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forked from: [Box2d] Mechanical Clock (機械式時計)

Mechanical Clock with Box2D(機械式時計)

最初はぜんまいが巻かれていない状態です。
左上のボタンをクリックすると最初の数秒間リューズにトルクを加え、ぜんまいが巻かれ、時計が動き始めます。
途中から、30秒間で秒針(四番車)が何度回転するかを計測します。

http://flashjp.com/mecclock
/**
 * Copyright roll.sagawa ( http://wonderfl.net/user/roll.sagawa )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jKAW
 */

// forked from tatsuya's [Box2d] Mechanical Clock (機械式時計)
/* Mechanical Clock with Box2D(機械式時計)
 * 
 * 最初はぜんまいが巻かれていない状態です。
 * 左上のボタンをクリックすると最初の数秒間リューズにトルクを加え、ぜんまいが巻かれ、時計が動き始めます。
 * 途中から、30秒間で秒針(四番車)が何度回転するかを計測します。
 * 
 * http://flashjp.com/mecclock
 * 
 * */


package {
    import flash.display.*;
    import flash.events.*;
    import flash.text.*;
    [SWF(width=465, height=465, backgroundColor=0xFFFFFF, frameRate=50)]

    public class clockfl extends Sprite {
        
        public var sheets:Sprite = new Sprite();//全体
        public var b2Sheet:Sprite = new Sprite();//box2Dのデバッグを描く
        public var backgroundSheet:Sprite = new Sprite();//背景用画像を描く
        public var textSheet:Sprite = new Sprite();//説明文を書く
        public var clock:Clock;//Clockクラスのオブジェクト
        public var fStart:Boolean = false;//実行時はtrue
        public var appTorqueInfo:Sprite;//トルクを加えている時の矢印など
        public var evaluTF:TextField;//計測結果表示用テキストフィールド
        
        public function clockfl() {
            
            if (stage) {
                init();
            } else {
                addEventListener(Event.ADDED_TO_STAGE, init);
            }
        }
        
        private function init():void {
            
            stage.addChild(sheets);
            sheets.x = 465 / 2;
            sheets.y = 465 / 2;
            
            sheets.addChild(backgroundSheet);
            sheets.addChild(b2Sheet);
            sheets.addChild(textSheet);
            
            drawBackground();//背景を描く
            
            drawTexts();//説明文などを描く
            
            setButtons();//ボタンをセットする
            
            main();//メインの実行部分
            
        }
        
        private function drawBackground():void {//背景を描く
            
            //var b2bg:Sprite = new Sprite();
            var b2bg:Shape = new Shape();
            b2bg.graphics.lineStyle(0, 0x555555);
            b2bg.graphics.beginFill(0x666666);
            b2bg.graphics.drawRoundRect(-465/2,-465/2,465,465,10);
            b2bg.graphics.endFill();
            
            b2bg.graphics.lineStyle(0, 0xAAAAAA);
            b2bg.graphics.moveTo( -465 / 2, 0);
            b2bg.graphics.lineTo( 465 / 2, 0);
            b2bg.graphics.moveTo(0, -465 / 2);
            b2bg.graphics.lineTo( 0, 465 / 2);
            b2bg.graphics.drawCircle(0, 0, 440 / 2);
            backgroundSheet.addChild(b2bg);
            
            
            drawCrossLine( -8.371 * 10 , 10.2764 * 10 , 5);//アンクルの回転中心を描く
            drawCrossLine( -11.971 * 10 , 7.35 * 10 , 5);//テンプの回転中心を描く
            
            function drawCrossLine(x:Number , y:Number , length:Number):void {
                var lines:Shape = new Shape();
                var length:Number = 5;
                lines.graphics.lineStyle(0, 0xffffff, 0.3);
                lines.graphics.moveTo(x - length, y);
                lines.graphics.lineTo(x + length, y);
                lines.graphics.moveTo(x, y - length);
                lines.graphics.lineTo(x, y + length);
                backgroundSheet.addChild(lines);
            }
            
            
            
        }
        
        private function setButtons():void {//ボタンをセットする
            
            var button1:Sprite = new Sprite();//スタート|ストップボタン
            button1.graphics.lineStyle(0, 0xffffff);
            button1.graphics.beginFill(0xeeeeee);
            button1.graphics.drawRoundRect(0,0, 100,20 , 7);
            button1.graphics.endFill();
            button1.x = -225;
            button1.y = -225;
            button1.buttonMode = true;
            button1.useHandCursor = true;
            button1.addEventListener(MouseEvent.CLICK , bt1ClickHandler);
            backgroundSheet.addChild(button1);
            
            
            var bt1Text:TextField = new TextField();
            bt1Text.width = 100;
            bt1Text.height = 20;
            bt1Text.mouseEnabled = false;
            button1.addChild(bt1Text);
            
            var bt1TF:TextFormat = new TextFormat();
            bt1TF.font ="verdana";
            bt1TF.size = 12;
            bt1TF.align = "center";
            bt1Text.defaultTextFormat = bt1TF;
            bt1Text.text = "click to start";
            
            function bt1ClickHandler(e:MouseEvent):void {//ボタンがクリックされた時の処理
                
                fStart = !fStart;//状態を切り替える
                
                if (fStart) {
                    bt1Text.text = "click to stop";
                }else {
                    bt1Text.text = "click to start";
                }
            }
        }
        
        private function drawTexts():void {//説明文などを描く
            
            //各部品の名称を書く
            var tfmt:TextFormat = new TextFormat();
            tfmt.font ="verdana";
            tfmt.size = 12;
            tfmt.color = 0xffffff;
            
            setText(145,-135,"リューズ");
            setText(135, -90, "丸穴車");
            setText(-60, -180, "角穴車");
            setText( -180, -115, "香箱車");
            setText(65, 5, "二番車(分針)");
            setText(60, 60, "三番車");
            setText(55, 120, "四番車(秒針)");
            setText( -90, 155, "ガンギ車");
            setText( -140, 120, "アンクル");
            setText( -180, 60, "テンプ");
            
            function setText(x:Number , y:Number , text:String):void {
                var tf:TextField = new TextField();
                tf.x = x;
                tf.y = y;
                tf.text = text;
                tf.mouseEnabled = false;
                tf.setTextFormat(tfmt);
                textSheet.addChild(tf);
            }
            
            
            
            //now applying torque!の画像作成
            appTorqueInfo = new Sprite();
            appTorqueInfo.visible = false;//デフォルトは表示しない
            textSheet.addChild(appTorqueInfo);
            
            var color:Number = 0xffe4e1;
            var arrow:Shape = new Shape();
            var r:Number = 25;
            arrow.graphics.lineStyle(3, color, 0.99);
            arrow.graphics.moveTo(r/2 , -r*1.732/2);
            arrow.graphics.curveTo(0, -r * 2 / 1.732 , -r / 2, -r * 1.732 / 2);
            arrow.graphics.lineTo(-r/2+7 , -r*1.732/2-7);
            appTorqueInfo.addChild(arrow);
            appTorqueInfo.x = 12.97 * 10;
            appTorqueInfo.y = -12.64 * 10;
            
            var textInfo:TextField = new TextField();
            textInfo.text = "now\napplying\ntorque!"
            textInfo.x = -75;
            textInfo.y = -75;
            textInfo.width = 150;
            textInfo.height = 66;
            textInfo.mouseEnabled = false;
            appTorqueInfo.addChild(textInfo);
            
            var textInfoFmt:TextFormat = new TextFormat();
            textInfoFmt.font ="verdana";
            textInfoFmt.size = 12;
            textInfoFmt.color = color;
            textInfoFmt.align = "center";
            textInfoFmt.bold = true;
            textInfo.setTextFormat(textInfoFmt);
            
            
            
            //計測用テキストフィールドの設定
            evaluTF = new TextField();
            evaluTF.x = -230;
            evaluTF.y = 210;
            evaluTF.width = 400;
            evaluTF.defaultTextFormat = tfmt;
            textSheet.addChild(evaluTF);
            
        }
        
        private function main():void {//メインの実行部分
            
            //Clockクラスのオブジェクト作成
            clock = new Clock(b2Sheet);
            
            //初期画面用に実行する(これがないと寂しいので)
            clock.makeStep();
            
            var count:uint = 0;
            var sttAngle:Number;//秒針の角度(計測用)
            var endAngle:Number;//秒針の角度(計測用)
            
            // 毎フレームの処理のリスナー設定
            addEventListener(Event.ENTER_FRAME , EFHandler);
            
            function EFHandler(e:Event):void {// 毎フレームの処理
                
                if (fStart){//実行時のみ処理する
                    clock.makeStep();
                    
                    count++;
                    if (count < 250) {//最初の250ステップだけ、リューズを巻き上げる
                        clock.wind();
                        appTorqueInfo.visible = true;
                    }else{
                        appTorqueInfo.visible = false;
                    }
                    
                    //精度を測定してみる
                    if (count < 1000) {
                        evaluTF.text = "もうすぐ精度を測定します";
                    }else if (count == 1000) {
                        sttAngle = clock._angle;//測定開始時の秒針の角度[ラジアン]
                    }else if (count < 2500) {
                        evaluTF.text = "測定中 (" + ((count - 1000) / 1500 * 100).toFixed(1) + "%)";
                    }else if (count == 2500) {
                        endAngle = clock._angle;//測定終了時の秒針の角度[ラジアン]
                        var dAngle:Number = endAngle-sttAngle;//実測した秒針の角度の変化[ラジアン]
                        var dAngleDeg:Number = dAngle / Math.PI * 180;
                        var theoAngle:Number = Math.PI;//理論値では1500ステップ=30秒=半回転する→π[ラジアン]
                        var result:Number = (dAngle-theoAngle) / theoAngle * 100;//理論値との比
                        evaluTF.text = "計測終了 30秒での秒針の回転角度は"+dAngleDeg.toFixed(2)+"°(理論値と比べ "+result.toFixed(2)+"%)";
                    }
                }
            }
        }
        
    }
}




//Clockクラス
import flash.display.*;
import flash.events.*;
import flash.geom.*;
import flash.text.*;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
import Box2D.Dynamics.Joints.*;
internal class Clock {
    
    private const SCALE:Number = 10;//px/m  よって1mが10px
    
    private var world:b2World;
    private var ground:b2Body;
    
    private var crown:Crown;
    private var maruana:Maruana;
    private var kakuana:Kakuana;
    private var koubako:Koubako;
    private var gear2:Gear2;
    private var gear3:Gear3;
    private var gear4:Gear4;
    private var gangi:Gangi;
    private var anchor:Anchor;
    private var tempu:Tempu;
    
    ////////////////////////////////////////////////////////////////////
    public function Clock(drawSheet:Sprite) {// コンストラクタ
        
        setBase();//基本設定
        
        setParts();//各部品設定
        
        function setBase():void {//基本設定
            
            // シミュレーションする座標の範囲を指定する
            var worldAABB:b2AABB = new b2AABB();
            worldAABB.lowerBound.Set(-100.0, -100.0);
            worldAABB.upperBound.Set(100.0, 100.0);
            
            // 重力を定義する
            var gravity:b2Vec2 = new b2Vec2(0.0, 0.0);
            
            // 世界のインスタンスを作成する
            world = new b2World(worldAABB, gravity, true);
            
            // DebugDraw を有効にする
            var debugDraw:b2DebugDraw = new b2DebugDraw();
            debugDraw.m_sprite = drawSheet;// b2bg;
            debugDraw.m_drawScale = SCALE;
            debugDraw.m_fillAlpha =  0.1;
            debugDraw.m_lineThickness = 1;
            debugDraw.m_drawFlags = b2DebugDraw.e_shapeBit;
            world.SetDebugDraw(debugDraw);
            
            //goundの設定
            ground= world.GetGroundBody();
        }
        
        function setParts():void {//各部品設定
            
            //各部品のオブジェクト作成
            crown= new Crown(world , ground);//リューズ
            maruana = new Maruana(world , ground);//丸穴車
            kakuana = new Kakuana(world , ground);//角穴車
            koubako = new Koubako(world , ground);//香箱車
            gear2 = new Gear2(world , ground);//二番車…分針
            gear3 = new Gear3(world , ground);//三番車
            gear4 = new Gear4(world , ground);//四番車…秒針
            gangi = new Gangi(world , ground);//ガンギ車
            anchor = new Anchor(world , ground);//アンクル
            tempu = new Tempu(world , ground);//テンプ
            
            
            //ギアジョイント設定
            setGearJoint(crown.body , maruana.body , crown.revoluteJoint , maruana.revoluteJoint , 1);//リューズと丸穴車
            setGearJoint(maruana.body , kakuana.body , maruana.revoluteJoint , kakuana.revoluteJoint , 1);//丸穴車と角穴車
            setGearJoint(koubako.body , gear2.body1 , koubako.revoluteJoint , gear2.revoluteJoint1 , 1 / 6);//香箱車と二番車(の内側)
            setGearJoint(gear2.body2 , gear3.body1 , gear2.revoluteJoint2 , gear3.revoluteJoint1 , 1 / 8);//二番車(の外側)と三番車(の内側)
            setGearJoint(gear3.body2 , gear4.body1 , gear3.revoluteJoint2 , gear4.revoluteJoint1 , 1 / 7.5);//三番車(の外側)と四番車(の内側)
            setGearJoint(gear4.body2 , gangi.body1 , gear4.revoluteJoint2 , gangi.revoluteJoint1 , 1 / 10);//四番車(の外側)とガンギ車(の内側)
            
            
            //ディスタンスジョイントを設定する(干渉回避用)
            setDistanceJoint(gangi.body2 , gear4.body2);//ガンギ車(の外側)と四番車(の外側)が干渉しないようにディスタンスジョイントでつなぐ
            setDistanceJoint(gangi.body2 , gear3.body2);//ガンギ車(の外側)と三番車(の外側)が干渉しないようにディスタンスジョイントでつなぐ
            
            
            function setGearJoint(b1:b2Body , b2:b2Body , j1:b2RevoluteJoint , j2:b2RevoluteJoint , r:Number):void {//ギアジョイントを設定する
                var gJointDef1:b2GearJointDef = new b2GearJointDef();
                gJointDef1.body1 = b1;
                gJointDef1.body2 = b2;
                gJointDef1.joint1 = j1;
                gJointDef1.joint2 = j2;
                gJointDef1.ratio = r;
                world.CreateJoint(gJointDef1);
            }
            
            function setDistanceJoint(b1:b2Body , b2:b2Body):void {//ディスタンスジョイントを設定する(干渉回避用)
                var jointDef:b2DistanceJointDef = new b2DistanceJointDef();
                jointDef.Initialize(b1, b2, b1.GetWorldCenter() , b2.GetWorldCenter());
                world.CreateJoint(jointDef);
            }
        }
        
    }////////////////////////////////////////////////////////////////////// コンストラクタここまで
    
    
    ////////////////////////////////////////////////////////////////////
    public function makeStep():void {//Box2Dで時間を進める
        
        //Box2Dで時間を進める
        world.Step(1 / 50, 10);
        
        
        //角穴車-香箱車の角度差でトルクを決める
        var theKakuanaAngle:Number = kakuana.body.GetAngle();
        var theKoubakoAngle:Number = koubako.body.GetAngle();
        var torque:Number = (theKakuanaAngle - theKoubakoAngle) * 3000;
        //kakuana.body.ApplyTorque(-torque); 
        //↑本来ならこういうトルクがかかるはずですが、逆回転防止のコハゼという機構の代わりに、この行を消すことで角穴車が逆回転しないようにしています
        koubako.body.ApplyTorque(torque);
        
        
        //テンプを回転させる
        var tempuAngle:Number = tempu.body.GetAngle();//テンプの回転角
        torque = tempuAngle* tempu._kr;//回転角とばね定数でトルクを決める
        tempu.body.ApplyTorque(-torque);//トルクを与える
        
    }////////////////////////////////////////////////////////////////////
    
    ////////////////////////////////////////////////////////////////////
    public function wind():void {//リューズを巻く
        crown.body.ApplyTorque(-3000);
    }////////////////////////////////////////////////////////////////////
    
    ////////////////////////////////////////////////////////////////////
    public function get _angle():Number {//秒針の角度を返す(計測用)
        return gear4.body2.GetAngle();
    }////////////////////////////////////////////////////////////////////
    
}





//各部品の座標・形状等の物性を扱うための内部クラス・共通関数    
import Box2D.Dynamics.*;
import Box2D.Dynamics.Joints.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
import flash.geom.Point;

internal class Crown {//竜頭(リューズ)部分
    public var xx:Number = 12.97;//x座標[m]
    public var yy:Number = -12.64;//y座標[m]
    public var radius:Number = 2.92/2;//半径[m]
    public var density:Number = 1;//密度[kg/m^2]
    public var body:b2Body;
    public var revoluteJoint:b2RevoluteJoint;
    public function Crown(world:b2World , ground:b2Body) {
        body = makeGearBody(world , xx , yy , radius , density);
        revoluteJoint = makeRevoluteJoint(world , ground , body);
    }
}

internal class Maruana {//丸穴車
    public var xx:Number = 8.58;//x座標[m]
    public var yy:Number = -8.25;//y座標[m]
    public var radius:Number = 9.39/2;//半径[m]
    public var density:Number = 1;//密度[kg/m^2]
    public var body:b2Body;
    public var revoluteJoint:b2RevoluteJoint;
    public function Maruana(world:b2World , ground:b2Body) {
        body = makeGearBody(world , xx , yy , radius , density);
        revoluteJoint = makeRevoluteJoint(world , ground , body);
    }
}

internal class Kakuana {//角穴車
    public var xx:Number = -3.99;//x座標[m]
    public var yy:Number = -10.22;//y座標[m]
    public var radius:Number = 15.86/2;//半径[m]
    public var density:Number = 1;//密度[kg/m^2]
    public var body:b2Body;
    public var revoluteJoint:b2RevoluteJoint;
    public function Kakuana(world:b2World , ground:b2Body) {
        body = makeGearBody(world , xx , yy , radius , density);
        revoluteJoint = makeRevoluteJoint(world , ground , body);
    }
}

internal class Koubako {//香箱車
    public var xx:Number = -3.99;//x座標[m]
    public var yy:Number = -10.22;//y座標[m]
    public var radius:Number = 19.22/2;//半径[m]
    public var density:Number = 0.005;//密度[kg/m^2]
    public var body:b2Body;
    public var revoluteJoint:b2RevoluteJoint;
    public function Koubako(world:b2World , ground:b2Body) {
        body = makeGearBody(world , xx , yy , radius , density , 0);
        revoluteJoint = makeRevoluteJoint(world , ground , body);
    }
}

internal class Gear2 {//二番車
    public var xx:Number = 0;//x座標[m]
    public var yy:Number = 0;//y座標[m]
    public var radius1:Number = 2.65/2;//半径[m] radius1 < radius2 のこと!
    public var radius2:Number = 12.24/2;//半径[m]
    public var density:Number = 0.001550;//密度[kg/m^2]
    public var body1:b2Body;
    public var body2:b2Body;
    public var revoluteJoint1:b2RevoluteJoint;
    public var revoluteJoint2:b2RevoluteJoint;
    public function Gear2(world:b2World , ground:b2Body) {
        
        body1 = makeGearBody(world , xx , yy , radius1 , density , 0);
        revoluteJoint1 = makeRevoluteJoint(world , ground , body1);
        body2 = makeGearBody(world , xx , yy , radius2 , density , 0);
        revoluteJoint2 = makeRevoluteJoint(world , ground , body2);
        
        //body1,2をdistanceJointでつなぐ
        setDistanceJoint(world , body1, body2 , xx , yy , radius1);
    }
}

internal class Gear3 {//三番車
    public var xx:Number = 0;//x座標[m]
    public var yy:Number = 7.03;//y座標[m]
    public var radius1:Number = 1.85/2;//半径[m] radius1 < radius2 のこと!
    public var radius2:Number = 10.75/2;//半径[m]
    public var density:Number = 0.005;//密度[kg/m^2]
    public var body1:b2Body;
    public var body2:b2Body;
    public var revoluteJoint1:b2RevoluteJoint;
    public var revoluteJoint2:b2RevoluteJoint;
    public function Gear3(world:b2World , ground:b2Body) {
        
        body1 = makeGearBody(world , xx , yy , radius1 , density , 0);
        revoluteJoint1 = makeRevoluteJoint(world , ground , body1);
        body2 = makeGearBody(world , xx , yy , radius2 , density , 0);
        revoluteJoint2 = makeRevoluteJoint(world , ground , body2);
        
        //body1,2をdistanceJointでつなぐ
        setDistanceJoint(world , body1, body2 , xx , yy , radius1);
    }
}

internal class Gear4 {//四番車
    public var xx:Number = 0;//x座標[m]
    public var yy:Number = 13.03;//y座標[m]
    public var radius1:Number = 1.28/2;//半径[m] radius1 < radius2 のこと!
    public var radius2:Number = 9.85/2;//半径[m]
    public var density:Number = 0.005;//密度[kg/m^2]
    public var body1:b2Body;
    public var body2:b2Body;
    public var revoluteJoint1:b2RevoluteJoint;
    public var revoluteJoint2:b2RevoluteJoint;
    public function Gear4(world:b2World , ground:b2Body) {
        
        body1 = makeGearBody(world , xx , yy , radius1 , density , 0);
        revoluteJoint1 = makeRevoluteJoint(world , ground , body1);
        body2 = makeGearBody(world , xx , yy , radius2 , density , 0);
        revoluteJoint2 = makeRevoluteJoint(world , ground , body2);
        
        //body1,2をdistanceJointでつなぐ
        setDistanceJoint(world , body1, body2 , xx , yy , radius1);
    }
}

internal class Gangi {//ガンギ車
    public var xx:Number = -5.69;//x座標[m]
    public var yy:Number = 12.47;//y座標[m]
    public var radius1:Number = 1.51/2;//半径[m] radius1 < radius2 のこと!
    public var radius2:Number = 3.0360;//半径[m]
    public var density:Number = 0.004800;//密度[kg/m^2]
    public var body1:b2Body;
    public var body2:b2Body;
    public var revoluteJoint1:b2RevoluteJoint;
    public var revoluteJoint2:b2RevoluteJoint;
    public function Gangi(world:b2World , ground:b2Body) {
        
        body1 = makeGearBody(world , xx , yy , radius1 , density , 0);
        revoluteJoint1 = makeRevoluteJoint(world , ground , body1);
        
        body2 = makeGangi(world , xx , yy , radius2 , density);
        revoluteJoint2 = makeRevoluteJoint(world , ground , body2);
        
        //body1,2をdistanceJointでつなぐ
        setDistanceJoint(world , body1, body2 , xx , yy , radius1);
    }
}

internal class Anchor {//アンクル
    public var xx:Number =  -8.371;//支点x座標[m]
    public var yy:Number = 10.2764;//支点y座標[m]
    public var density:Number = 0.000240;//密度[kg/m^2]
    public var body:b2Body;
    public var w:Number = 0.404 , h:Number = 0.82;//つめの形状
    public function Anchor(world:b2World , ground:b2Body , l1:Number = 1.79 , l2:Number = 1.79 , thetaL1deg:Number = 32.5,thetaL2deg:Number=149.0 ,thetaTdeg:Number=2) {
        
        //物体の定義
        var bodyDef:b2BodyDef = new b2BodyDef();
        bodyDef.position.Set(xx , yy);//座標[m]
        bodyDef.angularDamping = 0;
        bodyDef.angle = -0.888;
        
        var  thetaT:Number = Math.PI / 180 * thetaTdeg;//ラジアンに変換
        var  thetaL1:Number = Math.PI / 180 * thetaL1deg;//ラジアンに変換
        var  thetaL2:Number = Math.PI / 180 * thetaL2deg;//ラジアンに変換
        
        //物体を作る
        body = world.CreateBody(bodyDef);
        
        // 形の定義を作る(1)右側
        var shapeDef:b2PolygonDef = new b2PolygonDef();
        shapeDef.vertexCount = 4;
        //右下座標
        var RCPt1:Point = new Point(0, 0);//回転中心1
        var RCPt2:Point = new Point(l1, 0);//右下の回転前
        var aPt:Point;
        
        RCPt2 = RotatePoint(RCPt2 , RCPt1, thetaL1);//RCPt1(原点)を中心に回転させる
        shapeDef.vertices[0].Set(RCPt2.x , RCPt2.y);//右下
        
        aPt = RotatePoint(new Point(l1-w , 0) , RCPt1,thetaL1);//左下
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[1].Set(aPt.x , aPt.y);//左下
        
        aPt = RotatePoint(new Point(l1-w , -h) , RCPt1,thetaL1);//左上
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[2].Set(aPt.x , aPt.y);//左上
        
        aPt = RotatePoint(new Point(l1 , -h) , RCPt1,thetaL1);//右上
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[3].Set(aPt.x , aPt.y);//右上
        
        shapeDef.density = density;     // 密度 [kg/m^2]
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        // 形を物体に追加する
        body.CreateShape(shapeDef);
        
        
        // 形の定義を作る(2)左側
        shapeDef.vertexCount = 4;
        
        RCPt2 = new Point(l2, 0);//左上の回転前
        
        RCPt2 = RotatePoint(RCPt2 , RCPt1, thetaL2);//RCPt1(原点)を中心に回転させる
        shapeDef.vertices[0].Set(RCPt2.x , RCPt2.y);//左上
        
        aPt = RotatePoint(new Point(l2+w, 0) , RCPt1,thetaL2);//右上
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[1].Set(aPt.x , aPt.y);//右上
        
        aPt = RotatePoint(new Point(l2+w , h) , RCPt1,thetaL2);//右下
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[2].Set(aPt.x , aPt.y);//右下
        
        aPt = RotatePoint(new Point(l2 , h) , RCPt1,thetaL2);//左下
        aPt = RotatePoint(aPt, RCPt2, thetaT);
        shapeDef.vertices[3].Set(aPt.x , aPt.y);//左下
        
        shapeDef.density = density;     // 密度 [kg/m^2]
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        // 形を物体に追加する
        body.CreateShape(shapeDef);
        
        
        
        // 形の定義を作る(3)上の左側
        var tDeg:Number = 39.8;
        var tRad:Number = Math.PI / 180 * tDeg;
        w = 0.3;
        h = 0.52;
        
        var wAbs:Number = 0.30;// 0.60;//中心線からの距離
        var hAbs:Number = 3.85;
        RCPt1 = new Point(-wAbs, -hAbs);//回転中心
        shapeDef.vertexCount = 4;
        shapeDef.vertices[0].Set( -wAbs , -hAbs);//右下
        
        aPt = RotatePoint(new Point(-wAbs-w , -hAbs) , RCPt1, -tRad);//左下
        shapeDef.vertices[1].Set(aPt.x , aPt.y);//左下
        
        aPt = RotatePoint(new Point(-wAbs-w , -hAbs - h) , RCPt1, -tRad);//左上
        shapeDef.vertices[2].Set(aPt.x , aPt.y);//左上
        
        aPt = RotatePoint(new Point(-wAbs , -hAbs-h) , RCPt1, -tRad);//右上
        shapeDef.vertices[3].Set(aPt.x , aPt.y);//右上
        
        shapeDef.density = density;// 密度 [kg/m^2]
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        // 形を物体に追加する
        body.CreateShape(shapeDef);
        
        
        // 形の定義を作る(4)上の右側
        shapeDef.vertexCount = 4;
        RCPt1 = new Point(wAbs, -hAbs);//回転中心
        
        shapeDef.vertices[0].Set(wAbs , -hAbs);//左下
        
        aPt = RotatePoint(new Point(wAbs , -hAbs-h) , RCPt1, tRad);//左上
        shapeDef.vertices[1].Set(aPt.x , aPt.y);//左上
        
        aPt = RotatePoint(new Point(wAbs+w , -hAbs - h) , RCPt1, tRad);//右上
        shapeDef.vertices[2].Set(aPt.x , aPt.y);//右上
        
        aPt = RotatePoint(new Point(wAbs+w , -hAbs) , RCPt1, tRad);//右下
        shapeDef.vertices[3].Set(aPt.x , aPt.y);//右下
        
        shapeDef.density = density;     // 密度 [kg/m^2]
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        // 形を物体に追加する
        body.CreateShape(shapeDef);
        
        
        // 重さ・重心を計算する
        body.SetMassFromShapes();
        
        
        //RevoluteJointの設定
        var jointDef:b2RevoluteJointDef = new b2RevoluteJointDef();
        jointDef.Initialize(ground, body, new b2Vec2(xx, yy));
        jointDef.lowerAngle =  - Math.PI / 180 * 5;
        jointDef.upperAngle =  + Math.PI / 180 * 5;
        jointDef.enableLimit =  true;//振幅の制限設定の可否
        
        //実際にジョイントを作る
        world.CreateJoint(jointDef);
        
        
        
        function RotatePoint(pt:Point , cpt:Point , rad:Number):Point {//点ptをcptを中心に回転させる
            var xl1:Number = pt.x - cpt.x;
            var yl1:Number = pt.y - cpt.y;
            
            var x2:Number = cpt.x + Math.cos(rad) * xl1 - Math.sin(rad) * yl1;
            var y2:Number = cpt.y + Math.sin(rad) * xl1 + Math.cos(rad) * yl1;
            return new Point(x2, y2);
        }
    }
}

internal class Tempu {//テンプ
    public var xx:Number = -11.971;//x座標[m]
    public var yy:Number = 7.35;//y座標[m]
    public var radius:Number = 0.16;//半径[m]
    public var density:Number = 0.0002;//密度[kg/m^2]
    public var _kr:Number;//ねじりばね定数[N・m/rad]
    public var body:b2Body;
    public function Tempu(world:b2World , ground:b2Body) {
        
        var _m:Number , _r:Number;//慣性モーメント計算用
        
        //物体の定義
        var bodyDef:b2BodyDef = new b2BodyDef();
        bodyDef.position.Set(xx , yy);//座標[m]
        bodyDef.angularDamping = 0;
        bodyDef.isBullet = true;
        
        //物体を作る
        body = world.CreateBody(bodyDef);
        
        var shapeDef:b2CircleDef = new b2CircleDef();
        shapeDef.radius = radius;
        shapeDef.density = density;
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        
        var tl:Number = 0.15;//テンプ中心とアンクル支点を内分する割合(0だとテンプ中心)
        shapeDef.localPosition.Set((11.971-8.371)*tl,(10.2764-7.35)*tl);//ここに質量がある
        
        //チェック用
        _m = Math.PI * radius * radius * density;//慣性モーメント計算用m
        _r = Math.sqrt(Math.pow((11.971 - 8.371) * tl, 2) + Math.pow((10.2764 - 7.35) * tl, 2));
        _kr = _m * _r * _r * Math.pow(2.5 * 2 * Math.PI , 2)*2;//*2はカウンター込み
        
        // 形を物体に追加する
        body.CreateShape(shapeDef);
        
        //カウンター
        shapeDef.localPosition.Set((11.971-8.371)*(-tl),(10.2764-7.35)*(-tl));//ここに質量がある
        body.CreateShape(shapeDef);// 形を物体に追加する
        
        
        //外側に二つ錘をつける
        var l:Number = 2.2;//半径
        var lrad:Number = (39.2894+90) * Math.PI / 180;
        radius = 0.30;
        shapeDef.radius =radius;
        shapeDef.density = density;
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        shapeDef.localPosition.Set(l*Math.cos(lrad),l*Math.sin(lrad));//ここに質量がある
        body.CreateShape(shapeDef);// 形を物体に追加する
        shapeDef.localPosition.Set(-l*Math.cos(lrad),-l*Math.sin(lrad));//ここに質量がある
        body.CreateShape(shapeDef);// 形を物体に追加する
        
        _m = Math.PI * radius * radius * density;//慣性モーメント計算用m
        _kr += _m * l * l * Math.pow(2.5 * 2 * Math.PI , 2)*2;
        
        // 重さ・重心を計算する
        body.SetMassFromShapes();
        
        
        //RevoluteJointの設定
        var jointDef:b2RevoluteJointDef = new b2RevoluteJointDef();
        jointDef.Initialize(ground, body, new b2Vec2(xx,yy));
        world.CreateJoint(jointDef);
        
    }
}


function makeGearBody(world:b2World , xx:Number , yy:Number , radius:Number , density:Number , angularDamping:Number=3):b2Body {//単純なギア作成
    //物体の定義
    var bodyDef:b2BodyDef = new b2BodyDef();
    bodyDef.position.Set(xx , yy);//座標[m]
    bodyDef.angularDamping = angularDamping;
    
    //物体を作る
    var body:b2Body = world.CreateBody(bodyDef);
    
    // 形の定義を作る
    var shapeDef:b2CircleDef = new b2CircleDef();
    shapeDef.radius = radius;
    shapeDef.density = density;     // 密度 [kg/m^2]
    shapeDef.friction = 0;
    
    // 形を物体に追加する
    body.CreateShape(shapeDef);
    
    // 重さ・重心を計算する
    body.SetMassFromShapes();
    
    return body;
}

function makeRevoluteJoint(world:b2World , ground:b2Body , body:b2Body):b2RevoluteJoint {//body(歯車)を固定するRevoluteJointの作成
    
    //RevoluteJointの設定
    var jointDef:b2RevoluteJointDef = new b2RevoluteJointDef();
    jointDef.Initialize(ground, body, body.GetWorldCenter());
    
    //実際にジョイントを作る
    var joint:b2RevoluteJoint = b2RevoluteJoint(world.CreateJoint(jointDef));
    
    return joint;
}

function makeGangi(world:b2World , xx:Number , yy:Number , radius:Number , density:Number):b2Body {//ガンギ車外側作成
    //半径radius上の円に15個の小さい円を作成する
    const R:Number = 0.1;
    const N:uint = 15;
    var ii:uint;
    var shapeDef:b2CircleDef;
    var rad:Number;
    var offsetR:Number = Math.PI / 180 * 10;
    
    //物体の定義
    var bodyDef:b2BodyDef = new b2BodyDef();
    bodyDef.position.Set(xx , yy);//座標[m]
    bodyDef.angularDamping = 0;
    bodyDef.isBullet = true;
    
    //物体を作る
    var body:b2Body = world.CreateBody(bodyDef);
    
    for (ii = 0; ii < N; ii++) {
        makeDot(ii);
    }
    
    // 重さ・重心を計算する
    body.SetMassFromShapes();
    
    return body;
    
    function makeDot(nn:uint):void {
        // 形の定義を作る
        rad = (360 / N * nn) / 180 * Math.PI;
        shapeDef = new b2CircleDef();
        shapeDef.radius = R;
        shapeDef.density = density;     // 密度 [kg/m^2]
        shapeDef.localPosition.Set(offsetR+radius*Math.cos(rad), radius*Math.sin(rad));
        shapeDef.friction = 0;
        shapeDef.restitution = 0;
        
        body.CreateShape(shapeDef);// 形を物体に追加する
    }
}

function setDistanceJoint(world:b2World , body1:b2Body, body2:b2Body , cx:Number , cy:Number , r:Number):void {//二番車など内外に歯を持つギアの固定のためのJoint設定
    
    var jointDef:b2DistanceJointDef = new b2DistanceJointDef();
    jointDef.Initialize(body1, body2, new b2Vec2(cx+r, cy) , new b2Vec2(cx, cy+r));
    world.CreateJoint(jointDef);
    
}