles for flippers extending left
jointDef.lowerAngle = (this.flipperLength>0) ? this.minangle : -this.maxangle;
jointDef.upperAngle = (this.flipperLength>0) ? this.maxangle : -this.minangle;
jointDef.maxMotorTorque = 1000f;
this.joint = (RevoluteJoint)world.createJoint(jointDef);
flipperBodySet = Collections.singletonList(flipperBody);
this.setEffectiveMotorSpeed(-this.downspeed); // Force flipper to bottom when field is first created.
}
示例2: makePlatform
import com.badlogic.gdx.physics.box2d.World; //導入方法依賴的package包/類
/**
* Creates a pivoted platform from the given object, at the given world.
*
* @param world The world were the platform will be.
* @param object The object used to initialize the platform.
* @return The Platform Model of the created platform.
*/
static PlatformModel makePlatform(World world, RectangleMapObject object) {
PlatformModel platform = new PlatformModel(world, object);
Boolean pivoted = object.getProperties().get("pivoted", boolean.class);
if (pivoted != null && pivoted == true) {
Rectangle rect = object.getRectangle();
RectangleMapObject anchorRect = new RectangleMapObject(
rect.getX() + rect.getWidth() / 2, rect.getY() + rect.getHeight() / 2, 1, 1
);
Body anchor = makeRectGround(world, anchorRect);
RevoluteJointDef jointDef = new RevoluteJointDef();
jointDef.initialize(anchor, platform.getBody(), platform.getBody().getWorldCenter());
world.createJoint(jointDef);
}
return platform;
}
示例3: test_deserializeBug
import com.badlogic.gdx.physics.box2d.World; //導入方法依賴的package包/類
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4: toJoint
import com.badlogic.gdx.physics.box2d.World; //導入方法依賴的package包/類
public Joint toJoint(World world,Body bodyA, Body bodyB){
logger.debug("Creating Joint");
JointDef jd = this.toJointDef(bodyA,bodyB);
return world.createJoint(jd);
/*
switch (type){
case DistanceJoint:{
return world.createJoint((DistanceJointDef)jd);
}
case FrictionJoint:{
return world.createJoint((FrictionJointDef)jd);
}
case GearJoint:{
return world.createJoint((GearJointDef)jd);
}
case MotorJoint:{
return world.createJoint((MotorJointDef)jd);
}
case MouseJoint:{
return world.createJoint((MouseJointDef)jd);
}
case PrismaticJoint:{
return world.createJoint((PrismaticJointDef)jd);
}
case PulleyJoint:{
return world.createJoint((PulleyJointDef)jd);
}
case RevoluteJoint:{
return world.createJoint((RevoluteJointDef)jd);
}
case RopeJoint:{
return world.createJoint((RopeJointDef)jd);
}
case WeldJoint:{
return world.createJoint((WeldJointDef)jd);
}
case WheelJoint:{
return world.createJoint((WheelJointDef)jd);
}
}
return null;
*/
}