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Box2dEasy.lua
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Box2dEasy.lua
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--[[
PHYSICS EXTENSIONS
]]--
function loadPhysicsExtension()
--implementing vectors
b2.Vect = Core.class()
--create new vector from 2 points (A starting point and B ending point)
function b2.Vect:init(startX, startY, endX, endY)
self._startX = startX
self._startY = startY
self._endX = endX
self._endY = endY
self._xVect = startX - endX
self._yVect = startY - endY
end
--get vector on x axis
function b2.Vect:getX()
return self._xVect
end
--get vector on y axis
function b2.Vect:getY()
return self._yVect
end
--get the length of the vector (distance between A and B points)
function b2.Vect:getLength()
if not self._length then
self._length = math.sqrt(self._xVect*self._xVect + self._yVect*self._yVect)
end
return self._length
end
--get the angle of vector (angle for AB line, when up is 0 radians)
function b2.Vect:getAngle()
if not self._angle then
self._angle = math.acos(self._yVect/(self:getLength()))
if(self._xVect > 0) then
self._angle = -self._angle
end
end
return self._angle
end
--get point on AB vector with provided distance from point A
function b2.Vect:getPoint(fromDistance)
local ratio = math.sqrt((fromDistance*fromDistance)/(self._xVect*self._xVect + self._yVect*self._yVect))
local endX = self._startX + self._xVect*ratio
local endY = self._startY + self._yVect*ratio
return endX, endY
end
b2.World._new = b2.World.new
function b2.World.new(...)
local world = b2.World._new(...)
world.sprites = {}
world.curSprite = 1
world.beginCallbacks = {}
world.endCallbacks = {}
world:addEventListener(Event.BEGIN_CONTACT, world._handleBeginContact, world)
world:addEventListener(Event.END_CONTACT, world._handleEndContact, world)
return world
end
function b2.World:_handleBeginContact(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
local collisionHandler
if self.beginCallbacks[bodyA] and self.beginCallbacks[bodyA][bodyB] then
collisionHandler = self.beginCallbacks[bodyA][bodyB]
object1 = bodyA.object
object2 = bodyB.object
elseif self.beginCallbacks[bodyB] and self.beginCallbacks[bodyB][bodyA] then
collisionHandler = self.beginCallbacks[bodyB][bodyA]
object1 = bodyB.object
object2 = bodyA.object
end
if collisionHandler then
if collisionHandler.data then
collisionHandler.callback(collisionHandler.data, object1, object2, e)
else
collisionHandler.callback(object1, object2, e)
end
end
end
function b2.World:_handleEndContact(e)
--getting contact bodies
local fixtureA = e.fixtureA
local fixtureB = e.fixtureB
local bodyA = fixtureA:getBody()
local bodyB = fixtureB:getBody()
local collisionHandler, object1, object2
if self.endCallbacks[bodyA] and self.endCallbacks[bodyA][bodyB] then
collisionHandler = self.endCallbacks[bodyA][bodyB]
object1 = bodyA.object
object2 = bodyB.object
elseif self.endCallbacks[bodyB] and self.endCallbacks[bodyB][bodyA] then
collisionHandler = self.endCallbacks[bodyB][bodyA]
object1 = bodyB.object
object2 = bodyA.object
end
if collisionHandler then
if collisionHandler.data then
collisionHandler.callback(collisionHandler.data, object1, object2, e)
else
collisionHandler.callback(object1, object2, e)
end
end
end
function b2.World:addBeginContact(object1, object2, callback, data)
local body1 = object1.body
local body2 = object2.body
if not self.beginCallbacks[body1] then
self.beginCallbacks[body1] = {}
end
if not self.beginCallbacks[body1][body2] then
self.beginCallbacks[body1][body2] = {}
end
local t = {}
t.callback = callback
if data then
t.data = data
end
self.beginCallbacks[body1][body2] = t
return self
end
function b2.World:addEndContact(object1, object2, callback, data)
local body1 = object1.body
local body2 = object2.body
if not self.endCallbacks[body1] then
self.endCallbacks[body1] = {}
end
if not self.endCallbacks[body1][body2] then
self.endCallbacks[body1][body2] = {}
end
local t = {}
t.callback = callback
if data then
t.data = data
end
self.endCallbacks[body1][body2] = t
return self
end
function b2.World:makeDraggable(object)
--create empty box2d body for joint
--since mouse cursor is not a body
--we need dummy body to create joint
local ground = self:createBody({})
--joint with dummy body
local mouseJoint = nil
-- create a mouse joint on mouse down
object.onDragStart = function(self, event)
if object:hitTestPoint(event.touch.x, event.touch.y) then
local jointDef = b2.createMouseJointDef(ground, object.body,
event.touch.x, event.touch.y, 100000)
mouseJoint = self:createJoint(jointDef)
end
end
-- update the target of mouse joint on mouse move
object.onDragMove = function(self, event)
if mouseJoint ~= nil then
mouseJoint:setTarget(event.touch.x, event.touch.y)
end
end
-- destroy the mouse joint on mouse up
object.onDragEnd = function(self, event)
if mouseJoint ~= nil then
self:destroyJoint(mouseJoint)
mouseJoint = nil
end
end
-- register for mouse events
object:addEventListener(Event.TOUCHES_BEGIN, object.onDragStart, self)
object:addEventListener(Event.TOUCHES_MOVE, object.onDragMove, self)
object:addEventListener(Event.TOUCHES_END, object.onDragEnd, self)
return self
end
function b2.World:undoDraggable(object)
-- register for mouse events
object:removeEventListener(Event.TOUCHES_BEGIN, object.onDragStart, self)
object:removeEventListener(Event.TOUCHES_MOVE, object.onDragMove, self)
object:removeEventListener(Event.TOUCHES_END, object.onDragEnd, self)
object.onDragStart = nil
object.onDragMove = nil
object.onDragEnd = nil
return self
end
function b2.World:__enchanceObject(object)
--local body = object.body
for k,v in pairs(b2.Body) do
if type(v) == "function" and not object[k] then
if (k:sub(1, 3) == "set" or k:sub(1, 5) == "apply" or k:sub(1, 7) == "destroy") then
object[k] = function(self, ...)
object.body[k](object.body, ...)
return self
end
else
object[k] = function(self, ...)
return object.body[k](object.body, ...)
end
end
end
end
for k,v in pairs(b2.Fixture) do
if type(v) == "function" and not object[k] then
if (k:sub(1, 3) == "set" or k:sub(1, 5) == "apply" or k:sub(1, 7) == "destroy") then
object[k] = function(self, ...)
object.body[k](object.body, ...)
return self
end
else
object[k] = function(self, ...)
return object.body[k](object.body, ...)
end
end
end
end
end
function b2.World:createRectangle(object, config)
local conf = {
type = "static",
density = 1.0,
friction = 1.0,
restitution = 0.2,
update = true,
draggable = false,
width = nil,
height = nil,
isSensor = false
}
if config then
--copying configuration
for key,value in pairs(config) do
conf[key]= value
end
end
if object and conf.update then
object.id = self.curSprite
self.sprites[object.id] = object
self.curSprite = self.curSprite + 1
end
local setType = b2.STATIC_BODY
if conf.type == "dynamic" then
setType = b2.DYNAMIC_BODY
elseif conf.type == "kinematic" then
setType = b2.KINEMATIC_BODY
end
--create box2d physical object
local body = self:createBody{type = setType}
conf.shape = "rectangle"
body._conf = conf
local angle
if object then
angle = object:getRotation()
object:setRotation(0)
end
conf.width = conf.width or object:getWidth()
conf.height = conf.height or object:getHeight()
local poly = b2.PolygonShape.new()
poly:setAsBox(conf.width/2, conf.height/2)
local fixture = body:createFixture{shape = poly, density = conf.density,
friction = conf.friction, restitution = conf.restitution, isSensor = conf.isSensor}
body._fixture = fixture
if object then
if getmetatable(object) ~= MovieClip then
object:setAnchorPoint(0.5, 0.5)
end
body:setPosition(object:getX(), object:getY())
body:setAngle(math.rad(angle))
object.body = body
body.object = object
if conf.type == "dynamic" and conf.draggable then
self:makeDraggable(object)
end
object:setRotation(angle)
self:__enchanceObject(object)
end
body.userdata = {}
body.joints = {}
return self
end
function b2.World:createCircle(object, config)
local conf = {
type = "static",
density = 1.0,
friction = 1.0,
restitution = 0.2,
update = true,
draggable = false,
radius = nil,
isSensor = false
}
if config then
--copying configuration
for key,value in pairs(config) do
conf[key]= value
end
end
if object and conf.update then
object.id = self.curSprite
self.sprites[object.id] = object
self.curSprite = self.curSprite + 1
end
local setType = b2.STATIC_BODY
if conf.type == "dynamic" then
setType = b2.DYNAMIC_BODY
elseif conf.type == "kinematic" then
setType = b2.KINEMATIC_BODY
end
--create box2d physical object
local body = self:createBody{type = setType}
conf.shape = "circle"
body._conf = conf
local angle
if object then
angle = object:getRotation()
object:setRotation(0)
end
conf.radius = conf.radius or object:getWidth()/2
local circle = b2.CircleShape.new(0, 0, conf.radius)
local fixture = body:createFixture{shape = circle, density = conf.density,
friction = conf.friction, restitution = conf.restitution, isSensor = conf.isSensor}
body._fixture = fixture
if object then
if getmetatable(object) ~= MovieClip then
object:setAnchorPoint(0.5, 0.5)
end
body:setPosition(object:getX(), object:getY())
body:setAngle(math.rad(angle))
object.body = body
body.object = object
if conf.type == "dynamic" and conf.draggable then
self:makeDraggable(object)
end
object:setRotation(angle)
self:__enchanceObject(object)
end
body.userdata = {}
body.joints = {}
return self
end
function b2.World:createTerrain(object, vertices, config)
local conf = {
type = "static",
density = 1.0,
friction = 1.0,
restitution = 0.2,
update = true,
draggable = false,
isSensor = false
}
if config then
--copying configuration
for key,value in pairs(config) do
conf[key]= value
end
end
if object and conf.update then
object.id = self.curSprite
self.sprites[object.id] = object
self.curSprite = self.curSprite + 1
end
local setType = b2.STATIC_BODY
if conf.type == "dynamic" then
setType = b2.DYNAMIC_BODY
elseif conf.type == "kinematic" then
setType = b2.KINEMATIC_BODY
end
--create box2d physical object
local body = self:createBody{type = setType}
conf.shape = "terrain"
body._conf = conf
local chain = b2.ChainShape.new()
chain:createChain(unpack(vertices))
conf.vertices = vertices
local fixture = body:createFixture{shape = chain, density = conf.density,
friction = conf.friction, restitution = conf.restitution, isSensor = conf.isSensor}
body._fixture = fixture
if object then
body:setPosition(object:getX(), object:getY())
body:setAngle(math.rad(object:getRotation()))
object.body = body
body.object = object
if conf.type == "dynamic" and conf.draggable then
self:makeDraggable(object)
end
self:__enchanceObject(object)
end
body.userdata = {}
body.joints = {}
return self
end
function b2.World:changeBodyState(object, config)
-- remove this condition if you want change terrain body too
-- if object.body._conf.shape == "circle" or object.body._conf.shape=="rectangle" then
local conf = {
type = "static",
draggable = false,
}
if config then
--copying configuration
for key,value in pairs(config) do
conf[key]= value
end
end
local setType = b2.STATIC_BODY
if conf.type == "dynamic" then
setType = b2.DYNAMIC_BODY
elseif conf.type == "kinematic" then
setType = b2.KINEMATIC_BODY
end
-- update body type and draggable
self.sprites[object.id].body:setType(setType)
object.body._conf.type = conf.setType
object.body._conf.draggable = conf.draggable
if conf.draggable then
self:makeDraggable(object)
else
if object.onDragStart then
self:undoDraggable(object)
end
end
--else
-- Do you want terrain dynamic or kinematic or draggable?
--print(object.body._conf.shape)
--end
end
function b2.World:update()
-- edit the step values if required. These are good defaults!
self:step(1/60, 8, 3)
--iterate through all child sprites
local sprites = #self.sprites
for i = 1, sprites do
--get specific sprite
local sprite = self.sprites[i]
-- check if sprite HAS a body (ie, physical object reference we added)
if sprite.body then
--update position to match box2d world object's position
--get physical body reference
local body = sprite.body
--get body coordinates
local bodyX, bodyY = body:getPosition()
--apply coordinates to sprite
sprite:setPosition(bodyX, bodyY)
--apply rotation to sprite
sprite:setRotation(math.deg(body:getAngle()))
end
end
return self
end
function b2.World:getDebug()
--set up debug drawing
local debugDraw = b2.DebugDraw.new()
debugDraw:setFlags(b2.DebugDraw.SHAPE_BIT + b2.DebugDraw.JOINT_BIT)
self:setDebugDraw(debugDraw)
return debugDraw
end
function b2.World:removeBody(object, destroy)
if object.body then
if object.id then
self.sprites[object.id] = nil
end
Timer.delayedCall(1, function()
self:destroyBody(object.body)
end)
object.body = nil
if destroy then
object:removeFromParent()
end
end
return self
end
function b2.Body:setData(key, value)
self.userdata[key] = value
return self
end
function b2.Body:getData(key)
return self.userdata[key]
end
function b2.Body:set(param, val)
if param == "x" then
local x, y = self:getPosition()
self:setPosition(val, y)
elseif param == "y" then
local x, y = self:getPosition()
self:setPosition(x, val)
elseif param == "rotation" then
self:setAngle(math.rad(val))
elseif param == "scaleBody" then
self._scale = val
if self._conf.shape == "rectangle" then
self:destroyFixture(self._fixture)
local poly = b2.PolygonShape.new()
poly:setAsBox((self._conf.width/2)*self._scale, (self._conf.height/2)*self._scale)
local fixture = self:createFixture{shape = poly, density = self._conf.density,
friction = self._conf.friction, restitution = self._conf.restitution, isSensor = self._conf.isSensor}
self._fixture = fixture
elseif self._conf.shape == "circle" then
self:destroyFixture(self._fixture)
local circle = b2.CircleShape.new(0, 0, self._conf.radius*self._scale)
local fixture = self:createFixture{shape = circle, density = self._conf.density,
friction = self._conf.friction, restitution = self._conf.restitution, isSensor = self._conf.isSensor}
self._fixture = fixture
end
if self.object then
self.object:setScale(self._scale)
end
else
local m = param:gsub("^%l", string.upper) -- convert linearVelocity to LinearVelocity
if self["set"..m] ~= nil then
self["set"..m](self, val)
else --lets check for x or y on the end as in linearVelocityX
local last = string.lower(m:sub(string.len(m))) --get last character
local m = m:sub(1, string.len(m)-1) -- get LinearVelocity from LinearVelocityX
if self["set"..m] ~= nil and (last == "x" or last == "y") then
local x, y = self["get"..m](self) -- get x and y values
if last == "x" then
self["set"..m](self, val, y)
elseif last == "y" then
self["set"..m](self, x, val)
end
end
end
end
end
function b2.Body:get(param)
if param == "x" then
local x, y = self:getPosition()
return x
elseif param == "y" then
local x, y = self:getPosition()
return y
elseif param == "rotation" then
return math.deg(self:getAngle())
elseif param == "scaleBody" then
return self._scale or 1
else
local m = param:gsub("^%l", string.upper) -- convert linearVelocity to LinearVelocity
if self["get"..m] ~= nil then
return self["get"..m](self)
else --lets check for x or y on the end as in linearVelocityX
local last = string.lower(m:sub(string.len(m))) --get last character
local m = m:sub(1, string.len(m)-1) -- get LinearVelocity from LinearVelocityX
if self["get"..m] ~= nil and (last == "x" or last == "y") then
local x, y = self["get"..m](self) -- get x and y values
if last == "x" then
return x
elseif last == "y" then
return y
end
end
end
end
end
end
--[[ catching the load of box2d ]]--
if b2 == nil then
local _require = require
require = function(name)
local answer = _require(name)
if name == "box2d" then
-- load box2d extensions
loadPhysicsExtension()
require = _require
end
return answer
end
else
loadPhysicsExtension()
end