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abdullh.alsoleman
Front-End
Commits
957061e9
Commit
957061e9
authored
Oct 26, 2015
by
Viktor Lidholt
Browse files
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Plain Diff
Adds support for collision categories and masks in sprite physics
parent
ac2a8a66
Changes
4
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Showing
4 changed files
with
92 additions
and
2 deletions
+92
-2
flutter_sprites.dart
packages/flutter_sprites/lib/flutter_sprites.dart
+1
-0
physics_body.dart
packages/flutter_sprites/lib/src/physics_body.dart
+49
-2
physics_collision_groups.dart
...ges/flutter_sprites/lib/src/physics_collision_groups.dart
+40
-0
physics_world.dart
packages/flutter_sprites/lib/src/physics_world.dart
+2
-0
No files found.
packages/flutter_sprites/lib/flutter_sprites.dart
View file @
957061e9
...
@@ -34,6 +34,7 @@ part 'src/node3d.dart';
...
@@ -34,6 +34,7 @@ part 'src/node3d.dart';
part
'src/node_with_size.dart'
;
part
'src/node_with_size.dart'
;
part
'src/particle_system.dart'
;
part
'src/particle_system.dart'
;
part
'src/physics_body.dart'
;
part
'src/physics_body.dart'
;
part
'src/physics_collision_groups.dart'
;
part
'src/physics_debug.dart'
;
part
'src/physics_debug.dart'
;
part
'src/physics_group.dart'
;
part
'src/physics_group.dart'
;
part
'src/physics_joint.dart'
;
part
'src/physics_joint.dart'
;
...
...
packages/flutter_sprites/lib/src/physics_body.dart
View file @
957061e9
...
@@ -22,7 +22,9 @@ class PhysicsBody {
...
@@ -22,7 +22,9 @@ class PhysicsBody {
bool
fixedRotation:
false
,
bool
fixedRotation:
false
,
bool
bullet:
false
,
bool
bullet:
false
,
bool
active:
true
,
bool
active:
true
,
this
.
gravityScale
:
1.0
this
.
gravityScale
:
1.0
,
collisionCategory:
"Default"
,
collisionMask:
null
})
{
})
{
this
.
density
=
density
;
this
.
density
=
density
;
this
.
friction
=
friction
;
this
.
friction
=
friction
;
...
@@ -38,6 +40,9 @@ class PhysicsBody {
...
@@ -38,6 +40,9 @@ class PhysicsBody {
this
.
fixedRotation
=
fixedRotation
;
this
.
fixedRotation
=
fixedRotation
;
this
.
bullet
=
bullet
;
this
.
bullet
=
bullet
;
this
.
active
=
active
;
this
.
active
=
active
;
this
.
collisionCategory
=
collisionCategory
;
this
.
collisionMask
=
collisionMask
;
}
}
Vector2
_lastPosition
;
Vector2
_lastPosition
;
...
@@ -232,6 +237,46 @@ class PhysicsBody {
...
@@ -232,6 +237,46 @@ class PhysicsBody {
double
gravityScale
;
double
gravityScale
;
Object
_collisionCategory
=
null
;
Object
get
collisionCategory
{
return
_collisionCategory
;
}
set
collisionCategory
(
Object
collisionCategory
)
{
_collisionCategory
=
collisionCategory
;
_updateFilter
();
}
List
<
Object
>
_collisionMask
=
null
;
List
<
Object
>
get
collisionMask
=>
_collisionMask
;
set
collisionMask
(
List
<
Object
>
collisionMask
)
{
_collisionMask
=
collisionMask
;
_updateFilter
();
}
box2d
.
Filter
get
_b2Filter
{
print
(
"_physicsNode:
$_physicsNode
groups:
${_physicsNode._collisionGroups}
"
);
box2d
.
Filter
f
=
new
box2d
.
Filter
();
f
.
categoryBits
=
_physicsNode
.
_collisionGroups
.
getBitmaskForKeys
([
_collisionCategory
]);
f
.
maskBits
=
_physicsNode
.
_collisionGroups
.
getBitmaskForKeys
(
_collisionMask
);
print
(
"Filter:
$f
category:
${f.categoryBits}
mask:
${f.maskBits}
"
);
return
f
;
}
void
_updateFilter
()
{
if
(
_body
!=
null
)
{
box2d
.
Filter
filter
=
_b2Filter
;
for
(
box2d
.
Fixture
fixture
=
_body
.
getFixtureList
();
fixture
!=
null
;
fixture
=
fixture
.
getNext
())
{
fixture
.
setFilterData
(
filter
);
}
}
}
PhysicsWorld
_physicsNode
;
PhysicsWorld
_physicsNode
;
Node
_node
;
Node
_node
;
...
@@ -296,6 +341,8 @@ class PhysicsBody {
...
@@ -296,6 +341,8 @@ class PhysicsBody {
void
_attach
(
PhysicsWorld
physicsNode
,
Node
node
)
{
void
_attach
(
PhysicsWorld
physicsNode
,
Node
node
)
{
assert
(
_attached
==
false
);
assert
(
_attached
==
false
);
_physicsNode
=
physicsNode
;
// Account for physics groups
// Account for physics groups
Point
positionWorld
=
node
.
_positionToPhysics
(
node
.
position
,
node
.
parent
);
Point
positionWorld
=
node
.
_positionToPhysics
(
node
.
position
,
node
.
parent
);
double
rotationWorld
=
node
.
_rotationToPhysics
(
node
.
rotation
,
node
.
parent
);
double
rotationWorld
=
node
.
_rotationToPhysics
(
node
.
rotation
,
node
.
parent
);
...
@@ -333,7 +380,6 @@ class PhysicsBody {
...
@@ -333,7 +380,6 @@ class PhysicsBody {
_body
.
userData
=
this
;
_body
.
userData
=
this
;
_physicsNode
=
physicsNode
;
_node
=
node
;
_node
=
node
;
_attached
=
true
;
_attached
=
true
;
...
@@ -353,6 +399,7 @@ class PhysicsBody {
...
@@ -353,6 +399,7 @@ class PhysicsBody {
fixtureDef
.
restitution
=
restitution
;
fixtureDef
.
restitution
=
restitution
;
fixtureDef
.
density
=
density
;
fixtureDef
.
density
=
density
;
fixtureDef
.
isSensor
=
isSensor
;
fixtureDef
.
isSensor
=
isSensor
;
fixtureDef
.
filter
=
_b2Filter
;
// Get shapes
// Get shapes
List
<
box2d
.
Shape
>
b2Shapes
=
<
box2d
.
Shape
>[];
List
<
box2d
.
Shape
>
b2Shapes
=
<
box2d
.
Shape
>[];
...
...
packages/flutter_sprites/lib/src/physics_collision_groups.dart
0 → 100644
View file @
957061e9
part of
flutter_sprites
;
class
_PhysicsCollisionGroups
{
_PhysicsCollisionGroups
()
{
// Make sure there is a default entry in the groups
getBitmaskForKeys
([
"Default"
]);
}
Map
<
Object
,
int
>
keyLookup
=
{};
List
<
Object
>
getKeysForBitmask
(
int
bitmask
)
{
List
<
Object
>
keys
=
[];
keyLookup
.
forEach
((
key
,
value
)
{
if
(
value
&
bitmask
)
{
keys
.
add
(
key
);
}
});
return
key
;
}
int
getBitmaskForKeys
(
List
<
Object
>
keys
)
{
if
(
keys
==
null
)
{
return
0xffff
;
}
int
bitmask
=
0
;
for
(
Object
key
in
keys
)
{
int
value
=
keyLookup
[
key
];
if
(
value
==
null
)
{
assert
(
keyLookup
.
length
<
16
);
value
=
1
<<
keyLookup
.
length
;
keyLookup
[
key
]
=
value
;
}
bitmask
|=
value
;
}
return
bitmask
;
}
}
packages/flutter_sprites/lib/src/physics_world.dart
View file @
957061e9
...
@@ -39,6 +39,8 @@ class PhysicsWorld extends Node {
...
@@ -39,6 +39,8 @@ class PhysicsWorld extends Node {
_ContactHandler
_contactHandler
;
_ContactHandler
_contactHandler
;
_PhysicsCollisionGroups
_collisionGroups
=
new
_PhysicsCollisionGroups
();
List
<
PhysicsJoint
>
_joints
=
<
PhysicsJoint
>[];
List
<
PhysicsJoint
>
_joints
=
<
PhysicsJoint
>[];
List
<
box2d
.
Body
>
_bodiesScheduledForDestruction
=
<
box2d
.
Body
>[];
List
<
box2d
.
Body
>
_bodiesScheduledForDestruction
=
<
box2d
.
Body
>[];
...
...
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