forked from: Box2Dテスト

by Alex.Stenezky forked from Box2Dテスト (diff: 1)
前作ったkaleidoscopeのBox2D部分

同じ物を、QuickBox2Dで作ってみるのでとりあえず投稿
♥0 | Line 209 | Modified 2011-09-23 03:12:17 | MIT License
play

ActionScript3 source code

/**
 * Copyright Alex.Stenezky ( http://wonderfl.net/user/Alex.Stenezky )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/1SVm
 */

// forked from narutohyper's Box2Dテスト
package {
/*
前作ったkaleidoscopeのBox2D部分

同じ物を、QuickBox2Dで作ってみるのでとりあえず投稿
*/


    import Box2D.Dynamics.b2Body;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.net.URLRequest;
    import flash.system.LoaderContext;
    import flash.display.DisplayObject;

    [SWF(width = 465, height = 465, frameRate = 60)]
    public class SimpleDemo extends Sprite {

        private var view:View;
        private var count:int;
        private var donut:b2Body;
        private var loaded:Boolean;
        private var bmp:Bitmap;

        public function SimpleDemo():void {
            //    描画コンテナ
            trace('描画コンテナ')
            CreateBackGround();

            view = new View(true)
            this.addChild(view);


            donut = view.GetWorldBody();
            view.CreateRegularPolygon(3,200 / View.SCALE, 50 / View.SCALE,new Point(240 / View.SCALE, 240/ View.SCALE),donut);
        
            for (var i:uint=0;i<30;i++) {
                view.CreateBeads((Math.random()*60+240) / View.SCALE, (Math.random()*60+240) / View.SCALE);
            }

            this.addEventListener(Event.ENTER_FRAME, RotateDonuts);

        }


        private function RotateDonuts(e:Event):void {
            donut.SetXForm(donut.GetPosition(), donut.GetAngle() + 0.01);
        }
        

        private function CreateBeads(event:MouseEvent) : void {
            view.CreateBeads(event.stageX / View.SCALE, event.stageY / View.SCALE);
        }


        private function CreateBackGround():void {
            var sprite:Sprite = new Sprite();
            sprite.graphics.beginFill(0xFFFFFF, 1);
            sprite.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight);
            addChild( sprite );
        }


    }

}












import Box2D.Collision.b2AABB;
import Box2D.Collision.Shapes.b2CircleDef;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2DebugDraw;
import Box2D.Dynamics.b2World;
import Box2D.Common.Math.b2Vec2;
import Box2D.Collision.Shapes.b2PolygonDef;

import flash.display.Graphics;
import flash.display.Sprite;
import flash.events.Event;
import flash.external.ExternalInterface;
import flash.net.URLRequest;
import flash.text.TextField;
import flash.utils.getTimer;
import flash.geom.Point;

internal class View extends Sprite
{
    private var _world:b2World;
    private var _gravity:b2Vec2;
    private var _doSleep:Boolean;
    private var _worldAABB:b2AABB;
    private var _body:b2BodyDef;
    private var _bodyPolygon:b2Body;
    public static var SCALE:int = 100;
    
    public function View(debug:Boolean = false)
    {
        
        //    world;
        _worldAABB = new b2AABB();
        _worldAABB.lowerBound.Set( -500.0, -500.0);
        _worldAABB.upperBound.Set( 500.0, 500.0);

        _gravity = new b2Vec2(0.0, 6.0);
        _doSleep = true;
        _world = new b2World(_worldAABB, _gravity, _doSleep);
        _body = new b2BodyDef();
        _body.position.Set(0,0);
    
        _bodyPolygon = _world.CreateBody(_body);

        if ( debug ) {
                Debug();
        }
    
        addEventListener(Event.ENTER_FRAME, EnterFrame);
    }
    
    public function GetWorldBody() :b2Body
    {
        return _world.CreateBody(_body);
    }
    
    private function EnterFrame(e:Event):void {
        _world.Step(1 / 60, 10);

        // Sprite の場所を更新する

        for (var b:b2Body = _world.GetBodyList(); b; b = b.GetNext()) {
            var sprite:Sprite = b.GetUserData() as Sprite;
            if (sprite){
                sprite.x = b.GetWorldCenter().x * SCALE;
                sprite.y = b.GetWorldCenter().y * SCALE;
                sprite.rotation = b.GetAngle() * 180 / Math.PI;
            }
            // 画面外に出たオブジェクトを削除する
            if (sprite && sprite.y > 600){
                _world.DestroyBody(b);
                removeChild(sprite);
            }
        }
    }
    
    //debug
    private function Debug() : void
    {
        var dbgDraw:b2DebugDraw = new b2DebugDraw();
        
        dbgDraw.m_sprite = this;
        dbgDraw.m_drawScale = SCALE;
        dbgDraw.m_fillAlpha= 0.8;
        dbgDraw.m_lineThickness= 1.0;
        dbgDraw.m_alpha=1.0;
        dbgDraw.m_xformScale = 1.0;
        
        dbgDraw.m_drawFlags = b2DebugDraw.e_shapeBit;
        
        //_world.SetDebugDraw(dbgDraw);
        
        trace("debug");
        
    }

    public function CreateRegularPolygon( num:int, radiusIn:Number, radiusWidth:Number,center:Point, b2body:b2Body = null ) : b2Body {
        if ( b2body == null ) {
            b2body = _world.CreateBody(_body);
        }
        var divisionAngle:Number = 360 / num;

        var baseSp:Sprite=new Sprite()
        

        for ( var a:int = 0; a < num; a ++ ) {
            //    計算のためのtmp
            var angle:Number = divisionAngle * a * Math.PI / 180 ;
            var radiusOut:Number = radiusIn + radiusWidth;
            
            //    初期ポイント
            var cos:Number = Math.cos(angle);
            var sin:Number = Math.sin(angle);
            
            var rI:Point = new Point(cos * radiusIn, sin * radiusIn);
            var rO:Point = new Point(cos * radiusOut, sin * radiusOut);
            
            //    N 次のポイント
            var angleN:Number = divisionAngle * (a+1) * Math.PI / 180  ;
            var cosN:Number = Math.cos(angleN);
            var sinN:Number = Math.sin(angleN);
            
            var rIN:Point = new Point(cosN * radiusIn, sinN * radiusIn);
            var rON:Point = new Point(cosN * radiusOut, sinN * radiusOut);
            
            var poly:b2PolygonDef = new b2PolygonDef();

            poly.vertexCount = 4;
            poly.vertices[0].Set(rI.x, rI.y);
            poly.vertices[1].Set(rO.x, rO.y);
            poly.vertices[2].Set(rON.x, rON.y);
            poly.vertices[3].Set(rIN.x, rIN.y );

            baseSp.graphics.beginFill(0x669966)
            baseSp.graphics.moveTo(rI.x*SCALE, rI.y*SCALE)
            baseSp.graphics.lineTo(rO.x*SCALE, rO.y*SCALE)
            baseSp.graphics.lineTo(rON.x*SCALE, rON.y*SCALE)
            baseSp.graphics.lineTo(rIN.x*SCALE, rIN.y*SCALE)
            baseSp.graphics.endFill();

            //poly.density = 1;
            //poly.restitution = 0.4;
            //poly.friction = 0.1;

            poly.density = 0;
            poly.restitution = 0;
            poly.friction = 0;

        
            b2body.CreateShape(poly);

        }
        b2body.m_userData = new Sprite();
        b2body.GetUserData().addChild(baseSp);
        b2body.SetXForm(new b2Vec2(center.x, center.y),0)

        addChild(b2body.GetUserData());
        
        return b2body;
    }


    //-----------------------------------------------------------
    //ビーズを作成する
    //-----------------------------------------------------------
    public function CreateBeads( x:Number, y:Number):void {
        var b2body:b2Body = _world.CreateBody(_body);

        var radius:Number=(Math.random() * 5 + 10)

        var beads:*
        var beadsSp:Sprite=new Sprite()
        beadsSp.graphics.beginFill(0xFFFFFF * Math.random()); 
        
        switch (Math.round(Math.random()*3)) {
            case 0:
                trace('beads(四角)作成')
                //四角の作成
                beads= new b2PolygonDef(); 
                beads.SetAsBox(radius / SCALE, radius / SCALE); 
                beadsSp.graphics.drawRect(-radius,-radius,radius*2,radius*2)
                break;

            case 1:
                trace('beads(丸)作成')
                //丸の作成
                beads = new b2CircleDef();
                beads.radius = radius / SCALE;
                beadsSp.graphics.drawCircle(0,0,radius)
                break;

            default:
                trace('beads(三角)作成')
                beads= new b2PolygonDef(); 
                beads.SetAsBox(radius / SCALE, radius / SCALE); 
                var vertexCount:uint=3;
                
                beads.vertexCount = vertexCount;

                // 底辺の半分の長さと高さを設定  
                var h:Number=Math.tan(60 * Math.PI / 180) * radius;

                // 角の数を設定して頂点の位置を設定する  
                beads.vertices[0].Set(-1 * radius / SCALE, -1 * h / 2 / SCALE);
                beads.vertices[1].Set(radius / SCALE, -1 * h / 2 / SCALE);
                beads.vertices[2].Set(0, h / 2 / SCALE);

                beadsSp.graphics.moveTo(-1 * radius, -1 * h / 2);  
                beadsSp.graphics.lineTo(radius, -1 * h / 2);    
                beadsSp.graphics.lineTo(0, h / 2);    
                beadsSp.graphics.endFill();
                break;
        }


        beads.density = 6;
        beads.restitution = 0;
        beads.friction = 0;

        b2body.CreateShape(beads);
        b2body.SetXForm(new b2Vec2(x ,y), 0);
        
        b2body.m_userData = new Sprite();
        b2body.GetUserData().x = b2body.GetWorldCenter().x;
        b2body.GetUserData().y = b2body.GetWorldCenter().y;

        b2body.GetUserData().addChild( beadsSp );
        addChild(b2body.GetUserData());
        b2body.SetMassFromShapes();
    }



}