vertices[0].set(shape.getPosition()); transform.mul(vertices[0]); lower.set(vertices[0].x - radius, vertices[0].y - radius);
vertices[0].set(shape.getPosition()); transform.mul(vertices[0]); lower.set(vertices[0].x - radius, vertices[0].y - radius);
private void drawShape (Fixture fixture, Transform transform, Color color) { if (fixture.getType() == Type.Circle) { CircleShape circle = (CircleShape)fixture.getShape(); t.set(circle.getPosition()); transform.mul(t); drawSolidCircle(t, circle.getRadius(), axis.set(transform.vals[Transform.COS], transform.vals[Transform.SIN]), color);
private void drawShape (Fixture fixture, Transform transform, Color color) { if (fixture.getType() == Type.Circle) { CircleShape circle = (CircleShape)fixture.getShape(); t.set(circle.getPosition()); transform.mul(t); drawSolidCircle(t, circle.getRadius(), axis.set(transform.vals[Transform.COS], transform.vals[Transform.SIN]), color);
// we need to get the body's position, let's use a Vector2 to store it. Vector2 vec = new Vector2(); Body body = fixture.getBody(); // what is this magic? Why, it's a wonderful object that transforms fixture // position information based on the body's position! Transform transform = body.getTransform(); CircleShape shape = (CircleShape) fixture.getShape(); vec.set(shape.getPosition()); // apply the transformation transform.mul(vec); // now vec.x and vec.y will be what you want!
vertices[0].set(shape.getPosition()); transform.mul(vertices[0]); lower.set(vertices[0].x - radius, vertices[0].y - radius);
private void drawShape (Fixture fixture, Transform transform, Color color) { if (fixture.getType() == Type.Circle) { CircleShape circle = (CircleShape)fixture.getShape(); t.set(circle.getPosition()); transform.mul(t); drawSolidCircle(t, circle.getRadius(), axis.set(transform.vals[Transform.COS], transform.vals[Transform.SIN]), color);