/*
一般的,转动点pivot都很小,并且将其设为不可见(即转动点对象一般是隐藏的),下面的代码我们设置了其转动点为圆;
它的转动点在圆心,并且将它设为了可见。在实际操作中我们一般设置其(转动点对象(此处为圆))为不可见, 这里只是
为了更好的展示它 。注意:转动点在圆心 。当然我们也可以将其设在其他地方。
其代码和b2DistanceJoint一样, 只是在原来的基础上加了几行代码:
//定义转动点对象
the_pivot.radius = 0.5;
the_pivot.density = 0;//此处必须设为0,否则其将掉下去 其作为转动点,必须将其固定
bd = new b2BodyDef();
bd.position.Set(8.5,6.5);
var rev_joint:b2Body = m_world.CreateBody(bd);
rev_joint.CreateShape(the_pivot)
rev_joint.SetMassFromShapes();
//创建revoluteJoint对象 非常简单
the_rev_joint= new b2RevoluteDef()
the_rev_joint.Initialize(rev_joint, rev_box, new b2Vec2(8.5,6.5));
var joint_added:b2RevoluteJoint = m_world.CreateJoint(the_rev_joint) as b2RevoluteJoint;
*/
package {
import flash.display.Sprite;
import flash.events.Event;
import Box2D.Dynamics.*;
import Box2D.Collision.*;
import Box2D.Collision.Shapes.*;
import Box2D.Common.Math.*;
import Box2D.Dynamics.Joints.*;
import flash.events.MouseEvent;
public class revolute_joint extends Sprite {
var mouseJoint:b2MouseJoint;
var mousePVec:b2Vec2 = new b2Vec2();
var bd:b2BodyDef;
var the_box:b2PolygonDef = new b2PolygonDef();
var the_pivot:b2CircleDef = new b2CircleDef();
var the_rev_joint:b2RevoluteJointDef = new b2RevoluteJointDef();
public function revolute_joint() {
// world setup
var worldAABB:b2AABB = new b2AABB();
worldAABB.lowerBound.Set(-100.0, -100.0);
worldAABB.upperBound.Set(100.0, 100.0);
var gravity:b2Vec2=new b2Vec2(0.0,10.0);
var doSleep:Boolean=true;
m_world=new b2World(worldAABB,gravity,doSleep);
// debug draw
var m_sprite:Sprite;
m_sprite = new Sprite();
addChild(m_sprite);
var dbgDraw:b2DebugDraw = new b2DebugDraw();
var dbgSprite:Sprite = new Sprite();
m_sprite.addChild(dbgSprite);
dbgDraw.m_sprite=m_sprite;
dbgDraw.m_drawScale=30;
dbgDraw.m_alpha = 1;
dbgDraw.m_fillAlpha=0.5;
dbgDraw.m_lineThickness=1;
dbgDraw.m_drawFlags=b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit;
m_world.SetDebugDraw(dbgDraw);
// pivot for revolute joint
the_pivot.radius = 0.5;
the_pivot.density = 0;//此处必须设为0,否则其将掉下去 其作为转动点,必须将其固定
bd = new b2BodyDef();
bd.position.Set(8.5,6.5);
var rev_joint:b2Body = m_world.CreateBody(bd);
rev_joint.CreateShape(the_pivot)
rev_joint.SetMassFromShapes();
// box for the revolute joint
the_box.SetAsBox(4,0.5);
the_box.density = 0.01;
the_box.friction = 1;
the_box.restitution = 0.1;
bd = new b2BodyDef();
bd.position.Set(8.5,6.5);//Set(x,y)里的y值 和转动点的y值一样,可以使其绕该点转动 注意:其x值不能和转动的x值一样,否则其将不转动
var rev_box:b2Body = m_world.CreateBody(bd);
rev_box.CreateShape(the_box)
rev_box.SetMassFromShapes();
the_rev_joint.Initialize(rev_joint, rev_box, new b2Vec2(8.5,6.5));
var joint_added:b2RevoluteJoint = m_world.CreateJoint(the_rev_joint) as b2RevoluteJoint;
// listeners
stage.addEventListener(MouseEvent.MOUSE_DOWN, createMouse);
stage.addEventListener(MouseEvent.MOUSE_UP, destroyMouse);
addEventListener(Event.ENTER_FRAME, Update, false, 0, true);
}
public function createMouse(evt:MouseEvent):void {
var body:b2Body=GetBodyAtMouse();
if (body) {
var mouseJointDef:b2MouseJointDef=new b2MouseJointDef;
mouseJointDef.body1=m_world.GetGroundBody();
mouseJointDef.body2=body;
mouseJointDef.target.Set(mouseX/30, mouseY/30);
mouseJointDef.maxForce=30000;
mouseJointDef.timeStep=m_timeStep;
mouseJoint=m_world.CreateJoint(mouseJointDef) as b2MouseJoint;
}
}
public function destroyMouse(evt:MouseEvent):void {
if (mouseJoint) {
m_world.DestroyJoint(mouseJoint);
mouseJoint=null;
}
}
public function GetBodyAtMouse(includeStatic:Boolean=false):b2Body {
var mouseXWorldPhys = (mouseX)/30;
var mouseYWorldPhys = (mouseY)/30;
mousePVec.Set(mouseXWorldPhys, mouseYWorldPhys);
var aabb:b2AABB = new b2AABB();
aabb.lowerBound.Set(mouseXWorldPhys - 0.001, mouseYWorldPhys - 0.001);
aabb.upperBound.Set(mouseXWorldPhys + 0.001, mouseYWorldPhys + 0.001);
var k_maxCount:int=10;
var shapes:Array = new Array();
var count:int=m_world.Query(aabb,shapes,k_maxCount);
var body:b2Body=null;
for (var i:int = 0; i < count; ++i) {
if (shapes[i].GetBody().IsStatic()==false||includeStatic) {
var tShape:b2Shape=shapes[i] as b2Shape;
var inside:Boolean=tShape.TestPoint(tShape.GetBody().GetXForm(),mousePVec);
if (inside) {
body=tShape.GetBody();
break;
}
}
}
return body;
}
public function Update(e:Event):void {
m_world.Step(m_timeStep, m_iterations);
if (mouseJoint) {
var mouseXWorldPhys=mouseX/30;
var mouseYWorldPhys=mouseY/30;
var p2:b2Vec2=new b2Vec2(mouseXWorldPhys,mouseYWorldPhys);
mouseJoint.SetTarget(p2);
}
}
public var m_world:b2World;
public var m_iterations:int=10;
public var m_timeStep:Number=1.0/30.0;
}
}