Box2d flash bouyancy

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/*

  • Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
  • This software is provided 'as-is', without any express or implied
  • warranty. In no event will the authors be held liable for any damages
  • arising from the use of this software.
  • Permission is granted to anyone to use this software for any purpose,
  • including commercial applications, and to alter it and redistribute it
  • freely, subject to the following restrictions:
  • 1. The origin of this software must not be misrepresented; you must not
  • claim that you wrote the original software. If you use this software
  • in a product, an acknowledgment in the product documentation would be
  • appreciated but is not required.
  • 2. Altered source versions must be plainly marked as such, and must not be
  • misrepresented as being the original software.
  • 3. This notice may not be removed or altered from any source distribution.
  • /


package TestBed{


import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.Joints.*; import Box2D.Dynamics.Contacts.*; import Box2D.Dynamics.Controllers.*; import Box2D.Common.*; import Box2D.Common.Math.*;


public class TestBuoyancy extends Test{

private var m_bodies:Array = new Array(); private var m_controller:b2Controller;

public function TestBuoyancy(){ var bc:b2BuoyancyController = new b2BuoyancyController(); m_controller = bc;

bc.normal.Set(0,-1); bc.offset = -200 / m_physScale; bc.density = 2.0; bc.linearDrag = 5; bc.angularDrag = 2;

var ground:b2Body = m_world.GetGroundBody(); var i:int; var anchor:b2Vec2 = new b2Vec2(); var body:b2Body; var fd:b2FixtureDef;

// Spawn in a bunch of crap for (i = 0; i < 5; i++){ var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; //bodyDef.isBullet = true; var boxDef:b2PolygonShape = new b2PolygonShape(); fd = new b2FixtureDef(); fd.shape = boxDef; fd.density = 1.8; // Override the default friction. fd.friction = 0.3; fd.restitution = 0.1; boxDef.SetAsBox((Math.random() * 5 + 10) / m_physScale, (Math.random() * 5 + 10) / m_physScale); bodyDef.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDef.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDef); body.CreateFixture(fd); m_bodies.push(body);

} for (i = 0; i < 5; i++){ var bodyDefC:b2BodyDef = new b2BodyDef(); bodyDefC.type = b2Body.b2_dynamicBody; //bodyDefC.isBullet = true; var circDef:b2CircleShape= new b2CircleShape((Math.random() * 5 + 10) / m_physScale); fd = new b2FixtureDef(); fd.shape = circDef; fd.density = 0.06; // Override the default friction. fd.friction = 0.3; fd.restitution = 0.1; bodyDefC.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDefC.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDefC); body.CreateFixture(fd); m_bodies.push(body); } for (i = 0; i < 15; i++){ var bodyDefP:b2BodyDef = new b2BodyDef(); bodyDefP.type = b2Body.b2_dynamicBody; //bodyDefP.isBullet = true; var polyDef:b2PolygonShape = new b2PolygonShape(); if (Math.random() > 0.66) { polyDef.SetAsArray([ new b2Vec2((-10 -Math.random()*10) / m_physScale, ( 10 +Math.random()*10) / m_physScale), new b2Vec2(( -5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale), new b2Vec2(( 5 +Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale), new b2Vec2(( 10 +Math.random() * 10) / m_physScale, ( 10 +Math.random() * 10) / m_physScale) ]); } else if (Math.random() > 0.5) { var array:Array = []; array[0] = new b2Vec2(0, (10 +Math.random()*10) / m_physScale); array[2] = new b2Vec2((-5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); array[3] = new b2Vec2(( 5 +Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); array[1] = new b2Vec2((array[0].x + array[2].x), (array[0].y + array[2].y)); array[1].Multiply(Math.random()/2+0.8); array[4] = new b2Vec2((array[3].x + array[0].x), (array[3].y + array[0].y)); array[4].Multiply(Math.random() / 2 + 0.8); polyDef.SetAsArray(array); } else { polyDef.SetAsArray([ new b2Vec2(0, (10 +Math.random()*10) / m_physScale), new b2Vec2((-5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale), new b2Vec2(( 5 +Math.random() * 10) / m_physScale, ( -10 -Math.random() * 10) / m_physScale) ]); } fd = new b2FixtureDef(); fd.shape = polyDef; fd.density = 2.1; fd.friction = 0.3; fd.restitution = 0.1; bodyDefP.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDefP.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDefP); body.CreateFixture(fd); m_bodies.push(body); }

//Add some exciting bath toys boxDef.SetAsBox(40 / m_physScale, 10 / m_physScale); fd = new b2FixtureDef(); fd.shape = boxDef; fd.density = 3.0; bodyDef.position.Set(50 / m_physScale, 300 / m_physScale); bodyDef.angle = 0; body = m_world.CreateBody(bodyDef); body.CreateFixture(fd); m_bodies.push(body);

bodyDef.position.Set(300/ m_physScale, 300 / m_physScale); body = m_world.CreateBody(bodyDef); circDef = new b2CircleShape(7 / m_physScale); fd = new b2FixtureDef(); fd.shape = circDef; fd.density =2.0; circDef.b2internal::m_p.Set(30 / m_physScale, 0 / m_physScale); body.CreateFixture(fd); circDef.b2internal::m_p.Set(-30 / m_physScale, 0 / m_physScale); body.CreateFixture(fd); circDef.b2internal::m_p.Set(0 / m_physScale, 30 / m_physScale); body.CreateFixture(fd); circDef.b2internal::m_p.Set(0 / m_physScale, -30 / m_physScale); body.CreateFixture(fd);

fd = new b2FixtureDef(); fd.shape = boxDef; fd.density = 2.0; boxDef.SetAsBox(30 / m_physScale, 2 / m_physScale); body.CreateFixture(fd); fd.density = 2.0; boxDef.SetAsBox(2 / m_physScale, 30 / m_physScale); body.CreateFixture(fd); m_bodies.push(body);

for each(body in m_bodies) m_controller.AddBody(body); m_world.AddController(m_controller);

// Set Text field Main.m_aboutText.text = "Buoyancy";

}


//====================== // Member Data //======================

public override function Update():void{

super.Update(); //Draw water line m_sprite.graphics.lineStyle(1,0x0000ff,1); m_sprite.graphics.moveTo(5,200); m_sprite.graphics.lineTo(635,200); //It's not water without transparency... m_sprite.graphics.lineStyle(); m_sprite.graphics.beginFill(0x0000ff,0.2); m_sprite.graphics.moveTo(5,200); m_sprite.graphics.lineTo(635,200); m_sprite.graphics.lineTo(635,355); m_sprite.graphics.lineTo(5,355); m_sprite.graphics.endFill();

} }

}