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That is a version of loader for physic-body-editor that works with new JSON API from libgdx nightlies.
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package aurelienribon.bodyeditor; | |
import com.badlogic.gdx.files.FileHandle; | |
import com.badlogic.gdx.math.Vector2; | |
import com.badlogic.gdx.physics.box2d.Body; | |
import com.badlogic.gdx.physics.box2d.CircleShape; | |
import com.badlogic.gdx.physics.box2d.FixtureDef; | |
import com.badlogic.gdx.physics.box2d.PolygonShape; | |
import com.badlogic.gdx.utils.Array; | |
import com.badlogic.gdx.utils.JsonReader; | |
import com.badlogic.gdx.utils.JsonValue; | |
import java.util.ArrayList; | |
import java.util.HashMap; | |
import java.util.List; | |
import java.util.Map; | |
/** | |
* Loads the collision fixtures defined with the Physics Body Editor | |
* application. You only need to give it a body and the corresponding fixture | |
* name, and it will attach these fixtures to your body. | |
* | |
* @author Aurelien Ribon | http://www.aurelienribon.com | |
*/ | |
public class BodyEditorLoader { | |
// Model | |
private final Model model; | |
// Reusable stuff | |
private final List<Vector2> vectorPool = new ArrayList<Vector2>(); | |
private final PolygonShape polygonShape = new PolygonShape(); | |
private final CircleShape circleShape = new CircleShape(); | |
private final Vector2 vec = new Vector2(); | |
// ------------------------------------------------------------------------- | |
// Ctors | |
// ------------------------------------------------------------------------- | |
public BodyEditorLoader(FileHandle file) { | |
if (file == null) throw new NullPointerException("file is null"); | |
model = readJson(file.readString()); | |
} | |
public BodyEditorLoader(String str) { | |
if (str == null) throw new NullPointerException("str is null"); | |
model = readJson(str); | |
} | |
// ------------------------------------------------------------------------- | |
// Public API | |
// ------------------------------------------------------------------------- | |
/** | |
* Creates and applies the fixtures defined in the editor. The name | |
* parameter is used to retrieve the right fixture from the loaded file. | |
* <br/><br/> | |
* | |
* The body reference point (the red cross in the tool) is by default | |
* located at the bottom left corner of the image. This reference point | |
* will be put right over the BodyDef position point. Therefore, you should | |
* place this reference point carefully to let you place your body in your | |
* world easily with its BodyDef.position point. Note that to draw an image | |
* at the position of your body, you will need to know this reference point | |
* (see {@link #getOrigin(java.lang.String, float)}. | |
* <br/><br/> | |
* | |
* Also, saved shapes are normalized. As shown in the tool, the width of | |
* the image is considered to be always 1 meter. Thus, you need to provide | |
* a scale factor so the polygons get resized according to your needs (not | |
* every body is 1 meter large in your game, I guess). | |
* | |
* @param body The Box2d body you want to attach the fixture to. | |
* @param name The name of the fixture you want to load. | |
* @param fd The fixture parameters to apply to the created body fixture. | |
* @param scale The desired scale of the body. The default width is 1. | |
*/ | |
public void attachFixture(Body body, String name, FixtureDef fd, float scale) { | |
RigidBodyModel rbModel = model.rigidBodies.get(name); | |
if (rbModel == null) throw new RuntimeException("Name '" + name + "' was not found."); | |
Vector2 origin = vec.set(rbModel.origin).mul(scale); | |
for (int i=0, n=rbModel.polygons.size(); i<n; i++) { | |
PolygonModel polygon = rbModel.polygons.get(i); | |
Vector2[] vertices = polygon.buffer; | |
for (int ii=0, nn=vertices.length; ii<nn; ii++) { | |
vertices[ii] = newVec().set(polygon.vertices.get(ii)).mul(scale); | |
vertices[ii].sub(origin); | |
} | |
polygonShape.set(vertices); | |
fd.shape = polygonShape; | |
body.createFixture(fd); | |
for (int ii=0, nn=vertices.length; ii<nn; ii++) { | |
free(vertices[ii]); | |
} | |
} | |
for (int i=0, n=rbModel.circles.size(); i<n; i++) { | |
CircleModel circle = rbModel.circles.get(i); | |
Vector2 center = newVec().set(circle.center).mul(scale); | |
float radius = circle.radius * scale; | |
circleShape.setPosition(center); | |
circleShape.setRadius(radius); | |
fd.shape = circleShape; | |
body.createFixture(fd); | |
free(center); | |
} | |
} | |
/** | |
* Gets the image path attached to the given name. | |
*/ | |
public String getImagePath(String name) { | |
RigidBodyModel rbModel = model.rigidBodies.get(name); | |
if (rbModel == null) throw new RuntimeException("Name '" + name + "' was not found."); | |
return rbModel.imagePath; | |
} | |
/** | |
* Gets the origin point attached to the given name. Since the point is | |
* normalized in [0,1] coordinates, it needs to be scaled to your body | |
* size. Warning: this method returns the same Vector2 object each time, so | |
* copy it if you need it for later use. | |
*/ | |
public Vector2 getOrigin(String name, float scale) { | |
RigidBodyModel rbModel = model.rigidBodies.get(name); | |
if (rbModel == null) throw new RuntimeException("Name '" + name + "' was not found."); | |
return vec.set(rbModel.origin).mul(scale); | |
} | |
/** | |
* <b>For advanced users only.</b> Lets you access the internal model of | |
* this loader and modify it. Be aware that any modification is permanent | |
* and that you should really know what you are doing. | |
*/ | |
public Model getInternalModel() { | |
return model; | |
} | |
// ------------------------------------------------------------------------- | |
// Json Models | |
// ------------------------------------------------------------------------- | |
public static class Model { | |
public final Map<String, RigidBodyModel> rigidBodies = new HashMap<String, RigidBodyModel>(); | |
} | |
public static class RigidBodyModel { | |
public String name; | |
public String imagePath; | |
public final Vector2 origin = new Vector2(); | |
public final List<PolygonModel> polygons = new ArrayList<PolygonModel>(); | |
public final List<CircleModel> circles = new ArrayList<CircleModel>(); | |
} | |
public static class PolygonModel { | |
public final List<Vector2> vertices = new ArrayList<Vector2>(); | |
private Vector2[] buffer; // used to avoid allocation in attachFixture() | |
} | |
public static class CircleModel { | |
public final Vector2 center = new Vector2(); | |
public float radius; | |
} | |
// ------------------------------------------------------------------------- | |
// Json reading process | |
// ------------------------------------------------------------------------- | |
private Model readJson(String str) { | |
Model m = new Model(); | |
JsonValue map = new JsonReader().parse(str); | |
JsonValue bodyElem = map.getChild("rigidBodies"); | |
for (; bodyElem != null; bodyElem = bodyElem.next()) { | |
RigidBodyModel rbModel = readRigidBody(bodyElem); | |
m.rigidBodies.put(rbModel.name, rbModel); | |
} | |
return m; | |
} | |
private RigidBodyModel readRigidBody(JsonValue bodyElem) { | |
RigidBodyModel rbModel = new RigidBodyModel(); | |
rbModel.name = bodyElem.getString("name"); | |
rbModel.imagePath = bodyElem.getString("imagePath"); | |
JsonValue originElem = bodyElem.get("origin"); | |
rbModel.origin.x = originElem.getFloat("x"); | |
rbModel.origin.y = originElem.getFloat("y"); | |
// polygons | |
JsonValue polygonsElem = bodyElem.getChild("polygons"); | |
for (; polygonsElem != null ;polygonsElem = polygonsElem.next()){ | |
PolygonModel polygon = new PolygonModel(); | |
rbModel.polygons.add(polygon); | |
JsonValue vertexElem = polygonsElem.child(); | |
for (; vertexElem != null; vertexElem = vertexElem.next()) { | |
float x = vertexElem.getFloat("x"); | |
float y = vertexElem.getFloat("y"); | |
polygon.vertices.add(new Vector2(x, y)); | |
} | |
polygon.buffer = new Vector2[polygon.vertices.size()]; | |
} | |
// circles | |
JsonValue circleElem = bodyElem.getChild("circles"); | |
for (; circleElem != null; circleElem = circleElem.next()) { | |
CircleModel circle = new CircleModel(); | |
rbModel.circles.add(circle); | |
circle.center.x = circleElem.getFloat("cx"); | |
circle.center.y = circleElem.getFloat("cy"); | |
circle.radius = circleElem.getFloat("r"); | |
} | |
return rbModel; | |
} | |
// ------------------------------------------------------------------------- | |
// Helpers | |
// ------------------------------------------------------------------------- | |
private Vector2 newVec() { | |
return vectorPool.isEmpty() ? new Vector2() : vectorPool.remove(0); | |
} | |
private void free(Vector2 v) { | |
vectorPool.add(v); | |
} | |
} |
If anyone do need an adapted version for org.jbox2d check my fork.
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I haven't been using libgdx or physics-body-editor for last three years, so I have no idea what's going on there or here.
If someone still experiences problems with that, they can give a try to @grulg's fork. According to comments it seem to work on newer version.
Or just find some alternative solution, where you won't have to fix the problems which are persisted over a few years.
Or help maintaining physics-body-editor properly, since apparently the breaking version of libgdx isn't nightly anymore.