Tag Archives: flash

QuickBox2D Contact Filtering

Actionscript:
  1. import com.actionsnippet.qbox.*;
  2. import Box2D.Dynamics.*;
  3. import Box2D.Collision.Shapes.*;
  4.  
  5. [SWF(width = 800, height = 600, backgroundColor = 0x222222, frameRate=60)]
  6.  
  7. var sim:QuickBox2D = new QuickBox2D(this, {debug:false});
  8.  
  9. var box:QuickObject = sim.addBox({x:12, y:16, width:3, height:3, density:0 , groupIndex:-1});
  10. var circle:QuickObject = sim.addCircle({x:5, y:3, radius:0.5, groupIndex:-1});
  11.  
  12. // add another box to show that Box2D is still working
  13. var littleBox:QuickObject = sim.addBox({x:12, y:3, width:1, height:1});
  14.  
  15. sim.createStageWalls();
  16.  
  17. sim.start();
  18. sim.mouseDrag();
  19.  
  20. var filter:b2ContactFilter = new QuickContactFilter();
  21. QuickContactFilter(filter).addGroupIndexCallback(onGroupNeg1, -1);
  22.  
  23. function onGroupNeg1(a:b2Shape, b:b2Shape):void{
  24.     //trace("group index -1 had a collision");
  25.     box.userData.alpha = 0.5;
  26.     setTimeout(function():void{ box.userData.alpha = 1 }, 200);
  27. }
  28.  
  29. sim.w.SetContactFilter(filter);

This snippet answers a question from a recent comment. The question was basically: "Can you detect a collision between two rigid bodies that have the same negative groupIndex?". When you give QuickObjects a negative groupIndex it means that they will not collide with one another. So by default Box2D contacts will not be triggered when these two rigid bodies overlap. In order to determine if these rigid bodies overlap you need to implement a custom b2ContactFilter class. This may sound confusing but its actually very easy. You can take a look at the custom b2ContactFilter class used in this snippet here: QuickContactFilter.as - It's important to note that QuickContactFilter.as is not yet part of QuickBox2D, so if you want to run this snippet you'll need to download the .as file.

You can check out the swf here...

Posted in Box2D, QuickBox2D | Also tagged , , , | 16 Comments

Seamless Vector Texture

Actionscript:
  1. [SWF(width = 800, height = 450, backgroundColor=0xFFFFFF)]
  2.  
  3. graphics.beginFill(0xDEDEDE);
  4. graphics.drawRect(0,0,400,400);
  5.  
  6. var container:Sprite = Sprite(addChild(new Sprite()));
  7. draggable(rx(), ry(), 0x112233, 20);
  8. draggable(rx(), ry(), 0x2266FF, 15);
  9. draggable(rx(), ry(), 0x003299, 50, "rect");
  10. draggable(rx(), ry(), 0xFFFFFF, 30);
  11. draggable(rx(), ry(), 0x00CCFF, 15);
  12. draggable(rx(), ry(), 0x1188CC, 50, "rect");
  13.  
  14. function rx():Number{
  15.     return Math.random() * 200 + 100;
  16. }
  17. function ry():Number{
  18.     return Math.random() * 200 + 100;
  19. }
  20.  
  21. var guides:Shape = Shape(addChild(new Shape()));
  22. with(guides.graphics){
  23.        lineStyle(0, 0x666666)
  24.        moveTo(200,0);
  25.        lineTo(200,400);
  26.        moveTo(0, 200);
  27.        lineTo(400, 200);
  28.        moveTo(400,0);
  29.        lineTo(400,400);
  30.        moveTo(0,400);
  31.        lineTo(800,400);
  32. }
  33.  
  34. var canvas:BitmapData = new BitmapData(200,200,true, 0x00000000);
  35. var tex:BitmapData = new BitmapData(800,800,false, 0xFFFFFF);
  36.  
  37. var frame:Bitmap = Bitmap(addChild(new Bitmap(tex, "auto", true)));
  38. frame.x = 401;
  39. frame.scaleX = frame.scaleY = 0.5;
  40.  
  41. var pnt:Point = new Point();
  42. var m:Matrix = new Matrix();
  43.  
  44. addEventListener(Event.ENTER_FRAME, onLoop);
  45. function onLoop(evt:Event):void {
  46.     canvas.fillRect(canvas.rect, 0x00000000);
  47.     canvas.draw(container);
  48.     drawQuadrant(-200,0)
  49.     drawQuadrant(-400,0)
  50.     drawQuadrant(0,-200)
  51.     drawQuadrant(-200,-200);
  52.     tex.fillRect(tex.rect, 0xFFFFFF);
  53.     for (var i:int = 0; i<16; i++){
  54.         var px:Number = i % 4;
  55.         var py:Number = int(i / 4);
  56.         pnt.x = px * 200;
  57.         pnt.y = py * 200;
  58.         tex.copyPixels(canvas, canvas.rect, pnt, null, null, true);
  59.        }
  60. }
  61.  
  62. function drawQuadrant(x:Number, y:Number):void{
  63.      m.tx = x;
  64.      m.ty = y;
  65.      canvas.draw(container, m);
  66. }
  67.  
  68. // draggable Sprite
  69. function draggable(xp:Number, yp:Number, col:uint = 0xFF0000,
  70. size:Number=4, type:String="circle"):Sprite {
  71.        var s:Sprite = Sprite(container.addChild(new Sprite()));
  72.        s.x = xp;
  73.        s.y = yp;
  74.        with(s.graphics){
  75.                beginFill(col)
  76.                if(type == "circle"){
  77.                  drawCircle(size,size,size);
  78.                }else if(type == "rect"){
  79.                  drawRect(0,0,size, size);
  80.                }
  81.        }
  82.        s.buttonMode = true;
  83.        s.addEventListener(MouseEvent.MOUSE_DOWN, onDrag);
  84.        return s;
  85. }
  86. function onDrag(evt:MouseEvent):void {
  87.     var w:Number = evt.currentTarget.width;
  88.     var h:Number = evt.currentTarget.height;
  89.     evt.currentTarget.startDrag(false, new Rectangle(0,0,400 - w, 400 - h));
  90. }
  91. stage.addEventListener(MouseEvent.MOUSE_UP, onUp);
  92. function onUp(evt:MouseEvent):void{ stopDrag() }

This snippet creates a seamless texture from a few draggable vector shapes. BitmapData is used to combine four quadrants into one seamless tile.


Have a look at the swf

I created this snippet as a sketch for a new feature for my command drawing project.

Posted in BitmapData, Graphics, misc | Also tagged , | 4 Comments

QuickBox2D 3D

Actionscript:
  1. import com.actionsnippet.qbox.*;
  2. [SWF(width = 800, height=600, backgroundColor=0x000000, frameRate = 60)]
  3.  
  4. var main:MovieClip = MovieClip(addChild(new MovieClip()));
  5. main.z = 500;
  6. main.rotationX = -40;
  7.  
  8. var sim:QuickBox2D = new QuickBox2D(main);
  9.  
  10. sim.createStageWalls({fillColor:0x1133CC});
  11. sim.setDefault({lineColor:0xFFFFFF, fillColor:0x113355});
  12.  
  13. for (var i:int = 0; i<30; i++){
  14.     var b:QuickObject = sim.addBox({x:Math.random()*10 + 3, y:Math.random()*10 + 3,
  15.                                     width:0.25 + Math.random()*2, height:0.25 + Math.random()*2});
  16. }
  17.  
  18. sim.start();
  19. sim.mouseDrag();

This demo shows how you can render your QuickBox2D simulation to somewhere other than the main timeline. In this case, I render to a MovieClip that has altered z and and rotationX properties.


Have a look at the swf...

Posted in 3D, Box2D, QuickBox2D | Also tagged , , , , | 2 Comments

QuickBox2D Contacts Part 3

Actionscript:
  1. import com.actionsnippet.qbox.*;
  2. import Box2D.Common.Math.*;
  3.  
  4. [SWF(width = 800, height = 600, backgroundColor = 0x222222, frameRate=60)]
  5.  
  6. var sim:QuickBox2D = new QuickBox2D(this, {debug:false});
  7.  
  8. sim.createStageWalls();
  9.  
  10. var cup:QuickObject = sim.addPoly({x:3, y:13, wireframe:false, density:0,
  11.                                    points:[0,0, .5, 0, .5,3,  2,3,  2,0,  2.5,0, 2.5, 3.5, 0, 3.5, 0,0]});
  12. var deleter:QuickObject = sim.addBox({x:4.251, y: 15.9, width:1.5, height:0.25, fillColor:0xFF0000});
  13.  
  14. // use a distance joint instead of a group since isCurrentContact
  15. // uses the QuickObject.body property
  16. sim.addJoint({a:cup.body, b:deleter.body, x1:deleter.x, y1:deleter.y+0.5});
  17.  
  18. var circles:Array = [];
  19. for (var i:int = 0; i<10; i++){
  20.     circles[i] = sim.addCircle({x:8 + i, y:5, radius:0.5});
  21. }
  22. var boxes:Array = [];
  23. for (i = 0; i<10; i++){
  24.     boxes[i] = sim.addBox({x:8.5 + i, y:10, width:0.5, height:0.5});
  25. }
  26.  
  27. sim.start();
  28. sim.mouseDrag();
  29.  
  30. var shootVec:b2Vec2 = new b2Vec2(4, -30);
  31.  
  32. // when circles are dropped in the cup they are destroyed
  33. // when boxes are droppped in the cup their linear velocity is altered
  34. var contacts:QuickContacts = sim.addContactListener();
  35. contacts.addEventListener(QuickContacts.ADD, onAdd);
  36. function onAdd(evt:Event):void{
  37.     for (var i:int = 0; i<circles.length; i++){
  38.         var circ:QuickObject = circles[i];
  39.         if (contacts.isCurrentContact(circ, deleter)){
  40.             // it's ok to destroy QuickObject here because they are only actually
  41.             // destroyed after the timeStep has finished at the end of QuickBox2D's
  42.             // internal loop
  43.             circ.destroy();
  44.         }
  45.      }
  46.      for (i = 0; i<boxes.length; i++){
  47.         var box:QuickObject = boxes[i];
  48.         if (contacts.isCurrentContact(box, deleter)){
  49.             box.body.SetLinearVelocity(shootVec);
  50.         }
  51.      }
  52. }

Note: This snippet requires QuickBox2D 1.0 or greater

Here is another example of using QuickBox2D style contacts. In this example there is a cup with a small red box inside of it. When circles are placed inside the cup they are destroyed. When boxes are placed inside the cup they are shot upward.


Have a look at the swf...

A Note About Creation and Destruction

It's worth noting that in Box2D your not supposed to destroy or create rigid bodies within the listener function for any contact events. QuickBox2D gets around this restriction by flagging the rigid body for destruction and destroying it at the end of QuickBox2D's internal loop. This is not the case with creation of rigid bodies - if you attempt to create a rigid body within one of these listener functions you will get an error. See QuickBox2D Contacts Part 1 for an example of creating rigid bodies when there is a collision.

Posted in Box2D, QuickBox2D | Also tagged , , , | 19 Comments