Archive for December 20th, 2008
Cube with different sides – MaterialsList
package { import flash.display.Bitmap; import flash.events.Event; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.BitmapMaterial; import org.papervision3d.materials.shaders.PhongShader; import org.papervision3d.materials.shaders.ShadedMaterial; import org.papervision3d.materials.shaders.Shader; import org.papervision3d.materials.utils.MaterialsList; import org.papervision3d.objects.primitives.Cube; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class CubeWithDifferentSides extends BasicView { [Embed(source="assets/back.jpg")] private var backAsset:Class; [Embed(source="assets/bottom.jpg")] private var bottomAsset:Class; [Embed(source="assets/front.jpg")] private var frontAsset:Class; [Embed(source="assets/left.jpg")] private var leftAsset:Class; [Embed(source="assets/right.jpg")] private var rightAsset:Class; [Embed(source="assets/top.jpg")] private var topAsset:Class; private var light:PointLight3D; private var cube:Cube; public function CubeWithDifferentSides() { var materialsList:MaterialsList = new MaterialsList(); light = new PointLight3D(); materialsList.addMaterial(createShadedMaterial( new backAsset() ), "back"); materialsList.addMaterial(createShadedMaterial( new bottomAsset() ), "bottom"); materialsList.addMaterial(createShadedMaterial( new frontAsset() ), "front"); materialsList.addMaterial(createShadedMaterial( new leftAsset() ), "left"); materialsList.addMaterial(createShadedMaterial( new rightAsset() ), "right"); materialsList.addMaterial(createShadedMaterial( new topAsset() ), "top"); cube = new Cube(materialsList, 500, 500, 500, 5, 5, 5); scene.addChild(cube); startRendering(); } private function createShadedMaterial(bitmap:Bitmap):ShadedMaterial { var bitmapMaterial:BitmapMaterial = new BitmapMaterial(bitmap.bitmapData, true); var shader:Shader = new PhongShader(light, 0xffffff, 0x333333, 10, bitmap.bitmapData, bitmap.bitmapData); var shadedMaterial:ShadedMaterial = new ShadedMaterial(bitmapMaterial, shader); return shadedMaterial; } override protected function onRenderTick(event:Event=null):void { cube.rotationY += (viewport.containerSprite.mouseX - cube.rotationY) * .1; cube.rotationX += (viewport.containerSprite.mouseY - cube.rotationX) * .1; renderer.renderScene(scene, camera, viewport); } } }
Papervision3D with Box2DFlash – Part 3 Adding Mouse Interaction
Please view the previous posts on Box2DFlash.
In part 3, we’re adding the ability to drag objects around with the mouse:
private var mousePVec:b2Vec2 = new b2Vec2(); private var mouseJoint:b2MouseJoint; private var mouseXWorldPhys:Number; private var mouseYWorldPhys:Number; private var isMouseDown:Boolean = false;
private function setupMouseEvents():void { stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown); stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp); } private function onMouseDown(e:MouseEvent):void{isMouseDown = true;}; private function onMouseUp(e:MouseEvent):void{isMouseDown = false;}; private function updateMouseWorld():void{ mouseXWorldPhys = mouseX/WORLD_SCALE; mouseYWorldPhys = mouseY/WORLD_SCALE; } private function mouseDrag():void{ // mouse press if (isMouseDown && !mouseJoint){ //refer to 'getBodyAtMouse()' below var body:b2Body = getBodyAtMouse(); if (body) { var md:b2MouseJointDef = new b2MouseJointDef(); md.body1 = world.m_groundBody; md.body2 = body; md.target = new b2Vec2(mouseXWorldPhys, mouseYWorldPhys); md.maxForce = 300.0 * body.m_mass; md.timeStep = timeStep; mouseJoint = world.CreateJoint(md) as b2MouseJoint; body.WakeUp(); } } // mouse release if (!isMouseDown){ if (mouseJoint){ world.DestroyJoint(mouseJoint); mouseJoint = null; } } // mouse move if (mouseJoint) { var p2:b2Vec2 = new b2Vec2(mouseXWorldPhys, mouseYWorldPhys); mouseJoint.m_target = p2; } } public function getBodyAtMouse(isStaticIncluded:Boolean=false):b2Body{ // Make a small box. mousePVec = new b2Vec2(mouseXWorldPhys, mouseYWorldPhys); var aabb:b2AABB = new b2AABB(); aabb.lowerBound = new b2Vec2(mouseXWorldPhys - 0.001, mouseYWorldPhys - 0.001); aabb.upperBound = new b2Vec2(mouseXWorldPhys + 0.001, mouseYWorldPhys + 0.001); // Query the world for overlapping shapes. var maxCount:int = 10; var shapes:Array = new Array(); var count:int = world.Query(aabb, shapes, maxCount); var body:b2Body = null; for (var i:int = 0; i < count; ++i) { var shape:b2Shape = shapes[i] as b2Shape; var inside:Boolean = shape.TestPoint(shape.m_body.GetXForm(), mousePVec); if (inside) { body = shape.m_body; break; } } return body; }
override protected function onRenderTick(event:Event=null):void { updateMouseWorld(); mouseDrag(); [...]
*note – I also added a ceiling
Papervision3D with Box2DFlash Part 2
Please view the previous “Hello World” example before looking at this one.
In part 2, we’re adding walls and cubes with the code below:
private function createWalls():void { var wallShapeDef:b2PolygonDef = new b2PolygonDef(); var wallBodyDef:b2BodyDef = new b2BodyDef(); var wall:b2Body; //Left and Right Shape Definition wallShapeDef.SetAsBox(100/WORLD_SCALE, (HEIGHT+40)/WORLD_SCALE/2); // Left wallBodyDef.position = new b2Vec2(-95 / WORLD_SCALE, HEIGHT/WORLD_SCALE/2); wall = world.CreateBody(wallBodyDef); wall.CreateShape(wallShapeDef); // Right wallBodyDef.position = new b2Vec2((WIDTH+95) / WORLD_SCALE, HEIGHT/WORLD_SCALE/2); wall = world.CreateBody(wallBodyDef); wall.CreateShape(wallShapeDef); }
private function createCubes():void { for (var i:Number = 0; i < 10; i++) { var boxWidth:Number = Math.random() * 20 + 10; var boxBody:b2BodyDef = new b2BodyDef(); boxBody.position = new b2Vec2(Math.random() * WIDTH / WORLD_SCALE, Math.random() * 50 /WORLD_SCALE); var box:b2Body = world.CreateBody(boxBody); var boxShape:b2PolygonDef = new b2PolygonDef(); boxShape.SetAsBox(boxWidth/WORLD_SCALE, boxWidth/WORLD_SCALE); boxShape.density = .7; boxShape.friction = .3; boxShape.restitution = .9; box.CreateShape(boxShape); box.SetMassFromShapes(); var materialsList:MaterialsList = new MaterialsList(); materialsList.addMaterial(new WireframeMaterial(Math.random() * 0xffffff), "all"); var cube:Cube = new Cube(materialsList, boxWidth * 2, boxWidth * 2, boxWidth * 2); scene.addChild(cube); box.m_userData = cube; } }
Papervision3D with Box2DFlash Hello World
I abhor the syntax for Box2DFlash, but I freely embrace it as an incredible 2d physics engine.
This example is about as basic as I can make it. I’ll follow up soon with more advanced examples with different shapes, mouse interactions, joints, etc.
package { import Box2D.Collision.Shapes.b2CircleDef; import Box2D.Collision.Shapes.b2PolygonDef; import Box2D.Collision.b2AABB; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2World; import flash.events.Event; import org.papervision3d.objects.DisplayObject3D; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; [SWF(width="640", height="480", backgroundColor="#000000", frameRate="60")] public class Box2DFlashWithPapervision3D extends BasicView { private var WORLD_SCALE:Number = 30; private var WIDTH:Number = 640; private var HEIGHT:Number = 480; private var world:b2World; private var iterations:int = 10; private var timeStep:Number = 1.0/30.0; public function Box2DFlashWithPapervision3D() { setupPapervision3D(); createWorld(); createFloor(); createShapes(); startRendering(); } private function setupPapervision3D():void { camera.focus = 10; camera.zoom = 100; } private function createWorld():void { var worldBounds:b2AABB = new b2AABB(); worldBounds.lowerBound = new b2Vec2( 0, 0 ); worldBounds.upperBound = new b2Vec2(WIDTH/WORLD_SCALE, HEIGHT/WORLD_SCALE); var gravity:b2Vec2 = new b2Vec2(0, 10); var sleep:Boolean = true; world = new b2World(worldBounds, gravity, sleep); } private function createFloor():void { // Create border of boxes var floorShapeDef:b2PolygonDef = new b2PolygonDef(); var floorBodyDef:b2BodyDef = new b2BodyDef(); var floor:b2Body; //bottom shape definition floorShapeDef.SetAsBox((WIDTH+40)/WORLD_SCALE/2, 100/WORLD_SCALE); // Bottom floorBodyDef.position = new b2Vec2(WIDTH/WORLD_SCALE/2, (HEIGHT+95)/WORLD_SCALE); floor = world.CreateBody(floorBodyDef); floor.CreateShape(floorShapeDef); floor.SetMassFromShapes(); } private function createShapes():void { for (var i:Number = 0; i < 20; i++) { //radius for physics circle and sphere var radius:Number = Math.random() * 50 + 10; var bodyDef:b2BodyDef = new b2BodyDef(); //random position toward the top of the stage bodyDef.position = new b2Vec2(Math.random() * WIDTH / WORLD_SCALE, Math.random() * 50 /WORLD_SCALE); var body:b2Body = world.CreateBody(bodyDef); var shapeDef:b2CircleDef = new b2CircleDef(); shapeDef.radius = radius/WORLD_SCALE; shapeDef.density = 1; shapeDef.friction = .7; shapeDef.restitution = .7; body.CreateShape(shapeDef); body.SetMassFromShapes(); var sphere:Sphere = new Sphere(null, radius); scene.addChild(sphere); body.m_userData = sphere; } } override protected function onRenderTick(event:Event=null):void { world.Step(timeStep, iterations); //sets the position of any DisplayObject3D to the body position for (var bb:b2Body = world.m_bodyList; bb; bb = bb.m_next) { if (bb.m_userData is DisplayObject3D) { bb.m_userData.x = bb.GetPosition().x * WORLD_SCALE - WIDTH * .5; bb.m_userData.y = -bb.GetPosition().y * WORLD_SCALE + HEIGHT * .5; bb.m_userData.rotationZ = -bb.GetAngle() * (180/Math.PI); } } renderer.renderScene(scene, camera, viewport); } } }
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