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abdullh.alsoleman
Front-End
Commits
6e91cfa4
Commit
6e91cfa4
authored
Oct 15, 2015
by
Viktor Lidholt
Browse files
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Plain Diff
Merge pull request #1623 from vlidholt/master
Fixes touch handling and refactors sprite physics
parents
0442b642
5fa5971b
Changes
4
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Showing
4 changed files
with
113 additions
and
157 deletions
+113
-157
flutter_sprites.dart
packages/flutter_sprites/lib/flutter_sprites.dart
+2
-0
physics_debug.dart
packages/flutter_sprites/lib/src/physics_debug.dart
+97
-0
physics_node.dart
packages/flutter_sprites/lib/src/physics_node.dart
+12
-155
sprite_box.dart
packages/flutter_sprites/lib/src/sprite_box.dart
+2
-2
No files found.
packages/flutter_sprites/lib/flutter_sprites.dart
View file @
6e91cfa4
...
...
@@ -14,6 +14,7 @@ import 'package:box2d/box2d.dart' as box2d;
import
'package:mojo/core.dart'
;
import
'package:sky_services/media/media.mojom.dart'
;
import
'package:flutter/animation.dart'
;
import
'package:flutter/gestures.dart'
;
import
'package:flutter/painting.dart'
;
import
'package:flutter/rendering.dart'
;
import
'package:flutter/services.dart'
;
...
...
@@ -33,6 +34,7 @@ part 'src/node3d.dart';
part
'src/node_with_size.dart'
;
part
'src/particle_system.dart'
;
part
'src/physics_body.dart'
;
part
'src/physics_debug.dart'
;
part
'src/physics_joint.dart'
;
part
'src/physics_node.dart'
;
part
'src/physics_shape.dart'
;
...
...
packages/flutter_sprites/lib/src/physics_debug.dart
0 → 100644
View file @
6e91cfa4
part of
flutter_sprites
;
class
_PhysicsDebugDraw
extends
box2d
.
DebugDraw
{
_PhysicsDebugDraw
(
box2d
.
ViewportTransform
transform
,
this
.
physicsNode
)
:
super
(
transform
);
PhysicsNode
physicsNode
;
PaintingCanvas
canvas
;
void
drawSegment
(
Vector2
p1
,
Vector2
p2
,
box2d
.
Color3i
color
)
{
Paint
paint
=
new
Paint
()..
color
=
_toColor
(
color
);
canvas
.
drawLine
(
_toPoint
(
p1
),
_toPoint
(
p2
),
paint
);
}
void
drawSolidPolygon
(
List
<
Vector2
>
vertices
,
int
vertexCount
,
box2d
.
Color3i
color
)
{
Path
path
=
new
Path
();
Point
pt
=
_toPoint
(
vertices
[
0
]);
path
.
moveTo
(
pt
.
x
,
pt
.
y
);
for
(
int
i
=
1
;
i
<
vertexCount
;
i
++)
{
pt
=
_toPoint
(
vertices
[
i
]);
path
.
lineTo
(
pt
.
x
,
pt
.
y
);
}
Paint
paint
=
new
Paint
()..
color
=
_toColor
(
color
);
canvas
.
drawPath
(
path
,
paint
);
}
void
drawCircle
(
Vector2
center
,
num
radius
,
box2d
.
Color3i
color
,
[
Vector2
axis
])
{
print
(
"drawCircle:
$center
"
);
Paint
paint
=
new
Paint
()
..
color
=
_toColor
(
color
)
..
setStyle
(
ui
.
PaintingStyle
.
stroke
)
..
strokeWidth
=
1.0
;
canvas
.
drawCircle
(
_toPoint
(
center
),
_scale
(
radius
),
paint
);
}
void
drawSolidCircle
(
Vector2
center
,
num
radius
,
Vector2
axis
,
box2d
.
Color3i
color
)
{
Paint
paint
=
new
Paint
()
..
color
=
_toColor
(
color
);
canvas
.
drawCircle
(
_toPoint
(
center
),
_scale
(
radius
),
paint
);
}
void
drawPoint
(
Vector2
point
,
num
radiusOnScreen
,
box2d
.
Color3i
color
)
{
drawSolidCircle
(
point
,
radiusOnScreen
,
null
,
color
);
}
void
drawParticles
(
List
<
Vector2
>
centers
,
double
radius
,
List
<
box2d
.
ParticleColor
>
colors
,
int
count
)
{
// TODO: Implement
}
void
drawParticlesWireframe
(
List
<
Vector2
>
centers
,
double
radius
,
List
<
box2d
.
ParticleColor
>
colors
,
int
count
)
{
// TODO: Implement
}
void
drawTransform
(
box2d
.
Transform
xf
,
box2d
.
Color3i
color
)
{
drawCircle
(
xf
.
p
,
0.1
,
color
);
// TODO: Improve
}
void
drawStringXY
(
num
x
,
num
y
,
String
s
,
box2d
.
Color3i
color
)
{
// TODO: Implement
}
Color
_toColor
(
box2d
.
Color3i
color
)
{
return
new
Color
.
fromARGB
(
255
,
color
.
x
,
color
.
y
,
color
.
z
);
}
Point
_toPoint
(
Vector2
vec
)
{
return
new
Point
(
vec
.
x
*
physicsNode
.
b2WorldToNodeConversionFactor
,
vec
.
y
*
physicsNode
.
b2WorldToNodeConversionFactor
);
}
double
_scale
(
double
value
)
{
return
value
*
physicsNode
.
b2WorldToNodeConversionFactor
;
}
}
packages/flutter_sprites/lib/src/physics_node.dart
View file @
6e91cfa4
...
...
@@ -25,6 +25,14 @@ class PhysicsNode extends Node {
void
_init
()
{
_contactHandler
=
new
_ContactHandler
(
this
);
b2World
.
setContactListener
(
_contactHandler
);
box2d
.
ViewportTransform
transform
=
new
box2d
.
ViewportTransform
(
new
Vector2
.
zero
(),
new
Vector2
.
zero
(),
1.0
);
_debugDraw
=
new
_PhysicsDebugDraw
(
transform
,
this
);
b2World
.
debugDraw
=
_debugDraw
;
}
box2d
.
World
b2World
;
...
...
@@ -35,6 +43,8 @@ class PhysicsNode extends Node {
List
<
box2d
.
Body
>
_bodiesScheduledForDestruction
=
[];
_PhysicsDebugDraw
_debugDraw
;
double
b2WorldToNodeConversionFactor
=
10.0
;
Offset
get
gravity
{
...
...
@@ -143,161 +153,8 @@ class PhysicsNode extends Node {
}
void
paintDebug
(
PaintingCanvas
canvas
)
{
Paint
shapePaint
=
new
Paint
();
shapePaint
.
setStyle
(
ui
.
PaintingStyle
.
stroke
);
shapePaint
.
strokeWidth
=
1.0
;
for
(
box2d
.
Body
body
=
b2World
.
bodyList
;
body
!=
null
;
body
=
body
.
getNext
())
{
canvas
.
save
();
Point
point
=
new
Point
(
body
.
position
.
x
*
b2WorldToNodeConversionFactor
,
body
.
position
.
y
*
b2WorldToNodeConversionFactor
);
canvas
.
translate
(
point
.
x
,
point
.
y
);
canvas
.
rotate
(
body
.
getAngle
());
if
(
body
.
getType
()
==
box2d
.
BodyType
.
DYNAMIC
)
{
if
(
body
.
isAwake
())
shapePaint
.
color
=
new
Color
(
0xff00ff00
);
else
shapePaint
.
color
=
new
Color
(
0xff666666
);
}
else
if
(
body
.
getType
()
==
box2d
.
BodyType
.
STATIC
)
shapePaint
.
color
=
new
Color
(
0xffff0000
);
else
if
(
body
.
getType
()
==
box2d
.
BodyType
.
KINEMATIC
)
shapePaint
.
color
=
new
Color
(
0xffff9900
);
for
(
box2d
.
Fixture
fixture
=
body
.
getFixtureList
();
fixture
!=
null
;
fixture
=
fixture
.
getNext
())
{
box2d
.
Shape
shape
=
fixture
.
getShape
();
if
(
shape
.
shapeType
==
box2d
.
ShapeType
.
CIRCLE
)
{
box2d
.
CircleShape
circle
=
shape
;
Point
cp
=
new
Point
(
circle
.
p
.
x
*
b2WorldToNodeConversionFactor
,
circle
.
p
.
y
*
b2WorldToNodeConversionFactor
);
double
radius
=
circle
.
radius
*
b2WorldToNodeConversionFactor
;
canvas
.
drawCircle
(
cp
,
radius
,
shapePaint
);
}
else
if
(
shape
.
shapeType
==
box2d
.
ShapeType
.
POLYGON
)
{
box2d
.
PolygonShape
poly
=
shape
;
List
<
Point
>
points
=
[];
for
(
int
i
=
0
;
i
<
poly
.
getVertexCount
();
i
++)
{
Vector2
vertex
=
poly
.
getVertex
(
i
);
Point
pt
=
new
Point
(
vertex
.
x
*
b2WorldToNodeConversionFactor
,
vertex
.
y
*
b2WorldToNodeConversionFactor
);
points
.
add
(
pt
);
}
if
(
points
.
length
>=
2
)
{
for
(
int
i
=
0
;
i
<
points
.
length
;
i
++)
{
canvas
.
drawLine
(
points
[
i
],
points
[(
i
+
1
)
%
points
.
length
],
shapePaint
);
}
}
}
}
canvas
.
restore
();
// Draw contacts
for
(
box2d
.
ContactEdge
edge
=
body
.
getContactList
();
edge
!=
null
;
edge
=
edge
.
next
)
{
box2d
.
Contact
contact
=
edge
.
contact
;
Vector2
cA
=
new
Vector2
.
zero
();
Vector2
cB
=
new
Vector2
.
zero
();
box2d
.
Fixture
fixtureA
=
contact
.
fixtureA
;
box2d
.
Fixture
fixtureB
=
contact
.
fixtureB
;
fixtureA
.
getAABB
(
contact
.
getChildIndexA
()).
getCenterToOut
(
cA
);
fixtureB
.
getAABB
(
contact
.
getChildIndexB
()).
getCenterToOut
(
cB
);
Point
p1
=
new
Point
(
cA
.
x
*
b2WorldToNodeConversionFactor
,
cA
.
y
*
b2WorldToNodeConversionFactor
);
Point
p2
=
new
Point
(
cB
.
x
*
b2WorldToNodeConversionFactor
,
cB
.
y
*
b2WorldToNodeConversionFactor
);
shapePaint
.
color
=
new
Color
(
0x33ffffff
);
canvas
.
drawLine
(
p1
,
p2
,
shapePaint
);
box2d
.
WorldManifold
worldManifold
=
new
box2d
.
WorldManifold
();
contact
.
getWorldManifold
(
worldManifold
);
shapePaint
.
color
=
new
Color
(
0xffffffff
);
for
(
Vector2
pt
in
worldManifold
.
points
)
{
Point
pCenter
=
new
Point
(
pt
.
x
*
b2WorldToNodeConversionFactor
,
pt
.
y
*
b2WorldToNodeConversionFactor
);
Offset
offset
=
new
Offset
(
worldManifold
.
normal
.
x
*
5.0
,
worldManifold
.
normal
.
y
*
5.0
);
Point
p2
=
pCenter
+
offset
;
Point
p1
=
new
Point
(
pCenter
.
x
-
offset
.
dx
,
pCenter
.
y
-
offset
.
dy
);
canvas
.
drawLine
(
p1
,
p2
,
shapePaint
);
canvas
.
drawCircle
(
pCenter
,
5.0
,
shapePaint
);
}
}
// Draw joints
shapePaint
.
color
=
new
Color
(
0xff0000ff
);
for
(
box2d
.
JointEdge
edge
=
body
.
getJointList
();
edge
!=
null
;
edge
=
edge
.
next
)
{
box2d
.
Joint
joint
=
edge
.
joint
;
// Make sure we only draw each joint once
if
(
joint
.
getBodyB
()
==
body
)
continue
;
// Get anchor A
Vector2
anchorA
=
new
Vector2
.
zero
();
joint
.
getAnchorA
(
anchorA
);
Point
ptAnchorA
=
new
Point
(
anchorA
.
x
*
b2WorldToNodeConversionFactor
,
anchorA
.
y
*
b2WorldToNodeConversionFactor
);
// Get anchor B
Vector2
anchorB
=
new
Vector2
.
zero
();
joint
.
getAnchorB
(
anchorB
);
Point
ptAnchorB
=
new
Point
(
anchorB
.
x
*
b2WorldToNodeConversionFactor
,
anchorB
.
y
*
b2WorldToNodeConversionFactor
);
// Get body A position
Point
ptBodyA
=
new
Point
(
joint
.
getBodyA
().
position
.
x
*
b2WorldToNodeConversionFactor
,
joint
.
getBodyA
().
position
.
y
*
b2WorldToNodeConversionFactor
);
Point
ptBodyB
=
new
Point
(
joint
.
getBodyB
().
position
.
x
*
b2WorldToNodeConversionFactor
,
joint
.
getBodyB
().
position
.
y
*
b2WorldToNodeConversionFactor
);
// Draw the joint depending on type
box2d
.
JointType
type
=
joint
.
getType
();
if
(
type
==
box2d
.
JointType
.
WELD
||
type
==
box2d
.
JointType
.
REVOLUTE
)
{
// Draw weld joint
canvas
.
drawCircle
(
ptAnchorA
,
5.0
,
shapePaint
);
canvas
.
drawLine
(
ptBodyA
,
ptAnchorA
,
shapePaint
);
canvas
.
drawLine
(
ptAnchorB
,
ptBodyB
,
shapePaint
);
}
}
}
_debugDraw
.
canvas
=
canvas
;
b2World
.
drawDebugData
();
}
}
...
...
packages/flutter_sprites/lib/src/sprite_box.dart
View file @
6e91cfa4
...
...
@@ -185,11 +185,11 @@ class SpriteBox extends RenderBox {
}
}
void
handleEvent
(
ui
.
Event
event
,
_SpriteBoxHitTestEntry
entry
)
{
void
handleEvent
(
Input
Event
event
,
_SpriteBoxHitTestEntry
entry
)
{
if
(!
attached
)
return
;
if
(
event
is
ui
.
Pointer
Event
)
{
if
(
event
is
PointerInput
Event
)
{
if
(
event
.
type
==
'pointerdown'
)
{
// Build list of event targets
...
...
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