のれん
のれんのようなBox2Dの何か
//のれんのようなBox2Dの何か
package
{
import Box2D.Dynamics.b2World;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef
import Box2D.Dynamics.Joints.b2Joint;
import Box2D.Dynamics.Joints.b2DistanceJoint;
import Box2D.Dynamics.Joints.b2DistanceJointDef;
import Box2D.Dynamics.Joints.b2JointEdge;
import Box2D.Dynamics.Joints.b2RevoluteJointDef;
import Box2D.Collision.b2AABB;
import Box2D.Collision.Shapes.b2CircleDef;
import Box2D.Collision.Shapes.b2PolygonDef;
import Box2D.Common.Math.b2Vec2;
import flash.events.Event;
import flash.display.Sprite;
import flash.display.Graphics;
public class Sample04 extends Sprite
{
private var m_disp_grp:Sprite;
private var m_color:int;
public function Sample04()
{
//Box2D初期設定
this.B2Base();
m_disp_grp = new Sprite();
this.addChild(m_disp_grp);
m_color = Math.random() * 0x00FFFF;
this.createNoren(100, 0, 1);
this.createNoren(250, -50, 1);
this.createNoren(350, -50, -1);
this.addEventListener(Event.ENTER_FRAME, update, false, 0, true);
}
//距離ジョイントで繋げたものを揺らす
private function createNoren(x:int, y:int, set_to:int):void {
var bodies:Array = new Array();
var density:int = 0;
for (var i:int = 0; i < 5; i++) {
if(i != 0){
var len_max:int = Math.random() * 30 + 10;
var angle:Number = (360 / (len_max * 0.5)) / 180 * Math.PI
var disp:Sprite = new Sprite();
disp.graphics.lineStyle(1, m_color);
for (var l:int = 0; l < len_max * 0.5; l++){
disp.graphics.moveTo(0, 0);
disp.graphics.lineTo(Math.cos(angle * l) * len_max, Math.sin(angle * l) * len_max);
}
}
var body:b2Body = this.makeB2BodyCircle(20 , x, y, density, 1, 1, disp , m_disp_grp);
bodies[i] = body;
y += (50 + Math.random() * 100) * set_to;
density = 1;
}
//距離ジョイントで繋ぐ
for (var j:int = 0; j < 4; j++){
var d_joint_def:b2DistanceJointDef = new b2DistanceJointDef();
d_joint_def.collideConnected = true;
d_joint_def.Initialize(bodies[j], bodies[j + 1], bodies[j].GetPosition(), bodies[j + 1].GetPosition());
this.m_b2_world.CreateJoint(d_joint_def);
}
//ちょっと力を加えて動かす
bodies[4].ApplyForce(new b2Vec2(1000, 0), bodies[4].GetPosition());
}
private function update(e:Event):void{
var self:Sample04 = this;
this.m_b2_world.Step(this.m_b2_timeStep, this.m_b2_iterations);
var disp_gra:Graphics = this.m_disp_grp.graphics;
disp_gra.clear();
disp_gra.lineStyle(1, m_color);
for (var bb:b2Body = this.m_b2_world.m_bodyList; bb; bb = bb.m_next){
if (bb.m_userData is Sprite){
bb.m_userData.x = bb.GetPosition().x * m_b2_physcale;
bb.m_userData.y = bb.GetPosition().y * m_b2_physcale;
bb.m_userData.rotation = bb.GetAngle() * (180/Math.PI);
}
//ジョイントの線
if (bb.m_jointList is b2JointEdge) {
for (var joint:b2Joint = bb.m_jointList.joint; joint; joint=joint.m_next){
var anc1:b2Vec2 = joint.GetAnchor1();
var anc2:b2Vec2 = joint.GetAnchor2();
disp_gra.moveTo(anc1.x * this.m_b2_physcale, anc1.y * this.m_b2_physcale);
disp_gra.lineTo(anc2.x * this.m_b2_physcale, anc2.y * this.m_b2_physcale);
}
}
}
}
//-----------------------------------------------------------------------------------
//Box2D用まとめ
//wonderfl上でクラスを複数置く方法がわからない...。
//-----------------------------------------------------------------------------------
protected var m_b2_world:b2World;
protected var m_b2_physcale:Number = 10;
protected var m_b2_iterations:int = 10;
protected var m_b2_timeStep:Number = 24.0;
public function B2Base(fps:int = 24, physcale:Number = 10, gravity:Number = 10):void{
this.m_b2_timeStep = 1.0 / fps;
this.m_b2_physcale = physcale;
this.createB2World(gravity);
}
private function createB2World(gravity:Number):void {
var worldAABB:b2AABB = new b2AABB();
worldAABB.lowerBound.Set(-1000, -1000);
worldAABB.upperBound.Set(1000, 1000);
var vec_gravity:b2Vec2 = new b2Vec2(0.0, 10.0);
var doSleep:Boolean = true;
this.m_b2_world = new b2World(worldAABB, vec_gravity, doSleep);
}
protected function makeB2BodyBox(w:int, h:int, x:Number, y:Number, angle:Number,
density:Number, friction:Number, restitution:Number,
viewdata:Sprite = null, viewgroup:Sprite = null) :b2Body {
var b2_boxdef:b2PolygonDef = this.createB2BoxDef(w, h, density, friction, restitution);
var b2_bodydef:b2BodyDef = this.createB2BodyDef(x, y, angle, viewdata, viewgroup);
var b2_body:b2Body = this.m_b2_world.CreateBody(b2_bodydef);
b2_body.CreateShape(b2_boxdef);
b2_body.SetMassFromShapes();
return b2_body;
}
protected function makeB2BodyCircle(radius:int, x:Number, y:Number,
density:Number, friction:Number, restitution:Number,
viewdata:Sprite = null, viewgroup:Sprite = null) :b2Body {
var b2_boxdef:b2CircleDef = this.createB2CircleDef(radius, density, friction, restitution);
var b2_bodydef:b2BodyDef = this.createB2BodyDef(x, y, 0, viewdata, viewgroup);
var b2_body:b2Body = this.m_b2_world.CreateBody(b2_bodydef);
b2_body.CreateShape(b2_boxdef);
b2_body.SetMassFromShapes();
return b2_body;
}
private function createB2BoxDef(width:int, height:int,
density:Number, friction:Number, restitution:Number):b2PolygonDef {
var boxdef:b2PolygonDef = new b2PolygonDef();
boxdef.SetAsBox(width / 2 / this.m_b2_physcale, height/ 2 / this.m_b2_physcale);
boxdef.density = density;
boxdef.friction = friction;
boxdef.restitution = restitution;
return boxdef;
}
private function createB2CircleDef(radius:int, density:Number, friction:Number, restitution:Number):b2CircleDef {
var cdef:b2CircleDef = new b2CircleDef();
cdef.radius = radius / 2 / this.m_b2_physcale;
cdef.density = density;
cdef.friction = friction;
cdef.restitution = restitution;
return cdef;
}
private function createB2BodyDef(x:Number, y:Number, angle:Number, viewdata:Sprite = null, viewgroup:Sprite = null):b2BodyDef {
var bodydef:b2BodyDef = new b2BodyDef();
bodydef.position.Set(x / this.m_b2_physcale, y / this.m_b2_physcale);
bodydef.angle = (angle / 180) * Math.PI;
bodydef.allowSleep = true;
if(viewdata != null){
bodydef.userData = viewdata;
bodydef.userData.width = viewdata.width;
bodydef.userData.height = viewdata.height;
if(viewgroup != null){
viewgroup.addChild(bodydef.userData);
}
}
return bodydef;
}
protected function createB2Vec(x:Number, y:Number):b2Vec2 {
var vec:b2Vec2 = new b2Vec2(x / this.m_b2_physcale, y / this.m_b2_physcale);
return vec;
}
}
}