// Ground body
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vec2(-20.0f, 0.0f), new Vec2(20.0f, 0.0f));
ground.createFixture(shape, 0.0f);
}
// Collinear edges
// This shows the problematic case where a box shape can hit
// an internal vertex.
{
BodyDef bd = new BodyDef();
Body ground = getWorld().createBody(bd);
EdgeShape shape = new EdgeShape();
shape.m_radius = 0.0f;
shape.set(new Vec2(-8.0f, 1.0f), new Vec2(-6.0f, 1.0f));
ground.createFixture(shape, 0.0f);
shape.set(new Vec2(-6.0f, 1.0f), new Vec2(-4.0f, 1.0f));
ground.createFixture(shape, 0.0f);
shape.set(new Vec2(-4.0f, 1.0f), new Vec2(-2.0f, 1.0f));
ground.createFixture(shape, 0.0f);
}
// Chain shape
{
BodyDef bd = new BodyDef();
bd.angle = 0.25f * MathUtils.PI;
Body ground = getWorld().createBody(bd);
Vec2[] vs = new Vec2[4];
vs[0] = new Vec2(5.0f, 7.0f);
vs[1] = new Vec2(6.0f, 8.0f);
vs[2] = new Vec2(7.0f, 8.0f);
vs[3] = new Vec2(8.0f, 7.0f);
ChainShape shape = new ChainShape();
shape.createChain(vs, 4);
ground.createFixture(shape, 0.0f);
}
// Square tiles. This shows that adjacency shapes may
// have non-smooth collision. There is no solution
// to this problem.
{
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 an edge loop. Collision should be smooth.
{
BodyDef bd = new BodyDef();
Body ground = m_world.createBody(bd);
Vec2[] vs = new Vec2[4];
vs[0] = new Vec2(-1.0f, 3.0f);
vs[1] = new Vec2(1.0f, 3.0f);
vs[2] = new Vec2(1.0f, 5.0f);
vs[3] = new Vec2(-1.0f, 5.0f);
ChainShape shape = new ChainShape();
shape.createLoop(vs, 4);
ground.createFixture(shape, 0.0f);
}
// Edge loop. Collision should be smooth.
{
BodyDef bd = new BodyDef();
bd.position.set(-10.0f, 4.0f);
Body ground = getWorld().createBody(bd);
Vec2[] vs = new Vec2[10];
vs[0] = new Vec2(0.0f, 0.0f);
vs[1] = new Vec2(6.0f, 0.0f);
vs[2] = new Vec2(6.0f, 2.0f);
vs[3] = new Vec2(4.0f, 1.0f);
vs[4] = new Vec2(2.0f, 2.0f);
vs[5] = new Vec2(0.0f, 2.0f);
vs[6] = new Vec2(-2.0f, 2.0f);
vs[7] = new Vec2(-4.0f, 3.0f);
vs[8] = new Vec2(-6.0f, 2.0f);
vs[9] = new Vec2(-6.0f, 0.0f);
ChainShape shape = new ChainShape();
shape.createLoop(vs, 10);
ground.createFixture(shape, 0.0f);
}
// Square character 1
{
BodyDef bd = new BodyDef();
bd.position.set(-3.0f, 8.0f);
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);
}
// Square character 2
{
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);
PolygonShape shape = new PolygonShape();
shape.setAsBox(0.25f, 0.25f);
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, 8.0f);
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);