this.setUserData("box2d", body);
//Performance hit! but prevents object from sticking to another sometimes
// theBody.setBullet(true);
}else{
System.out.println("-> Ear clipping had an ERROR - trying again by triangulating shape for b2d with GLU-Triangulator");
GluTrianglulator triangulator = new GluTrianglulator(this.getRenderer());
List<Vertex> physicsTris = triangulator.tesselate(bodyVerts, GLU.GLU_TESS_WINDING_NONZERO);
Vertex[] triangulatedBodyVerts = physicsTris.toArray(new Vertex[physicsTris.size()]);
//System.out.println("GLU tris created: " + triangulatedBodyVerts.length);
//Cap the max triangles - dont use anymore triangles for the physics body..
int cap = 400;
if (triangulatedBodyVerts.length > cap){
//System.err.println("OVER cap! -> capping!");
Vertex[] tmp = new Vertex[cap];
System.arraycopy(triangulatedBodyVerts, 0, tmp, 0, cap);
triangulatedBodyVerts = tmp;
}
//Create polygon body
world.destroyBody(body);
dymBodyDef = new BodyDef();
dymBodyDef.position = new Vec2(scaledPos.x, scaledPos.y);
this.bodyDefB4CreationCallback(dymBodyDef);
body = world.createBody(dymBodyDef);
for (int i = 0; i < triangulatedBodyVerts.length/3; i++) {
//Create polygon definition
PolygonDef polyDef = new PolygonDef();
if (density != 0.0f){
polyDef.density = density;
polyDef.friction = friction;
polyDef.restitution = restituion;
}
//Add triangle vertices
Vertex vertex1 = triangulatedBodyVerts[i*3];
Vertex vertex2 = triangulatedBodyVerts[i*3+1];
Vertex vertex3 = triangulatedBodyVerts[i*3+2];
polyDef.addVertex(new Vec2(vertex1.x, vertex1.y));
polyDef.addVertex(new Vec2(vertex2.x, vertex2.y));
polyDef.addVertex(new Vec2(vertex3.x, vertex3.y));
this.polyDefB4CreationCallback(polyDef); //FIXME TEST
//Add poly to body
body.createShape(polyDef);
}
body.setMassFromShapes();
//FIXME TEST - performance hit!?
//theBody.setBullet(true);
body.setUserData(this);
this.setUserData("box2d", body);
triangulator.deleteTess();
}
}