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ff[2]: ccd pool

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by makc3d 14 Dec 2012
  • Related works: 6
  • Talk

    makc3d at 14 Dec 2012 03:25
    now we need to do something about Ball class. it's too slow :(
    lizhi at 14 Dec 2012 05:36
    yes,it is slow,and error.it need add 2d rotation(rotationZ) the num
    hemingway at 14 Dec 2012 06:40
    very nice! changing wmode to direct removed the hiccups for me
    makc3d at 15 Dec 2012 08:10
    actually I have 15 fps in your fork too, debug player. in release player this code runs at 50 fps, but number texts are slightly off. I think it could be good idea to ditch the Ball class alltogether and use bitmap fill.
    makc3d at 15 Dec 2012 08:23
    ok, I'm on it...
    Embed
/**
 * Copyright makc3d ( http://wonderfl.net/user/makc3d )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/up4B
 */

// forked from lizhi's forked from: ccd pool
// forked from makc3d's ccd pool// forked from makc3d's Continuous Collision w. Restitution
// forked from generalrelativity's Continuous Elastic Collision
package 
{
    
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import flash.events.Event;
    import flash.events.MouseEvent;
	import flash.utils.Dictionary;
	import net.hires.debug.Stats;

    [SWF(backgroundColor="#DDDDDD", frameRate=60, width=465, height=465)]
    public class CCDPool extends Sprite
    {
        
        private var simulator:Simulator;
        private var p2b:Dictionary = new Dictionary;
        public function CCDPool()
        {
            
            stage.align = StageAlign.TOP_LEFT;
            stage.scaleMode = StageScaleMode.NO_SCALE;
            
            initSimulation();
			
		addChild(new Stats);
            
        }
        
        private function initSimulation() : void
        {
            
            simulator = new Simulator();
            
            simulator.addWall( new Wall(  40,  10, 425,  10 ) );
            simulator.addWall( new Wall( 455,  40, 455, 425 ) );
            simulator.addWall( new Wall( 425, 455,  40, 455 ) );
            simulator.addWall( new Wall(  10, 425,  10,  40 ) );
            
            simulator.addParticle( createParticle(232, 230, 0, 0, 1, 10 ) );
            
            for (var i:int = 0; i < 10; i++) {
                for (var j:int = 0; j < i; j++) {
                    var px:Number = 282 + 18 * i, py:Number = 240 + 21 * j - 10 * i;
                    simulator.addParticle (createParticle (px, py, 0, 0, 1, 10));
                    simulator.addParticle (createParticle (465 - px, py, 0, 0, 1, 10));
                }
            }
                        
            simulator.addEventListener( Simulator.STEP, onSimulationStep );
            simulator.run( this, Event.ENTER_FRAME );
            
            stage.addEventListener (MouseEvent.CLICK, onClick);
        }
		
		private function createParticle(xx:Number, xy:Number, vx:Number, vy:Number, mass:Number = 1.0, radius:Number = 5 ):Particle {
			var p:Particle = new Particle(xx, xy, vx, vy, mass, radius);
			var ball:Ball = new Ball(radius, "" + int(10 * Math.random()));
			ball.x = p.x.x;
			ball.y = p.x.y;
			addChild(ball);
			p2b[p] = ball;
			return p;
		}
        
        private function onClick(e:MouseEvent):void 
        {
            var p:Particle = simulator.particles[0];
            p.v = p.x.minus (new Vec2D (mouseX, mouseY)).times (100);
        }
        
        private function onSimulationStep( event:Event ) : void
        {
            render();

            for (var i:int = 0, n:int = simulator.particles.length; i < n; i++) {
                var p:Particle = simulator.particles[i];
                if ((p.x.x < - p.r) || (p.x.y < -p.r) || (p.x.x > 465 + p.r) || (p.x.y > 465 + p.r)) {
                    removeChild(p2b[p]); delete p2b[p];
                    simulator.particles.splice (i, 1); i--; n--;
                } else {
                    // linear friction
                    const f:Number = 0.1;
                    p.v.normalize (Math.max (0, p.v.magnitude - f));
                }
            }
            
            p = simulator.particles[0];
            graphics.lineStyle (2, 255 * 65536, 0.1);
            graphics.moveTo (mouseX, mouseY);
            graphics.lineTo (p.x.x, p.x.y);
        }
        
        private function render() : void
        {
            
            graphics.clear();
            
            graphics.lineStyle( 1 );
            
            for each( var wall:Wall in simulator.walls )
            {
                graphics.moveTo( wall.A.x, wall.A.y );
                graphics.lineTo( wall.B.x, wall.B.y );
            }
            
            
            for each( var particle:Particle in simulator.particles )
            {
                //graphics.drawCircle( particle.x.x, particle.x.y, particle.r );
				var b:Ball = p2b[particle];
				b.step(particle.x.x,particle.x.y);
            }
            
            graphics.lineStyle (0, 0, 0.1);
            
            for each( particle in simulator.particles )
            {
                graphics.moveTo (particle.x.x, particle.x.y);
                graphics.lineTo (particle.x.x + particle.v.x, particle.x.y + particle.v.y);
            }
            
        }
        
    }
}




import __AS3__.vec.Vector;
import flash.display.GradientType;
import flash.display.Shape;
import flash.display.SpreadMethod;
import flash.display.Sprite;
import flash.events.EventDispatcher;
import flash.events.Event;
import flash.geom.Matrix;
import flash.text.TextField;
import flash.utils.getTimer;

//http://bbs.9ria.com/forum.php?mod=redirect&goto=findpost&ptid=161522&pid=1577947&fromuid=15322
class Ball extends Sprite{
	private var num:Sprite;
	private var ballRadius:int;
	private var offset:Number = 0;
	public function Ball(ballRadius:int,txt:String) {
		this.ballRadius = ballRadius;
		var matr:Matrix = new Matrix();
		matr.createGradientBox(ballRadius * 3, ballRadius * 3, 0, -ballRadius * 1.8, -ballRadius * 1.8);
		var r:int = 0xff * Math.random();
		var g:int = 0xff * Math.random();
		var b:int = 0xff * Math.random();
		graphics.beginGradientFill(GradientType.RADIAL, [r<<16|g<<8|b,(r/3)<<16|(g/3)<<8|(b/3)], [100, 100], [0x00, 0xFF], matr, SpreadMethod.PAD); 
		graphics.drawCircle(0,0,ballRadius);
		num = new Sprite();
		num.graphics.lineStyle(1,(r/3)<<16|(g/3)<<8|(b/3));
		num.graphics.drawCircle(0,0,ballRadius/2);num.graphics.endFill();
		var numTxt:TextField = new TextField();
		numTxt.text = txt;
		numTxt.textColor = (r / 2.5) << 16 | (g / 2.5) << 8 | (b / 2.5);
		numTxt.selectable = numTxt.mouseWheelEnabled = false;
		numTxt.x = -ballRadius/2;
		numTxt.y = -ballRadius;
		num.addChild(numTxt);
		//cacheAsBitmap = true;
		var ballMask:Shape = new Shape();
		ballMask.graphics.beginFill(0);
		ballMask.graphics.drawCircle(0,0,ballRadius);
		ballMask.graphics.endFill();
		addChild(ballMask);
		mask = ballMask;
		addChild(num);
		
	}
	public function step(x:Number, y:Number):void {
		var vx:Number = x - this.x;
		var vy:Number = y - this.y;
		num.x += x - this.x;
		num.y += y - this.y;
		this.x = x;
		this.y = y;
        var d:Number = num.x*num.x + num.y*num.y;
        if(d > 4*ballRadius*ballRadius){
			d = Math.sqrt(d - offset * offset);
			var radian:Number = Math.atan2(vy,vx);
			var slope:Number = radian + Math.PI/2;
			num.x = offset * Math.cos(slope) - d * Math.cos(radian);
			num.y = offset * Math.sin(slope) - d * Math.sin(radian);
        }
	}
}
    
[Event(name="step", type="Simulator")]


class Simulator extends EventDispatcher
{
    
    public static const STEP:String = "step";
    
    public var particles:Vector.<Particle>;
    public var walls:Vector.<Wall>;
    
    //holds all the pairs that passed coarse collision detection
    private var coarsePass:Vector.<ICollidablePair>;
    
    private var time:uint;
    
    
    public function Simulator()
    {
        
        super();
        
        particles = new Vector.<Particle>();
        walls = new Vector.<Wall>();
        
    }
    
    
    public function addParticle( particle:Particle ) : void
    {
        particles.push( particle );
    }
    
    
    public function addWall( wall:Wall ) : void
    {
        walls.push( wall );
    }
    
    
    //advances the simulation at each dispatch of the passed event type
    public function run( updateDispatcher:EventDispatcher, eventType:String = Event.ENTER_FRAME ) : void
    {
        time = getTimer();
        updateDispatcher.addEventListener( eventType, step, false, 0, true );
    }
    
    
    //advances the simulation by the amount of time that has passed since the last step
    private function step( event:Event ) : void
    {
        
        const MAX_ITERATIONS:uint = 100;
        
        //delta time in milliseconds
        var dtms:uint = getTimer() - time;
        
        //delta time in seconds
        var elapsed:Number = dtms / 1000;
        
        //start this step at 0 and advance to elapsed
        var t:Number = 0;
        
        var dt:Number;
        var iteration:uint;
        
        while( t < elapsed && ++iteration <= MAX_ITERATIONS )
        {
            
            //start by trying to step over the entire remainder
            dt = elapsed - t;
            
            //neglect pairs whose bounding boxes don't overlap
            doCoarsePhase( dt );
            
            //holds the next future collision
            var minPair:ICollidablePair = null;
            var minT:Number = Number.POSITIVE_INFINITY;
            
            for each( var pair:ICollidablePair in coarsePass )
            {
                
                //if the collision will happen within the current time-step
                //compare the time against the current minimum
                if( pair.willCollide( dt ) )
                {
                    
                    //if it's less, store it as the min and proceed
                    if( pair.timeToCollision < minT )
                    {
                        minT = pair.timeToCollision;
                        minPair = pair;
                    }
                    
                }
                
            }
            
            //change the actual time to integrate
            if( minT < Number.POSITIVE_INFINITY ) dt = minT;
            
            //update the simulation to the time of collision
            for each( var particle:Particle in particles )
            {
                particle.integrate( dt - 1e-8 );
            }
            
            //resolve the collision instantaneously
            if( minPair != null )
            {
                minPair.resolve();
            }
            
            //update time by the stepped amount
            t += dt;
            
        }
        
        time += dtms;
        
        dispatchEvent( new Event( Simulator.STEP ) );
        
    }
    
    
    //rules out some unnecessary collision checks
    private function doCoarsePhase( dt:Number ) : void
    {
        
        coarsePass = new Vector.<ICollidablePair>();
        
        var aabb:AABB;
        
        for each( var particle:Particle in particles )
        {
            
            //update the particle's bounding box to account for its velocity
            particle.update( dt );
            aabb = particle.aabb;
            
            //check each particle against each wall
            for each( var wall:Wall in walls )
            {
                
                if( aabb.isOverlapping( wall.aabb ) )
                {
                    coarsePass.push( new ParticleWallPair( particle, wall ) );
                }
                
            }
            
        }
        
        var n:int = particles.length;
        
        //check each particle against each other
        for( var i:int = 0; i < n - 1; i++ )
        {
            
            var p1:Particle = particles[ i ];
            aabb = p1.aabb;
            
            for( var j:int = i + 1; j < n; j++ )
            {
                
                var p2:Particle = particles[ j ];
                
                if( aabb.isOverlapping( p2.aabb ) ) 
                {
                    coarsePass.push( new ParticleParticlePair( p1, p2 ) );
                }
                
            }
            
        }
        
    }
    
}




//describes a common interface for collision pairs 
interface ICollidablePair
{
    
    function get timeToCollision() : Number;
    
    function willCollide( dt:Number ) : Boolean;
    function resolve() : void;
    
}




class ParticleParticlePair implements ICollidablePair
{
    
    public var p1:Particle;
    public var p2:Particle;
    
    private var t:Number;
    
    public function ParticleParticlePair( p1:Particle, p2:Particle )
    {
        this.p1 = p1;
        this.p2 = p2;
    }
    
    public function get timeToCollision() : Number
    {
        return t;
    }
    
    
    public function willCollide( dt:Number ) : Boolean
    {
        
        const EPSILON:Number = 1e-4;
        
        //points from 1 -> 2
        var dx:Vec2D = p2.x.minus( p1.x );
        
        //if the circle's are already overlapped, return true (this brings the sim to a halt)
        var c:Number = dx.dot( dx ) - ( p1.r + p2.r ) * ( p1.r + p2.r );
        if( c < 0 )
        {
            t = EPSILON;
            return true;
        }
        
        //relative velocity
        var dv:Vec2D = p2.v.minus( p1.v );
        
        var a:Number = dv.dot( dv );
        if( a < EPSILON ) return false; //not moving enough toward each other to warrant a response
        
        var b:Number = dv.dot( dx );
        if( b >= 0 ) return false; //moving apart
        
        var d:Number = b * b - a * c;
        if( d < 0 ) return false; //no intersection
        
        t = ( -b - Math.sqrt( d ) ) / a;
        
        //circle's collide if the time of collision is within the current time-step
        return t <= dt;

    }
    
    //simulation has been updated so that the particles are just colliding
    public function resolve() : void
    {
        
        //points from 1 -> 2
        var cn:Vec2D = p2.x.minus( p1.x );
        
        cn.normalize();
        
        //relative velocity
        var dv:Vec2D = p2.v.minus( p1.v );
        
        //perfectly elastic impulse
        var impulse:Number = cn.dot( dv.times( -2 ) ) / cn.dot( cn.times( 1 / p1.mass + 1 / p2.mass ) );
        
        //scale normal by the impulse
        p1.v.plusEquals( cn.times( -impulse / p1.mass ) );
        p2.v.plusEquals( cn.times(  impulse / p2.mass ) );
        
        //damping
        p1.v.x *= p1.restitution;
        p1.v.y *= p1.restitution;
        p2.v.x *= p2.restitution;
        p2.v.y *= p2.restitution;
    }

    
}





class ParticleWallPair implements ICollidablePair
{
    
    public var p:Particle;
    public var w:Wall;
    
    private var t:Number;
    
    public function ParticleWallPair( p:Particle, w:Wall )
    {
        
        this.p = p;
        this.w = w;
        
    }
    
    public function get timeToCollision() : Number
    {
        return t;
    }
    
             
    public function willCollide( dt:Number ) : Boolean
    {
        
        //this is line/line intersection
        
        //A is the position of the particle
        //B is the position + velocity
        //together they make the segment AB
        
        //CD is the line segment made up of the wall's end points
        
        var A:Vec2D = p.x;
        var B:Vec2D = p.x.plus( p.v );
        
        var AB:Vec2D = B.minus( A );
        
        //inflate the normal by the particle's radius
        var normScaledRadius:Vec2D = w.normal.times( -p.r );
        
        //push the wall segment in by this amount
        var C:Vec2D = w.A.plus( normScaledRadius );
        var D:Vec2D = w.B.plus( normScaledRadius );
        
        var CD:Vec2D = D.minus( C )
        var AC:Vec2D = C.minus( A );
        
        t = w.normal.dot( AC ) / w.normal.dot( AB );
        
        if( isNaN( t ) ) t = 0;
        
        var couldCollide:Boolean = (t <= dt) && (t >= 0);
        // the above is very "approximate" collision test
        // let's try to refine it checking particle position
        // at the time of supposed collision
        if (couldCollide) {
            // A <- future particle position
            A = p.x.plus (p.v.times (t));
            // see if it projects into the wall along its normal
            AC = A.minus (C);
            // CD should have been called DC :)
            var m:Number = CD.magnitude;
            var dot:Number = AC.dot (CD.times (1 / m));
            if((dot < 0) || (dot > m)) {
                // collision is unlikely
                return false;
            }
        }
        
        return couldCollide;
    }
    
    //simulation has been updated so that the particles are coincident
    public function resolve() : void
    {
                
        var cn:Vec2D = w.normal;        
                        
        //relative velocity
        var dv:Vec2D = p.v;
        
        //perfectly elastic
        var impulse:Number = cn.dot( dv.times( -2 ) ) / ( 1 / p.mass );
        
        p.v.plusEquals( cn.times( impulse / p.mass ) );
        
        //damping
        p.v.x *= p.restitution;
        p.v.y *= p.restitution;
    }
    
}





class Wall
{
    
    public var A:Vec2D;
    public var B:Vec2D;
    
    public var aabb:AABB;
    
    public var normal:Vec2D;
    
    public function Wall( ax:Number, ay:Number, bx:Number, by:Number ) 
    {
        
        A = new Vec2D( ax, ay );
        B = new Vec2D( bx, by );
        
        normal = new Vec2D( B.y - A.y, -( B.x - A.x ) );
        normal.normalize();
        
        aabb = new AABB();
        
        aabb.minx = Math.min( ax, bx );
        aabb.maxx = Math.max( ax, bx );
        aabb.miny = Math.min( ay, by );
        aabb.maxy = Math.max( ay, by );
        
    }
    
}


class Particle
{
    public var restitution:Number = 0.7;
    
    //position
    public var x:Vec2D;
    
    //velocity
    public var v:Vec2D;
    
    public var mass:Number;
    
    //radius
    public var r:Number;
    
    //bounding box
    public var aabb:AABB;
    
    public function Particle( xx:Number, xy:Number, vx:Number, vy:Number, mass:Number = 1.0, radius:Number = 5 )
    {
        
        x = new Vec2D( xx, xy );
        v = new Vec2D( vx, vy );
        
        this.mass = mass;
        this.r = radius;
        
        aabb = new AABB();
        
    }
    
    public function update( t:Number ) : void
    {
        
        var xt:Number = x.x + v.x * t;
        var yt:Number = x.y + v.y * t;
        
        var minx:Number = Math.min( x.x, xt );
        var maxx:Number = Math.max( x.x, xt );
        
        var miny:Number = Math.min( x.y, yt );
        var maxy:Number = Math.max( x.y, yt );
        
        aabb.minx = minx - r;
        aabb.maxx = maxx + r;
        aabb.miny = miny - r;
        aabb.maxy = maxy + r;
        
    }
    
    public function integrate( dt:Number ) : void
    {
        x.x += v.x * dt;
        x.y += v.y * dt;
    }
    
}


class AABB
{
    
    public var minx:Number = 0;
    public var maxx:Number = 0;
    public var miny:Number = 0;
    public var maxy:Number = 0;
    
    public function isOverlapping( aabb:AABB ) : Boolean
    {
        
        if( minx > aabb.maxx ) return false;
        if( miny > aabb.maxy ) return false;
        if( maxx < aabb.minx ) return false;
        if( maxy < aabb.miny ) return false;
        
        return true;
        
    }
    
}


class Vec2D
{
    
    public var x:Number;
    public var y:Number;
    
    public function Vec2D( x:Number = 0.0, y:Number = 0.0 )
    {
        this.x = x;
        this.y = y;
    }
    
    public function plusEquals( vec2D:Vec2D ) : void
    {
        x += vec2D.x;
        y += vec2D.y;
    }
    
    public function plus( vec2D:Vec2D ) : Vec2D
    {
        return new Vec2D( x + vec2D.x, y + vec2D.y );
    }
    
    public function minus( vec2D:Vec2D ) : Vec2D
    {
        return new Vec2D( x - vec2D.x, y - vec2D.y );
    }
    
    public function times( s:Number ) : Vec2D
    {
        return new Vec2D( x * s, y * s );
    }
    
    public function dot( vec2D:Vec2D ) : Number
    {
        return x * vec2D.x + y * vec2D.y;
    }
    
    public function get magnitude() : Number
    {
        return Math.sqrt( x * x + y * y );
    }
    
    public function normalize(v : Number = 1) : void
    {
        
        var length:Number = magnitude;
        
        if( length == 0 ) return;
        
        x *= v / length;
        y *= v / length;
        
    }
    
}