package com.mygdx.game;
import java.math.BigDecimal;
import java.util.ArrayList;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
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.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.ChainShape;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Fixture;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.QueryCallback;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.physics.box2d.WorldManifold;
import com.badlogic.gdx.physics.box2d.joints.MouseJoint;
import com.badlogic.gdx.physics.box2d.joints.MouseJointDef;
import com.badlogic.gdx.utils.TimeUtils;
import com.mygdx.game.utils.GdxTest;
public class Box2DTest extends GdxTest implements InputProcessor {
/** the camera **/
private com.badlogic.gdx.graphics.OrthographicCamera camera;
/** the immediate mode renderer to output our debug drawings **/
private ShapeRenderer renderer;
/** box2d debug renderer **/
private Box2DDebugRenderer debugRenderer;
/** a spritebatch and a font for text rendering and a Texture to draw our boxes **/
private SpriteBatch batch;
private BitmapFont font;
private TextureRegion textureRegion;
// 测试一下大数
BigDecimal bd;
private ArrayList<Float> floatArray = new ArrayList<Float>();
int floatCount;
/** our box2D world **/
private World world;
/** our boxes **/
private ArrayList<Body> boxes = new ArrayList<Body>();
/** our ground box **/
Body groundBody;
/** our mouse joint **/
private MouseJoint mouseJoint = null;// 意思是鼠标可以拖动?
/** a hit body **/
Body hitBody = null;
@Override
public void create () {
// setup the camera. In Box2D we operate on a
// meter scale, pixels won't do it. So we use
// an orthographic camera with a viewport of
// 48 meters in width and 32 meters in height.
// We also position the camera so that it
// looks at (0,16) (that's where the middle of the
// screen will be located).
//camera = new OrthographicCamera(48, 32);
camera = new OrthographicCamera(192, 128);
//camera.position.set(0, 16, 0);
camera.position.set(0, 58, 0);
// next we setup the immediate mode renderer
// gdx引擎有一个ShapeRenderer类,他可以绘制一些最基本的图形,如矩形、线、圆形等,而不需要我们手动
// 的设置一个个的opengl顶点和索引,有时候这些基本图形会有大用处。
renderer = new ShapeRenderer();
// next we create the box2d debug renderer
debugRenderer = new Box2DDebugRenderer();
// next we create a SpriteBatch and a font
batch = new SpriteBatch();
font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), false);
//font.setColor(Color.RED);
font.setColor(Color.WHITE);
//textureRegion = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
textureRegion = new TextureRegion(new Texture(Gdx.files.internal("data/badlogic2.jpg")));
// next we create out physics world.
createPhysicsWorld();
// register ourselfs as an InputProcessor
Gdx.input.setInputProcessor(this);
}
private void createPhysicsWorld () {
// we instantiate a new World with a proper gravity vector
// and tell it to sleep when possible.
//world = new World(new Vector2(0, -10), true);
world = new World(new Vector2(0, -100), true);
float[] vertices = {-0.07421887f, -0.16276085f,
-0.12109375f, -0.22786504f,
-0.157552f, -0.7122401f,
0.04296875f, -0.7122401f,
0.110677004f, -0.6419276f,
0.13151026f, -0.49869835f,
0.08984375f, -0.3190109f};
PolygonShape shape = new PolygonShape();// 这个是用来干啥的?
shape.set(vertices);
// next we create a static ground platform. This platform
// is not moveable and will not react to any influences from
// outside. It will however influence other bodies. First we
// create a PolygonShape that holds the form of the platform.
// it will be 100 meters wide and 2 meters high, centered
// around the origin
PolygonShape groundPoly = new PolygonShape();
//groundPoly.setAsBox(50, 1);
groundPoly.setAsBox(500, 1);
// next we create the body for the ground platform. It's
// simply a static body.
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.type = BodyType.StaticBody;
groundBody = world.createBody(groundBodyDef);
// finally we add a fixture to the body using the polygon
// defined above. Note that we have to dispose PolygonShapes
// and CircleShapes once they are no longer used. This is the
// only time you have to care explicitly for memory management.
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = groundPoly;
fixtureDef.filter.groupIndex = 0;
groundBody.createFixture(fixtureDef);
groundPoly.dispose();// 不要忘记
// We also create a simple ChainShape we put above our
// ground polygon for extra funkyness.
ChainShape chainShape = new ChainShape();
// 顺序:左上角,左下角,右下角,右上角
chainShape.createLoop(new Vector2[] {new Vector2(-10, 10), new Vector2(-10, 5), new Vector2(10, 5), new Vector2(10, 11),});
//chainShape.createLoop(new Vector2[] {new Vector2(-10, 10), new Vector2(-10, 5), new Vector2(10, 5), new Vector2(10, 17),});
BodyDef chainBodyDef = new BodyDef();
chainBodyDef.type = BodyType.StaticBody;
Body chainBody = world.createBody(chainBodyDef);
chainBody.createFixture(chainShape, 0);
chainShape.dispose();// 不要忘记
createBoxes();
// You can savely ignore the rest of this method :)
// 留着以后慢慢分析
/* world.setContactListener(new ContactListener() {
@Override
public void beginContact (Contact contact) {
System.out.println("begin contact");
}
@Override
public void endContact (Contact contact) {
System.out.println("end contact");
}
@Override
public void preSolve (Contact contact, Manifold oldManifold) {
Manifold.ManifoldType type = oldManifold.getType();
Vector2 localPoint = oldManifold.getLocalPoint();
Vector2 localNormal = oldManifold.getLocalNormal();
int pointCount = oldManifold.getPointCount();
Manifold.ManifoldPoint[] points = oldManifold.getPoints();
System.out.println("pre solve, " + type +
", point: " + localPoint +
", local normal: " + localNormal +
", #points: " + pointCount +
", [" + points[0] + ", " + points[1] + "]");
}
@Override
public void postSolve (Contact contact, ContactImpulse impulse) {
float[] ni = impulse.getNormalImpulses();
float[] ti = impulse.getTangentImpulses();
System.out.println("post solve, normal impulses: " + ni[0] + ", " + ni[1] + ", tangent impulses: " + ti[0] + ", " + ti[1]);
}
});*/
}
private void createBoxes () {
// next we create 50 boxes at random locations above the ground
// body. First we create a nice polygon representing a box 2 meters
// wide and high.
PolygonShape boxPoly = new PolygonShape();
//boxPoly.setAsBox(1, 1);
boxPoly.setAsBox(2, 2);
int MAXBOX = 100;
// next we create the 50 box bodies using the PolygonShape we just
// defined. This process is similar to the one we used for the ground
// body. Note that we reuse the polygon for each body fixture.
for (int i = 0; i < MAXBOX; i++) {
// Create the BodyDef, set a random position above the
// ground and create a new body
BodyDef boxBodyDef = new BodyDef();
boxBodyDef.type = BodyType.DynamicBody;
boxBodyDef.position.x = -24 + (float)(Math.random() * 48);// Math.random() * 48 意思是48以内?
boxBodyDef.position.y = 10 + (float)(Math.random() * 100);
// 自己加的
// /boxBodyDef.fixedRotation=true;
Body boxBody = world.createBody(boxBodyDef);
boxBody.createFixture(boxPoly, 1);
// add the box to our list of boxes
boxes.add(boxBody);
}
// we are done, all that's left is disposing the boxPoly
boxPoly.dispose();
}
@Override
public void render () {
// first we update the world. For simplicity
// we use the delta time provided by the Graphics
// instance. Normally you'll want to fix the time
// step.
long start = TimeUtils.nanoTime();
world.step(Gdx.graphics.getDeltaTime(), 8, 3);// 自己看box2d pdf
float updateTime = (TimeUtils.nanoTime() - start) / 1000000000.0f;
bd = new BigDecimal(updateTime);
String ii = bd.toPlainString();
//System.out.println(ii);// 这应该是以秒为单位的实际耗时?
floatArray.add(updateTime);
floatCount+=1;
float sum=0;
int MAXCOUNT = 100;
if(floatCount==MAXCOUNT){
floatCount=0;
for(int i=0;i<MAXCOUNT;i++) {
sum+=floatArray.get(i);
}
float average = sum/MAXCOUNT;
bd = new BigDecimal(average);
ii = bd.toPlainString();
//System.out.println("Avrage time between step? "+ii);
floatArray.clear();
}
// next we clear the color buffer and set the camera
// matrices
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
// next we render the ground body
renderBox(groundBody, 500, 1);
// next we render each box via the SpriteBatch.
// for this we have to set the projection matrix of the
// spritebatch to the camera's combined matrix. This will
// make the spritebatch work in world coordinates
batch.getProjectionMatrix().set(camera.combined);// 注释掉这一句,图片会变得非常小,显示在屏幕左下角
batch.begin();
for (int i = 0; i < boxes.size(); i++) {
Body box = boxes.get(i);
Vector2 position = box.getPosition(); // that's the box's center position
float angle = MathUtils.radiansToDegrees * box.getAngle(); // the rotation angle around the center
batch.draw(textureRegion,
//position.x - 1, position.y - 1, // the bottom left corner of the box, unrotated
position.x -2, position.y -2, // 自定义
//1f, 1f, // the rotation center relative to the bottom left corner of the box
2f, 2f, // 箱子变大了这里也要改
//2, 2, // the width and height of the box
4, 4, // 自己设定宽高
1, 1, // the scale on the x- and y-axis
angle); // the rotation angle
// 改一下上面的代码就知道这句的作用了
/* batch.draw(textureRegion, position.x, position.y, // the bottom left corner of the box, unrotated
1f, 1f, // the rotation center relative to the bottom left corner of the box
2, 2, // the width and height of the box
1, 1, // the scale on the x- and y-axis
angle-45); // the rotation angle*/
}
batch.end();
// next we use the debug renderer. Note that we
// simply apply the camera again and then call
// the renderer. the camera.apply() call is actually
// not needed as the opengl matrices are already set
// by the spritebatch which in turn uses the camera matrices :)
debugRenderer.render(world, camera.combined);// 这句注释掉就看不见Box2D的debug框了
// finally we render all contact points
renderer.setProjectionMatrix(camera.combined);
//renderer.begin(ShapeType.Point);//这里如果渲染圆就会报错
renderer.begin(ShapeType.Filled);//实心圆
//renderer.begin(ShapeType.Line);//这里变成一堆空心圆
renderer.setColor(1, 1, 0, 1);
for (int i = 0; i < world.getContactCount(); i++) {
Contact contact = world.getContactList().get(i);
// we only render the contact if it actually touches
if (contact.isTouching()) {
// get the world manifold from which we get the
// contact points. A manifold can have 0, 1 or 2
// contact points.
WorldManifold manifold = contact.getWorldManifold();
int numContactPoints = manifold.getNumberOfContactPoints();
for (int j = 0; j < numContactPoints; j++) {
Vector2 point = manifold.getPoints()[j];
//renderer.point(point.x, point.y, 0);
renderer.circle(point.x,point.y,0.3f);
}
}
// 实验一下没有前面的if contact is touching
// 怎么没感觉有什么区别
/* WorldManifold manifold = contact.getWorldManifold();
int numContactPoints = manifold.getNumberOfContactPoints();
for (int j = 0; j < numContactPoints; j++) {
Vector2 point = manifold.getPoints()[j];
//renderer.point(point.x, point.y, 0);
renderer.circle(point.x, point.y, 0.3f);
}*/
}
renderer.end();
// finally we render the time it took to update the world
// for this we have to set the projection matrix again, so
// we work in pixel coordinates
batch.getProjectionMatrix().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.begin();
font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + " update time: " + updateTime, 0, 20);
batch.end();
}
Matrix4 transform = new Matrix4();
private void renderBox (Body body, float halfWidth, float halfHeight) {
// get the bodies center and angle in world coordinates
Vector2 pos = body.getWorldCenter();
float angle = body.getAngle();
// set the translation and rotation matrix
// 为什么有没有下面这两句没区别?
transform.setToTranslation(pos.x, pos.y, 0);
//transform.setToTranslation(pos.x*100, pos.y, 0);
transform.rotate(0, 0, 1, (float)Math.toDegrees(angle));
//transform.rotate(0, 45, 1, (float)Math.toDegrees(angle));
// render the box
renderer.begin(ShapeType.Filled);
renderer.setTransformMatrix(transform);// 为什么这句有没有没区别?
//renderer.setProjectionMatrix(transform);
renderer.setColor(1, 1, 1, 1);
renderer.rect(-halfWidth, -halfHeight, halfWidth * 2, halfHeight * 2);
renderer.end();
}
/** we instantiate this vector and the callback here so we don't irritate the GC
*
* ReportFixture is the method that will get called whenever Box2D detects an intersection.
*
* 不太懂,意思是地面的碰撞不上报?
* **/
Vector3 testPoint = new Vector3();// 意思是这里创建一个后面就不用每碰一次都要重新创建一个了
QueryCallback callback = new QueryCallback() {
// reportFixture意思是在AABB框中找到fixture以后就上报
@Override
public boolean reportFixture (Fixture fixture) {// 这里意思是鼠标点到物体就执行下面的
// if the hit fixture's body is the ground body
// we ignore it
if (fixture.getBody() == groundBody) {
System.out.println("GROUND!!!");
return true;
};
// if the hit point is inside the fixture of the body
// we report it
if (fixture.testPoint(testPoint.x, testPoint.y)) {
hitBody = fixture.getBody();
// 自己加一个实验一下
//groundBody = fixture.getBody();
System.out.println("HIT!!!");
return false;
} else
return true;
}
};
@Override
public boolean touchDown (int x, int y, int pointer, int newParam) {
// translate the mouse coordinates to world coordinates
testPoint.set(x, y, 0);
camera.unproject(testPoint);
// ask the world which bodies are within the given
// bounding box around the mouse pointer
hitBody = null;
// AABB就是碰撞的包围框?
// 上面的callback用在这里
// testPoint就是上面创建的那一个
//world.QueryAABB(callback, testPoint.x - 0.1f, testPoint.y - 0.1f, testPoint.x + 0.1f, testPoint.y + 0.1f);
world.QueryAABB(callback, testPoint.x - 3f, testPoint.y - 3f, testPoint.x + 3f, testPoint.y + 3f);
// if we hit something we create a new mouse joint
// and attach it to the hit body.
if (hitBody != null) {
MouseJointDef def = new MouseJointDef();
def.bodyA = groundBody;
def.bodyB = hitBody;// bodyA bodyB 注释任何一个点击鼠标就报错
//def.collideConnected = true;
def.collideConnected = false;// 自己改代码实验一下,没影响。。。
def.target.set(testPoint.x, testPoint.y);// 没有这句就成表演魔术了,悬空取物
//def.maxForce = 1000.0f * hitBody.getMass();// 不设定maxForce你就拉不动
def.maxForce = 200000.0f * hitBody.getMass();
mouseJoint = (MouseJoint)world.createJoint(def);
hitBody.setAwake(true);// 感觉有没有这句没区别?
} else {
/* for (Body box : boxes)
world.destroyBody(box);
boxes.clear();
createBoxes();*/
}
return false;
}
/** another temporary vector **/
Vector2 target = new Vector2();
@Override
public boolean touchDragged (int x, int y, int pointer) {
// if a mouse joint exists we simply update
// the target of the joint based on the new
// mouse coordinates
if (mouseJoint != null) {
//testPoint.set(x,y,0);//改成这句注释掉下面拖拽的时候会是神奇的结果
camera.unproject(testPoint.set(x, y, 0));// 将testPoint的坐标转化为世界坐标
mouseJoint.setTarget(target.set(testPoint.x, testPoint.y));
//mouseJoint.setTarget(target.set(testPoint.x*10, testPoint.y));// 改一下就知道上一句是什么意思了
}
return false;
}
@Override
public boolean touchUp (int x, int y, int pointer, int button) {
// if a mouse joint exists we simply destroy it
if (mouseJoint != null) {
world.destroyJoint(mouseJoint);
mouseJoint = null;
}
return false;
}
@Override
public void dispose () {
world.dispose();
renderer.dispose();
debugRenderer.dispose();
font.dispose();
textureRegion.getTexture().dispose();
}
}
[LIBGDX学习]LibGDX代码详解(四)Box2D
最新推荐文章于 2021-10-27 09:00:00 发布