本文整理了Java中org.jbox2d.dynamics.Body.getNext()
方法的一些代码示例,展示了Body.getNext()
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.getNext()
方法的具体详情如下:
包路径:org.jbox2d.dynamics.Body
类名称:Body
方法名:getNext
[英]Get the next body in the world's body list.
[中]获取世界尸体列表中的下一个尸体。
代码示例来源:origin: libgdx/libgdx
/**
* Call this after you are done with time steps to clear the forces. You normally call this after
* each call to Step, unless you are performing sub-steps. By default, forces will be
* automatically cleared, so you don't need to call this function.
*
* @see setAutoClearForces
*/
public void clearForces() {
for (Body body = m_bodyList; body != null; body = body.getNext()) {
body.m_force.setZero();
body.m_torque = 0.0f;
}
}
代码示例来源:origin: libgdx/libgdx
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
color.set(0.9f, 0.3f, 0.9f);
for (Body b = m_bodyList; b != null; b = b.getNext()) {
if (b.isActive() == false) {
continue;
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
xf.p.set(b.getWorldCenter());
代码示例来源:origin: jbox2d/jbox2d
/**
* Call this after you are done with time steps to clear the forces. You normally call this after
* each call to Step, unless you are performing sub-steps. By default, forces will be
* automatically cleared, so you don't need to call this function.
*
* @see setAutoClearForces
*/
public void clearForces() {
for (Body body = m_bodyList; body != null; body = body.getNext()) {
body.m_force.setZero();
body.m_torque = 0.0f;
}
}
代码示例来源:origin: libgdx/libgdx
for (Body b = m_bodyList; b != null; b = b.getNext()) {
代码示例来源:origin: konsoletyper/teavm
context.scale(100, 100);
context.setLineWidth(0.01);
for (Body body = scene.getWorld().getBodyList(); body != null; body = body.getNext()) {
Vec2 center = body.getPosition();
context.save();
代码示例来源:origin: jbox2d/jbox2d
@Override
public void step(TestbedSettings settings) {
super.step(settings);
for (Body b = getWorld().getBodyList(); b != null; b = b.getNext())
{
if (b.getType() != BodyType.DYNAMIC)
{
continue;
}
Vec2 p = b.getPosition();
if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
{
p.x += 0.0;
}
}
addTextLine("Press 'c' to create a circle");
}
代码示例来源:origin: stackoverflow.com
for ( Body b = world.getBodyList(); b!=null; b = b.getNext() )
{
// do something
}
代码示例来源:origin: org.jbox2d/jbox2d-library
/**
* Call this after you are done with time steps to clear the forces. You normally call this after
* each call to Step, unless you are performing sub-steps. By default, forces will be
* automatically cleared, so you don't need to call this function.
*
* @see setAutoClearForces
*/
public void clearForces() {
for (Body body = m_bodyList; body != null; body = body.getNext()) {
body.m_force.setZero();
body.m_torque = 0.0f;
}
}
代码示例来源:origin: com.github.almasb/fxgl-physics
/**
* Call this after you are done with time steps to clear the forces. You normally call this after
* each call to Step, unless you are performing sub-steps. By default, forces will be
* automatically cleared, so you don't need to call this function.
*
* @see #setAutoClearForces(boolean)
*/
public void clearForces() {
for (Body body = m_bodyList; body != null; body = body.getNext()) {
body.m_force.setZero();
body.m_torque = 0.0f;
}
}
代码示例来源:origin: andmizi/MobikeTags
/**
* Call this after you are done with time steps to clear the forces. You normally call this after
* each call to Step, unless you are performing sub-steps. By default, forces will be
* automatically cleared, so you don't need to call this function.
*
* @see setAutoClearForces
*/
public void clearForces() {
for (Body body = m_bodyList; body != null; body = body.getNext()) {
body.m_force.setZero();
body.m_torque = 0.0f;
}
}
代码示例来源:origin: stackoverflow.com
for ( Body b = world.getBodyList(); b!=null; b = b.getNext() )
{
Log.e("xy", String.valueOf(b.getPosition().x)+ " " + String.valueOf(b.getPosition().y));
}
代码示例来源:origin: jbox2d/jbox2d
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
color.set(0.9f, 0.3f, 0.9f);
for (Body b = m_bodyList; b != null; b = b.getNext()) {
if (b.isActive() == false) {
continue;
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
xf.p.set(b.getWorldCenter());
代码示例来源:origin: stackoverflow.com
for (Body b = world.getBodyList(); b != null; b = b.getNext()) {
CCSprite sprite = (CCSprite)b.getUserData();
if(sprite != null) {
sprite.setPosition(worldToScreen(b.getPosition())));
sprite.setRotation(-1.0f * (float)Math.toDegrees((b.getAngle())));
}
}
代码示例来源:origin: jbox2d/jbox2d
for (Body b = m_bodyList; b != null; b = b.getNext()) {
代码示例来源:origin: stackoverflow.com
public void draw(Canvas canvas){
Body body = world.getBodyList();
while(body != null){
Fixture fixture = body.getFixtureList();
while(fixture != null){
ShapeType type = fixture.getType();
if(type == ShapeType.POLYGON){
PolygonShape shape = (PolygonShape)fixture.getShape();
// draw shape
}else if(type == ShapeType.CIRCLE){
CircleShape shape = (CircleShape)fixture.getShape();
// draw shape
}
fixture = fixture.getNext();
}
body = body.getNext();
}
}
代码示例来源:origin: org.jbox2d/jbox2d-testbed
@Override
public void step(TestbedSettings settings) {
super.step(settings);
for (Body b = getWorld().getBodyList(); b != null; b = b.getNext())
{
if (b.getType() != BodyType.DYNAMIC)
{
continue;
}
Vec2 p = b.getPosition();
if (p.x <= -10.0f || 10.0f <= p.x || p.y <= 0.0f || 20.0f <= p.y)
{
p.x += 0.0;
}
}
addTextLine("Press 'c' to create a circle");
}
代码示例来源:origin: org.jbox2d/jbox2d-library
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
color.set(0.9f, 0.3f, 0.9f);
for (Body b = m_bodyList; b != null; b = b.getNext()) {
if (b.isActive() == false) {
continue;
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
xf.p.set(b.getWorldCenter());
代码示例来源:origin: andmizi/MobikeTags
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
for (Fixture f = b.getFixtureList(); f != null; f = f.getNext()) {
color.set(0.9f, 0.3f, 0.9f);
for (Body b = m_bodyList; b != null; b = b.getNext()) {
if (b.isActive() == false) {
continue;
for (Body b = m_bodyList; b != null; b = b.getNext()) {
xf.set(b.getTransform());
xf.p.set(b.getWorldCenter());
代码示例来源:origin: mirkosertic/GameComposer
theBody = theBody.getNext();
代码示例来源:origin: com.github.almasb/fxgl-physics
for (Body b = world.getBodyList(); b != null; b = b.getNext()) {
xf.set(b.getTransform());
for (Fixture f : b.getFixtures()) {
color = Color.color(0.9f, 0.3f, 0.9f);
for (Body b = world.getBodyList(); b != null; b = b.getNext()) {
if (!b.isActive()) {
continue;
for (Body b = world.getBodyList(); b != null; b = b.getNext()) {
xf.set(b.getTransform());
xf.p.set(b.getWorldCenter());
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