本文整理了Java中com.badlogic.gdx.physics.box2d.Body.setAngularVelocity()
方法的一些代码示例,展示了Body.setAngularVelocity()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Body.setAngularVelocity()
方法的具体详情如下:
包路径:com.badlogic.gdx.physics.box2d.Body
类名称:Body
方法名:setAngularVelocity
[英]Set the angular velocity.
[中]设置角速度。
代码示例来源:origin: libgdx/libgdx
private void launch () {
m_body.setTransform(new Vector2(0, 20), 0);
m_angularVelocity = (float)Math.random() * 100 - 50;
m_body.setLinearVelocity(new Vector2(0, -100));
m_body.setAngularVelocity(m_angularVelocity);
}
代码示例来源:origin: libgdx/libgdx
@Override
public boolean keyDown (int keyCode) {
if (keyCode == Keys.D) m_platform.setType(BodyType.DynamicBody);
if (keyCode == Keys.S) m_platform.setType(BodyType.StaticBody);
if (keyCode == Keys.K) {
m_platform.setType(BodyType.KinematicBody);
m_platform.setLinearVelocity(tmp.set(-m_speed, 0));
m_platform.setAngularVelocity(0);
}
return false;
}
代码示例来源:origin: libgdx/libgdx
public CirclePlatform (int x, int y, float radius, float da) {
platform = createCircle(BodyType.KinematicBody, radius, 1);
platform.setTransform(x, y, 0);
platform.getFixtureList().get(0).setUserData("p");
platform.setAngularVelocity(da);
platform.setUserData(this);
}
代码示例来源:origin: libgdx/libgdx
public MovingPlatform (float x, float y, float width, float height, float dx, float dy, float da, float maxDist) {
platform = createBox(BodyType.KinematicBody, width, height, 1);
pos.x = x;
pos.y = y;
dir.x = dx;
dir.y = dy;
this.maxDist = maxDist;
platform.setTransform(pos, 0);
platform.getFixtureList().get(0).setUserData("p");
platform.setAngularVelocity(da);
platform.setUserData(this);
}
代码示例来源:origin: libgdx/libgdx
@Override
protected void createWorld (World world) {
{
BodyDef bd = new BodyDef();
bd.position.set(0, 0);
Body body = world.createBody(bd);
EdgeShape shape = new EdgeShape();
shape.set(new Vector2(-10, 0), new Vector2(10, 0));
body.createFixture(shape, 0);
shape.dispose();
PolygonShape poly = new PolygonShape();
poly.setAsBox(0.2f, 1.0f, new Vector2(0.5f, 1.0f), 0);
body.createFixture(poly, 0);
poly.dispose();
}
{
BodyDef bd = new BodyDef();
bd.type = BodyType.DynamicBody;
bd.position.set(0, 20);
PolygonShape shape = new PolygonShape();
shape.setAsBox(2, 0.1f);
m_body = world.createBody(bd);
m_body.createFixture(shape, 1);
m_angularVelocity = 33.468121f;
m_body.setLinearVelocity(new Vector2(0, -100));
m_body.setAngularVelocity(m_angularVelocity);
shape.dispose();
}
}
代码示例来源:origin: manuelbua/uracer-kotd
public void resetPhysics () {
body.setAngularVelocity(0);
body.setLinearVelocity(0, 0);
impacts = 0;
}
代码示例来源:origin: manuelbua/uracer-kotd
@Override
public void onBeforePhysicsSubstep () {
super.onBeforePhysicsSubstep();
// let's subclasses behave as needed, ask them to fill carForces with new data
onComputeCarForces(carForces);
// trigger event, new forces have been computed
if (triggerEvents) {
GameEvents.playerCar.data.setForces(carForces);
GameEvents.playerCar.trigger(this, CarEvent.Type.onPhysicsForcesReady);
}
// put newly computed forces into the system
body.setLinearVelocity(carForces.velocity_x, carForces.velocity_y);
body.setAngularVelocity(-carForces.angularVelocity);
}
代码示例来源:origin: MovingBlocks/box2d-editor
private void restart() {
bottleModel.setTransform(0, 3, 0.2f);
bottleModel.setLinearVelocity(0, 0);
bottleModel.setAngularVelocity(0);
ballModels[i].setAngularVelocity(0);
ballModels[i].setTransform(vec.set(tx, ty), angle);
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