Short version:
How do I get a basic com.badlogic.math.gdx.Polygon from the Physics Body Editor?
Long version:
I have implemented the loader for LibGDX but the loader uses it's own internal PolygonModel class via it's internal RigidBody class. Eventually I can get each vertex from each individual polygon and build my own polygons from there. But this seems not very "trivial". Something I have in mind looks like this:
List<Polygon> myPolygons = new ArrayList<Polygon>();
Map<String, BodyEditorLoader.RigidBodyModel> bodyMap = loader.getInternalModel().rigidBodies;
for (BodyEditorLoader.RigidBodyModel m : bodyMap.values())
{
for (BodyEditorLoader.PolygonModel pm : m.polygons)
{
float[] vertArray = new float[pm.vertices.size() * 2];
int count = 0;
for (Vector2 v2 : pm.vertices)
{
vertArray[count] = v2.x;
vertArray[count + 1] = v2.y;
count += 2;
}
myPolygons.add(new Polygon(vertArray));
}
}
This is rather cumbersome I have this complete loader just to peel everything it builds off till the indices and build my own polygons from these. However the editor does supply me with a json but unfortunately it's a single line and therefor the benefit of json goes to waste. If I could manually fix the layout and decipher what needs to be parsed but I'm wondering if I'm not reinventing the wheel here.
Other then that there might just be a very simple solution to get my polygon.
What do I need it for?
Well I'm looking for some precise collision detection for my sprites. Rectangles and circles will not do the job. Polygons are perfect for this, they have a rectangle for cheap detection and Intersector can handle collision of two polygons. The only way I can think off creating these polygons in a somewhat efficient way is with the editor I linked to.
If anyone has better suggestions I'm all ears.
This is what my current Json output looks like. It has redundant nodes for me but decyphering is a pain with just a single line without whitespace and line endings.
{"rigidBodies":[{"name":"terrain","imagePath":"groundGrass.png","origin":{"x":6.250441074371338E-4,"y":-6.705522537231445E-8},"polygons":[[{"x":0.375,"y":0.05569307133555412},{"x":0.3087501525878906,"y":0.0837499126791954},{"x":0.19375014305114746,"y":0.07812491804361343},{"x":0.16212871670722961,"y":0.0445544607937336}],[{"x":0.16212871670722961,"y":0.0445544607937336},{"x":0.5792078971862793,"y":0.034653469920158386},{"x":0.426980197429657,"y":0.05445544794201851},{"x":0.375,"y":0.05569307133555412}],[{"x":0.5792078971862793,"y":0.034653469920158386},{"x":0.5406249761581421,"y":0.07374989986419678},{"x":0.46039605140686035,"y":0.0717821791768074},{"x":0.426980197429657,"y":0.05445544794201851}],[{"x":0.05198019742965698,"y":0.035891093313694},{"x":0.0445544570684433,"y":0.04207921028137207},{"x":0.007425742689520121,"y":0.043316833674907684},{"x":0,"y":0.037128716707229614}],[{"x":0,"y":0.037128716707229614},{"x":8.940696716308594E-8,"y":6.249025464057922E-4},{"x":0.10891088843345642,"y":0.03217822313308716},{"x":0.05198019742965698,"y":0.035891093313694}],[{"x":8.940696716308594E-8,"y":6.249025464057922E-4},{"x":0.6596534848213196,"y":0.01980198174715042},{"x":0.6274752616882324,"y":0.03341584652662277},{"x":0.5792078971862793,"y":0.034653469920158386},{"x":0.16212871670722961,"y":0.0445544607937336},{"x":0.10891088843345642,"y":0.03217822313308716}],[{"x":8.940696716308594E-8,"y":6.249025464057922E-4},{"x":0.9987500905990601,"y":-6.250739097595215E-4},{"x":0.7093750238418579,"y":0.01874990016222},{"x":0.6596534848213196,"y":0.01980198174715042}],[{"x":0.9987500905990601,"y":-6.250739097595215E-4},{"x":0.9987500905990601,"y":0.04374990612268448},{"x":0.9418317079544067,"y":0.05816832184791565},{"x":0.7846534848213196,"y":0.05816832184791565},{"x":0.7400990128517151,"y":0.053217824548482895},{"x":0.7093750238418579,"y":0.01874990016222}],[{"x":0.9418317079544067,"y":0.05816832184791565},{"x":0.9212501049041748,"y":0.08749989420175552},{"x":0.8131188154220581,"y":0.08292079716920853},{"x":0.7846534848213196,"y":0.05816832184791565}]],"circles":[],"shapes":[{"type":"POLYGON","vertices":[{"x":0.9212501049041748,"y":0.08749989420175552},{"x":0.9418317079544067,"y":0.05816832184791565},{"x":0.9987500905990601,"y":0.04374990612268448},{"x":0.9987500905990601,"y":-6.250739097595215E-4},{"x":8.940696716308594E-8,"y":6.249025464057922E-4},{"x":0,"y":0.037128716707229614},{"x":0.007425742689520121,"y":0.043316833674907684},{"x":0.0445544570684433,"y":0.04207921028137207},{"x":0.05198019742965698,"y":0.035891093313694},{"x":0.10891088843345642,"y":0.03217822313308716},{"x":0.16212871670722961,"y":0.0445544607937336},{"x":0.19375014305114746,"y":0.07812491804361343},{"x":0.3087501525878906,"y":0.0837499126791954},{"x":0.375,"y":0.05569307133555412},{"x":0.426980197429657,"y":0.05445544794201851},{"x":0.46039605140686035,"y":0.0717821791768074},{"x":0.5406249761581421,"y":0.07374989986419678},{"x":0.5792078971862793,"y":0.034653469920158386},{"x":0.6274752616882324,"y":0.03341584652662277},{"x":0.6596534848213196,"y":0.01980198174715042},{"x":0.7093750238418579,"y":0.01874990016222},{"x":0.7400990128517151,"y":0.053217824548482895},{"x":0.7846534848213196,"y":0.05816832184791565},{"x":0.8131188154220581,"y":0.08292079716920853}]}]}],"dynamicObjects":[]}
gdx.math.Polygon's from it and do collision detection with those. I will be writing a tutorial on this when I have time. I have come across many topics that asked for this and the only answer to it was to actually use Box2D, which does not work properly without velocities, mass, etc and is pretty much overkill for just 2D collision without physics. - Madmenyo