效果图
/*
* name;
*/
class SetMassData extends ui.ApplyForeeTestUI{
constructor(){
super();
this.createRect();
this.createBody();
this.on(Laya.Event.CLICK,this,this.onClick);
Laya.timer.frameLoop(1,this,this.update);
}
private body:b2Body;
private centerSprite:Laya.Sprite;
private createRect():void
{
Physics.Instance.createb2Body_rectangle(this.width-10,640,20,Laya.stage.height,0,b2Body.b2_kinematicBody);
Physics.Instance.createb2Body_rectangle(10,640,20,Laya.stage.height,0,b2Body.b2_kinematicBody);
Physics.Instance.createb2Body_rectangle(360,10,Laya.stage.width,20,0,b2Body.b2_kinematicBody);
Physics.Instance.createb2Body_rectangle(360,this.height - 10,Laya.stage.width,20,0,b2Body.b2_kinematicBody);
}
private createBody():void
{
let bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.Set(360/30,800/30);
this.body = Physics.Instance._world.CreateBody(bodyDef);
// 创建 半圆
let semiCircle:b2PolygonShape = new b2PolygonShape();
let r = 100/30;
let angle = 0;
let vertices = [];
for(let i = 0;i < 21;i++)
{
angle = i * 9;
// console.log(angle);
let x = r * Math.cos(angle * Math.PI/180);
let y = r * Math.sin(angle * Math.PI/180);
// console.log(x,y);
vertices.push(b2Vec2.Make(x,y));
}
semiCircle.SetAsArray(vertices);
// 创建三角形
let triangle:b2PolygonShape = new b2PolygonShape();
let t_verts = [];
t_verts.push(b2Vec2.Make(r,0));
t_verts.push(b2Vec2.Make(-r,0));
t_verts.push(b2Vec2.Make(0,-r*3));
triangle.SetAsVector(t_verts);
this.body.CreateFixture2(semiCircle,1);
this.body.CreateFixture2(triangle,1);
// 设置重心
let md:b2MassData = new b2MassData(); // 获取质量 和 旋转惯性属性对象
this.body.GetMassData(md);
md.center.Set(0,30/30);
md.I = md.mass * md.center.LengthSquared() + 200; // 设置惯性为200
this.body.SetMassData(md);
// 画出中心点
this.centerSprite = new Laya.Sprite();
let center = this.body.GetWorldPoint(b2Vec2.Make(md.center.x,md.center.y));
this.centerSprite.graphics.drawCircle(center.x * 30,center.y * 30,10,"#ffffff");
this.addChild(this.centerSprite);
}
private onClick():void
{
let impulse:b2Vec2 = new b2Vec2(this.body.GetMass(),0); // this.body.GetMass() 返回刚体的质量
if(Math.random()>0.5) impulse.x *= -1;
this.body.ApplyImpulse(impulse,this.body.GetWorldPoint(b2Vec2.Make(0,-20/30))); // this.body.GetWorldPoint(b2Vec2.Make(0,-20/30) 获取这个点的全局坐标
}
private update():void
{
// 更新重新点位置
if(null != this.centerSprite)
this.centerSprite.graphics.destroy();
this.centerSprite = new Laya.Sprite();
let center = this.body.GetWorldPoint(b2Vec2.Make(0,30/30));
this.centerSprite.graphics.drawCircle(center.x * 30,center.y * 30,10,"#ffffff");
this.addChild(this.centerSprite);
}
}
/*
* name;
*/
import b2World = Box2D.Dynamics.b2World;
import b2BodyDef = Box2D.Dynamics.b2BodyDef;
import b2Body = Box2D.Dynamics.b2Body;
import b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape;
import b2CircleShape = Box2D.Collision.Shapes.b2CircleShape;
import b2MassData = Box2D.Collision.Shapes.b2MassData;
import b2FixtureDef = Box2D.Dynamics.b2FixtureDef;
import b2Vec2 = Box2D.Common.Math.b2Vec2;
import b2Math = Box2D.Common.Math.b2Math;
class Physics{
private static instance:Physics = null;
public static get Instance():Physics
{
if(null == this.instance)
{
this.instance = new Physics();
this.Instance.init();
}
return this.instance;
}
public _world:b2World;
private init():void
{
this.create2bWorld();
this.b2DebugDraw();
Laya.timer.frameLoop(1,this,this.update);
}
private update():void
{
this._world.Step(1/30,10,10);
this._world.DrawDebugData();
}
// 创建物理世界
public create2bWorld():void
{
let gravity:Box2D.Common.Math.b2Vec2 = new Box2D.Common.Math.b2Vec2(0,10); // 重力
let doSleep:boolean = true; // 为 true 时 将静止的刚体标记为随眠状态,在遍历的时候直接跳过去,不进行运动模拟计算,提高了Box2D的计算效率,节省CPU
this._world = new b2World(gravity,doSleep);
}
// 2bDebugDraw 调试视图绘制
private b2DebugDraw():void
{
// ----- Laya 绘制 --------
var canvas = Laya.Browser.createElement('canvas');
canvas.width = Laya.stage.width;
canvas.height = Laya.stage.height;
var ctx = canvas.getContext('2d');
Laya.stage.graphics.clear(false);
var textture = new Laya.Texture(canvas);
textture.bitmap.alwaysChange = true; //小游戏使用,非常费,每帧刷新
Laya.stage.graphics.drawTexture(textture);
// box2d
let debugDraw:Box2D.Dynamics.b2DebugDraw = new Box2D.Dynamics.b2DebugDraw();
debugDraw.SetSprite(ctx);
debugDraw.SetDrawScale(30);
debugDraw.SetFlags(Box2D.Dynamics.b2DebugDraw.e_shapeBit|Box2D.Dynamics.b2DebugDraw.e_jointBit);
debugDraw.SetFillAlpha(0); // 设置内容线条的透明度
debugDraw.SetLineThickness(1); // 设置绘制内容线条的粗细
this._world.SetDebugDraw(debugDraw);
}
// 创建一个 矩形刚体
public createb2Body_rectangle(x:number,y:number,width:number,height:number,angle:number,type:number):b2Body
{
let bd:b2BodyDef = new b2BodyDef(); // b2BodyDef 是b2Body所有属性的一个集合,作用:在刚体创建前,收集所有运动合状态相关属性,然后传入b2Body。
// bd.type = b2Body.b2_dynamicBody; // 设置为 动态刚体,受重力影响;动态物体可以进行全模拟
// bd.type = b2Body.b2_staticBody; // 设置为 静态
// bd.type = b2Body.b2_kinematicBody; // 设置为 为可动刚体,不受重力影响,可以通过施加速度或者力的方式使其运动
bd.type = type;
bd.position = new Box2D.Common.Math.b2Vec2(x/30,y/30); //设置位置
bd.angle = angle * Math.PI/180;
let b2_rect:b2PolygonShape = new b2PolygonShape(); // 多边形对象
b2_rect.SetAsBox(width/2/30,height/2/30);
let fd:b2FixtureDef = new b2FixtureDef(); // b2FixtureDef 主要保存了刚体物质特性方面的属性,如形状shape,密度density,表面摩擦力friction,弹性系数restitution等等
fd.shape = b2_rect;
fd.filter.groupIndex = 1;
let body:b2Body = this._world.CreateBody(bd); // 刚体对象
body.CreateFixture(fd);
return body;
}
// 创建一个 圆形刚体
public createb2Body_circle(x:number,y:number,radius:number,type:number):b2Body
{
let bd:b2BodyDef = new b2BodyDef(); // b2BodyDef 是b2Body所有属性的一个集合,作用:在刚体创建前,收集所有运动合状态相关属性,然后传入b2Body。
// bd.type = b2Body.b2_dynamicBody; // 设置为 动态
// bd.type = b2Body.b2_staticBody; // 设置为 静态
bd.type = type;
bd.position = new Box2D.Common.Math.b2Vec2(x/30,y/30); //设置位置
let circle:b2CircleShape = new b2CircleShape(radius/30); // 多边形对象
let fd:b2FixtureDef = new b2FixtureDef(); // b2FixtureDef 主要保存了刚体物质特性方面的属性,如形状shape,密度density,表面摩擦力friction,弹性系数restitution等等
fd.shape = circle;
fd.filter.groupIndex = 1;
let body:b2Body = this._world.CreateBody(bd); // 刚体对象
body.CreateFixture(fd);
return body;
}
private shapeMapList:Array<Array<number>>;
private boxSize:number = 50;
private counter:number = 0;
//
private createAsOrientedBox():void
{
if(++this.counter > 50)
{
this.counter = 0;
let index = Math.floor(Math.random()*this.shapeMapList.length);
this.createBody(Math.random()*50+150,-50,this.shapeMapList[index]);
}
}
private createShapeMap():void
{
let Z:Array<number> = [ 1,1,0,
0,1,1,
0,0,0];
let S:Array<number> = [ 0,1,1,
1,1,0,
0,0,0];
let L:Array<number> = [ 1,0,0,
1,0,0,
1,1,0];
let L2:Array<number> = [ 0,1,0,
0,1,0,
1,1,0];
let T:Array<number> = [ 1,1,1,
0,1,0,
0,0,0];
let M:Array<number> = [ 1,1,1,
1,0,1,
0,0,0];
let X:Array<number> = [ 0,1,0,
1,1,1,
0,1,0];
let O:Array<number> = [ 1,1,0,
1,1,0,
0,0,0];
this.shapeMapList = new Array<Array<number>>();
this.shapeMapList.push(Z,T,L,M,X,O,S,L2);
}
private createBody(x:number,y:number,map:Array<number>):b2Body
{
let bodyDef:b2BodyDef = new b2BodyDef();
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position = new b2Vec2(x/30,y/30);
let fixtureDef:b2FixtureDef = new b2FixtureDef();
fixtureDef.density = 1; // 密度
fixtureDef.restitution = 0; // 弹性系数
let body:b2Body = this._world.CreateBody(bodyDef);
let bx:number;
let by:number;
let center:b2Vec2;
let shape:b2PolygonShape;
for (var i = 0; i < 3; i++)
{
for (var j = 0; j < 3; j++)
{
if(map[i*3+j] == 1)
{
bx = j*this.boxSize;
by = i*this.boxSize;
center = new b2Vec2(bx/30,by/30);
shape = b2PolygonShape.AsOrientedBox(this.boxSize/30/2,this.boxSize/30/2,center);
fixtureDef.shape = shape;
body.CreateFixture(fixtureDef);
}
}
}
return body;
}
}