How to create btconvexHullShape in libgdx - java

I'd like to create a btConvexHullShape for my game with libgdx.
When I tried to do so with the sample code from github:
public static btConvexHullShape createConvexHullShape (final Model model, boolean optimize) {
final Mesh mesh = model.meshes.get(0);
final btConvexHullShape shape = new btConvexHullShape(mesh.getVerticesBuffer(), mesh.getNumVertices(), mesh.getVertexSize());
if (!optimize) return shape;
// now optimize the shape
final btShapeHull hull = new btShapeHull(shape);
hull.buildHull(shape.getMargin());
final btConvexHullShape result = new btConvexHullShape(hull);
// delete the temporary shape
shape.dispose();
hull.dispose();
return result;
}
this did not work.
My 3D object was just an object which looked like a demolished cube with unnecessary vertices and lines (tested with debugdrawer).
Then I tried to enter the second item of the array and built a convex hull from it with
final Mesh mesh = model.meshes.get(1)
this did give me another part of my 3D object which was a gutter of a bowling alley. But also this was demolished and too small.
Finally I tried two other methods I found online:
obtain a btCollisionShape via Bullet.obtainStaticNodeShape(model.nodes);
which resulted in a perfect collision shape, but did not detect collision.
Another problem with that is that it is only for static shapes, which are not intended to move and in my gamer are several objects which need to move.
The last possible and most cumbersome try I made was creating a .bullet file of my model with blender export and load it in libgdx (method can be seen in http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15263).
This gives me the right CollisionShape and if you set the Gravity in blender to the right one even the objects fall the right way, from up to down the screen.
The only problem with that is as soon as a collision is detected the program crashes.
Unfortunately I can not approximate my shape using primitives as it was suggested in multiple forums. Is there any possibility to create a correct btConvexHullShape in libgdx maybe by manually write a method to create a btConvexHullShape from a set of vertices?
I appreciate your help
EDIT:
You are right for this one as the alley itself does not need to be dynamic. But unfortunately the collsion of the bowling ball (which has a sphere collision shape) was not detected with the static collision shape of the bowling alley I got with Bullet.obtainStaticNodeShape(...), so I thought I'd need another approach to that and I'd also like to know just for educational purposes how it is possible to create a btConvexHullShape from any object I enter.
Currently I'm trying to load an .obj, create a Mesh from it and then tried to create a btconvexHullShape with
final btConvexHullShape shape = new btConvexHullShape(mesh.getVerticesBuffer(), mesh.getNumVertices(), mesh.getVertexSize());
At the moment I think, I'M close to the solution but I still don't got it right, as the cube I'm exporting from blender (as a test object) does not create the right collisionshape (it looks like a damaged cube again).
This method seems to work though, because when creating a mesh like in the link: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/gles2/Shapes.java#L24, and creating a btConvexHullShape from it, I get the correct collisionShape.

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}
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The most common way is to create a hitbox that is the approximate shape of your object. The hitbox can be very simple like a rectangle or circle around your object, which is actually invisible.
Have a look at this example, the black box is the hitbox of Mario and you only need to check its boundaries:
But if you really need precision, then you will need to go through the pixels of an image and create the custom polygon. However, the more complex your polygon is, the harder it is to detect collision. Most of the time, game developers rely on physics engines to deal with it.

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Exactly how you do this depends on how your object is shaped.
If your object is a circle, you can simply use the dist() function to check whether the mouse is inside the circle.
If your object is a rectangle, then you just have to check whether the cursor position is inside that rectangle. Draw out a few examples on a piece of paper to help figure this out.
If your object is in a grid, then you can map the cursor position to a grid position.
If your object is more complicated, like a polygon, then your logic will have to be more complicated. Google is your friend with this one.
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Java- How to link AWT Rectangles?

I just started to write the game of snakes in java. (See this if you don't know what that is: http://codeincomplete.com/projects/snakes/ or http://elgoog.im/snake/). So, when the snake eats an object, its tail grows. In order for the turning physics of the game to work properly, each segment of the tail needs to have its own java.awt.Rectangle hitbox. My question is how can I link these hitboxes/segments of his tail so they always stay together, but are seperate components on my JPanel. Otherwise, if there is a better way to do this then let me know. Thanks.
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List<SnakePieces> mPieces
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* mAppleList: the secret location of the juicy apples the snake craves.
*/
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I am doing some java games, and I figure it would be cool if the game is made without importing images. Therefore I need to create custom shapes and hand it to Graphics object to draw. The major character in my game will be a dango which is much like a slime, composing from a imperfect circle and two vertical lines as eyes. I should be able to construct dango by given a parameter indicating size. Also, it will be better if I can modify the position of the eyes, or the bottom curve to present the interaction with the floor. Further more, I would be glad if I can fill it with color and give it some texture or something. But all things start from a circle and two lines.
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In case someone just read the title and skips the content of this question, I shall emphasize that this question is about create the custom shape, which means to implement the 'Shape' interface. Not just to draw a shape.
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To implement the Shape interface, the most important method is
public PathIterator getPathIterator(AffineTransform at) {
return new EllipseIterator(this, at);
}
this method is called by paintComponent to get a PathIterator to draw. So as what the source code does, you may create your own ShapeIterator.
Then the source code of EllipseIterator. As you can see, there are 4 methods (excluding the constructor and the duplicate). You may leave getWindingRule() for furthur research. While isDone() and next() are rather simple to understand.
Then let's focus on public int currentSegment(float[] args).
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The argument float[] args should also be regarded as return value statement. It delivers the parameters for the instructions above. For SEG_MOVETO, SEG_LINETO, you need 2 params, so modify args[0] and args[1] ( x and y). For SEG_QUADTO, you need 4 params, and SEG_CUBICTO needs 6.
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Why not use Box2D (libGDX extension) ? It's perfect for platformers.
Do you know how to create rectangles. I assume that you know about rectangles.
if you want to check collision of two rectangles you can do as follows:
Rectangle a = new Rectangle(), b = new Rectangle();
in constructor set rectangles
a.setRectangle(yourX, yourY, yourWidth, yourHeight);
b.setRectangle(yourX, yourY, yourWidth, yourHeight);
in render check collision like this:
if(a.overlaps(b))
{
//do your work
}
U can use OverlapTester class given in SuperJumper Project by LibGdx
Create Your bounds using rectangle class in Libgdx and test them using Intersector class.
This class has many function to test overlapping of rectangles, circles etc..
I recommend you to use box2d if you know the basics.
if you know how to use a rectangle, sprite batch, camera etc. Then you should proceed to Box2d if you don't just take some good tutorial and try to make the application without any extension.this will make your concept clear and you will easily able to grasp the logic behind the game.

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