/
PhysicsFactory.java
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/
PhysicsFactory.java
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package org.anddev.andengine.extension.physics.box2d;
import static org.anddev.andengine.extension.physics.box2d.util.constants.PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT;
import java.util.List;
import org.anddev.andengine.entity.primitive.Line;
import org.anddev.andengine.entity.shape.IAreaShape;
import org.anddev.andengine.entity.shape.IShape;
import org.anddev.andengine.extension.physics.box2d.util.constants.PhysicsConstants;
import org.anddev.andengine.util.constants.Constants;
import org.anddev.andengine.util.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.Filter;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
/**
* (c) 2010 Nicolas Gramlich
* (c) 2011 Zynga Inc.
*
* @author Nicolas Gramlich
* @since 13:59:03 - 15.07.2010
*/
public class PhysicsFactory {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
// ===========================================================
// Constructors
// ===========================================================
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
public static FixtureDef createFixtureDef(final float pDensity, final float pElasticity, final float pFriction) {
return PhysicsFactory.createFixtureDef(pDensity, pElasticity, pFriction, false);
}
public static FixtureDef createFixtureDef(final float pDensity, final float pElasticity, final float pFriction, final boolean pSensor) {
final FixtureDef fixtureDef = new FixtureDef();
fixtureDef.density = pDensity;
fixtureDef.restitution = pElasticity;
fixtureDef.friction = pFriction;
fixtureDef.isSensor = pSensor;
return fixtureDef;
}
public static FixtureDef createFixtureDef(final float pDensity, final float pElasticity, final float pFriction, final boolean pSensor, final short pCategoryBits, final short pMaskBits, final short pGroupIndex) {
final FixtureDef fixtureDef = new FixtureDef();
fixtureDef.density = pDensity;
fixtureDef.restitution = pElasticity;
fixtureDef.friction = pFriction;
fixtureDef.isSensor = pSensor;
final Filter filter = fixtureDef.filter;
filter.categoryBits = pCategoryBits;
filter.maskBits = pMaskBits;
filter.groupIndex = pGroupIndex;
return fixtureDef;
}
public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final IAreaShape pAreaShape, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return PhysicsFactory.createBoxBody(pPhysicsWorld, pAreaShape, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final IAreaShape pAreaShape, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final float[] sceneCenterCoordinates = pAreaShape.getSceneCenterCoordinates();
final float centerX = sceneCenterCoordinates[Constants.VERTEX_INDEX_X];
final float centerY = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y];
return PhysicsFactory.createBoxBody(pPhysicsWorld, centerX, centerY, pAreaShape.getWidthScaled(), pAreaShape.getHeightScaled(), pAreaShape.getRotation(), pBodyType, pFixtureDef, pPixelToMeterRatio);
}
public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pWidth, final float pHeight, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return PhysicsFactory.createBoxBody(pPhysicsWorld, pCenterX, pCenterY, pWidth, pHeight, pRotation, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
public static Body createBoxBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pWidth, final float pHeight, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = pBodyType;
boxBodyDef.position.x = pCenterX / pPixelToMeterRatio;
boxBodyDef.position.y = pCenterY / pPixelToMeterRatio;
final Body boxBody = pPhysicsWorld.createBody(boxBodyDef);
final PolygonShape boxPoly = new PolygonShape();
final float halfWidth = pWidth * 0.5f / pPixelToMeterRatio;
final float halfHeight = pHeight * 0.5f / pPixelToMeterRatio;
boxPoly.setAsBox(halfWidth, halfHeight);
pFixtureDef.shape = boxPoly;
boxBody.createFixture(pFixtureDef);
boxPoly.dispose();
boxBody.setTransform(boxBody.getWorldCenter(), MathUtils.degToRad(pRotation));
return boxBody;
}
public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final IAreaShape pAreaShape, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return PhysicsFactory.createCircleBody(pPhysicsWorld, pAreaShape, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final IAreaShape pAreaShape, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final float[] sceneCenterCoordinates = pAreaShape.getSceneCenterCoordinates();
final float centerX = sceneCenterCoordinates[Constants.VERTEX_INDEX_X];
final float centerY = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y];
return PhysicsFactory.createCircleBody(pPhysicsWorld, centerX, centerY, pAreaShape.getWidthScaled() * 0.5f, pAreaShape.getRotation(), pBodyType, pFixtureDef, pPixelToMeterRatio);
}
public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pRadius, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return createCircleBody(pPhysicsWorld, pCenterX, pCenterY, pRadius, pRotation, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
public static Body createCircleBody(final PhysicsWorld pPhysicsWorld, final float pCenterX, final float pCenterY, final float pRadius, final float pRotation, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final BodyDef circleBodyDef = new BodyDef();
circleBodyDef.type = pBodyType;
circleBodyDef.position.x = pCenterX / pPixelToMeterRatio;
circleBodyDef.position.y = pCenterY / pPixelToMeterRatio;
circleBodyDef.angle = MathUtils.degToRad(pRotation);
final Body circleBody = pPhysicsWorld.createBody(circleBodyDef);
final CircleShape circlePoly = new CircleShape();
pFixtureDef.shape = circlePoly;
final float radius = pRadius / pPixelToMeterRatio;
circlePoly.setRadius(radius);
circleBody.createFixture(pFixtureDef);
circlePoly.dispose();
return circleBody;
}
public static Body createLineBody(final PhysicsWorld pPhysicsWorld, final Line pLine, final FixtureDef pFixtureDef) {
return PhysicsFactory.createLineBody(pPhysicsWorld, pLine, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
public static Body createLineBody(final PhysicsWorld pPhysicsWorld, final Line pLine, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final BodyDef lineBodyDef = new BodyDef();
lineBodyDef.type = BodyType.StaticBody;
final Body boxBody = pPhysicsWorld.createBody(lineBodyDef);
final PolygonShape linePoly = new PolygonShape();
linePoly.setAsEdge(new Vector2(pLine.getX1() / pPixelToMeterRatio, pLine.getY1() / pPixelToMeterRatio), new Vector2(pLine.getX2() / pPixelToMeterRatio, pLine.getY2() / pPixelToMeterRatio));
pFixtureDef.shape = linePoly;
boxBody.createFixture(pFixtureDef);
linePoly.dispose();
return boxBody;
}
/**
* @param pPhysicsWorld
* @param pShape
* @param pVertices are to be defined relative to the center of the pShape and have the {@link PhysicsConstants#PIXEL_TO_METER_RATIO_DEFAULT} applied.
* @param pBodyType
* @param pFixtureDef
* @return
*/
public static Body createPolygonBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final Vector2[] pVertices, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return PhysicsFactory.createPolygonBody(pPhysicsWorld, pShape, pVertices, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
/**
* @param pPhysicsWorld
* @param pShape
* @param pVertices are to be defined relative to the center of the pShape.
* @param pBodyType
* @param pFixtureDef
* @return
*/
public static Body createPolygonBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final Vector2[] pVertices, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = pBodyType;
final float[] sceneCenterCoordinates = pShape.getSceneCenterCoordinates();
boxBodyDef.position.x = sceneCenterCoordinates[Constants.VERTEX_INDEX_X] / pPixelToMeterRatio;
boxBodyDef.position.y = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y] / pPixelToMeterRatio;
final Body boxBody = pPhysicsWorld.createBody(boxBodyDef);
final PolygonShape boxPoly = new PolygonShape();
boxPoly.set(pVertices);
pFixtureDef.shape = boxPoly;
boxBody.createFixture(pFixtureDef);
boxPoly.dispose();
return boxBody;
}
/**
* @param pPhysicsWorld
* @param pShape
* @param pTriangleVertices are to be defined relative to the center of the pShape and have the {@link PhysicsConstants#PIXEL_TO_METER_RATIO_DEFAULT} applied.
* @param pBodyType
* @param pFixtureDef
* @return
*/
public static Body createTrianglulatedBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final List<Vector2> pTriangleVertices, final BodyType pBodyType, final FixtureDef pFixtureDef) {
return PhysicsFactory.createTrianglulatedBody(pPhysicsWorld, pShape, pTriangleVertices, pBodyType, pFixtureDef, PIXEL_TO_METER_RATIO_DEFAULT);
}
/**
* @param pPhysicsWorld
* @param pShape
* @param pTriangleVertices are to be defined relative to the center of the pShape and have the {@link PhysicsConstants#PIXEL_TO_METER_RATIO_DEFAULT} applied.
* The vertices will be triangulated and for each triangle a {@link Fixture} will be created.
* @param pBodyType
* @param pFixtureDef
* @return
*/
public static Body createTrianglulatedBody(final PhysicsWorld pPhysicsWorld, final IShape pShape, final List<Vector2> pTriangleVertices, final BodyType pBodyType, final FixtureDef pFixtureDef, final float pPixelToMeterRatio) {
final Vector2[] TMP_TRIANGLE = new Vector2[3];
final BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = pBodyType;
final float[] sceneCenterCoordinates = pShape.getSceneCenterCoordinates();
boxBodyDef.position.x = sceneCenterCoordinates[Constants.VERTEX_INDEX_X] / pPixelToMeterRatio;
boxBodyDef.position.y = sceneCenterCoordinates[Constants.VERTEX_INDEX_Y] / pPixelToMeterRatio;
final Body boxBody = pPhysicsWorld.createBody(boxBodyDef);
final int vertexCount = pTriangleVertices.size();
for(int i = 0; i < vertexCount; /* */) {
final PolygonShape boxPoly = new PolygonShape();
TMP_TRIANGLE[2] = pTriangleVertices.get(i++);
TMP_TRIANGLE[1] = pTriangleVertices.get(i++);
TMP_TRIANGLE[0] = pTriangleVertices.get(i++);
boxPoly.set(TMP_TRIANGLE);
pFixtureDef.shape = boxPoly;
boxBody.createFixture(pFixtureDef);
boxPoly.dispose();
}
return boxBody;
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}