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#Body shape editor download#
Download and Copy the LibGDX Java loader into your core module source folder.Import images, place vertices, and export your scene.open command line and run it 'java -jar Box2d-Editor.jar'.Simple export format (JSON), to let you create your own loader for any framework in any language.Loader provided for LibGDX game framework,.Built-in collision tester! Throw balls at your body to test it,.Visual configurable grid with snap-to-grid option,.Reference point location can be changed,.Supports multiple outlines for a single body,.Automatically traces your images if needed,.Automatically decomposes concave shapes into convex polygons,.I guess you understand why such automated tool can be handy: it converts pixel units to world units, decomposes the shape into multiple convex polygons, and lets you test the result directly! And of course, each time I wanted to do a little change, I had to go over the same process. Oh, and guess what? It didn’t work! Indeed, physics engines usually only work with convex polygons! On to decompose the shape into multiple convex polygons by hand… More than boring. For each point, I had to convert from pixel units to world units of course. At first, I used a drawing tool to draw my shape points over the bottle image, and I reported the values in my game. The problem we want to solve is as follows: have a look at the image on the right, I wanted to create a bottle that can hold objects inside it. It can also let you combine these objects together and link them with joints to create complex objects: we call them dynamic objects. Specifically, it targets the creation of collision shapes for your game objects: we call them rigid bodies. Physics Body Editor is all about making your life easier with physics engines.