ロジックとレンダリングに関するbox2Dとlibgdxの教育の概念については、非常に便利なリンクがあります。 here
は、その後、あなたは、このようなレンダリング部分のロジック部を分離することができます:
ロジック部分:
private void createBottleBody() {
// 0. Create a loader for the file saved from the editor.
BodyEditorLoader loader = new BodyEditorLoader(sourceFile);
// 1. Create a BodyDef, as usual.
BodyDef bd = new BodyDef();
bd.position.set(0, 0);
bd.type = BodyType.DynamicBody;
// 2. Create a FixtureDef, as usual.
FixtureDef fd = new FixtureDef();
fd.density = 1;
fd.friction = 0.5f;
fd.restitution = 0.3f;
// 3. Create a Body, as usual.
bottleModel = world.createBody(bd);
// 4. Create the body fixture automatically by using the loader.
loader.attachFixture(bottleModel, "test01", fd, BOTTLE_WIDTH);
}
レンダリング部分:
public void render() {
Vector2 bottlePos = bottleModel.getPosition().sub(bottleModelOrigin);
bottleSprite.setPosition(bottlePos.x, bottlePos.y);
bottleSprite.setOrigin(bottleModelOrigin.x, bottleModelOrigin.y);
bottleSprite.setRotation(bottleModel.getAngle() * MathUtils.radiansToDegrees);
...
}
ローダー:リンクであなたローダーを見つけることができます。
public void attachFixture(Body body, String name, FixtureDef fd, float scale) {
//Load the rigidModel by key
RigidBodyModel rbModel = (RigidBodyModel) this.model.rigidBodies.get(name);
if (rbModel == null)
throw new RuntimeException("Name '" + name + "' was not found.");
//Loading polygons
Vector2 origin = this.vec.set(rbModel.origin).mul(scale);
Vector2[] vertexes;
PolygonModel polygon;
for (int i = rbModel.polygons.size()-1; 0 <= i; i--) {
polygon = (PolygonModel) rbModel.polygons.get(i);
vertexes = polygon.vectorBuffer;
//Loading vertexes (scaled) from polygon
for (int ii = vertexes.length-1; 0 <= ii; ii--) {
vertexes[ii] = new Vector2().set((Vector2) polygon.vertices.get(ii)).mul(scale);
vertexes[ii].sub(origin);
}
//sets vertexs to polygon
this.polygonShape.set(vertexes);
fd.shape = this.polygonShape;
body.createFixture(fd);
}
//Loading circles
CircleModel circle;
Vector2 center;
float radius;
for (int i = rbModel.circles.size()-1; 0 <= i; i--) {
circle = (CircleModel) rbModel.circles.get(i);
center = new Vector2().set(circle.center).mul(scale);
radius = circle.radius * scale;
this.circleShape.setPosition(center);
this.circleShape.setRadius(radius);
fd.shape = this.circleShape;
body.createFixture(fd);
}
}
そして最後に...モデル
public static class CircleModel {
public final Vector2 center = new Vector2();
public float radius;
}
public static class PolygonModel {
public final List<Vector2> vertices = new ArrayList<Vector2>();
private Vector2[] vectorBuffer;
}
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 Model {
public final Map<String, RigidBodyModel> rigidBodies = new HashMap<String, RigidBodyModel>();
}
はそれが役に立てば幸い!
andengineやsmthのようなフレームワークを使用していますか? – Pavel
は彼がLibGDXを使用しているように見えます – jellyfication