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abdullh.alsoleman
Front-End
Commits
dd6d4676
Commit
dd6d4676
authored
Oct 08, 2015
by
Viktor Lidholt
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Merge pull request #1526 from vlidholt/master
Adds support for applying forces and impulses to sprite physics
parents
da4f7b98
020e7492
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physics_body.dart
packages/flutter_sprites/lib/physics_body.dart
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packages/flutter_sprites/lib/physics_body.dart
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dd6d4676
...
@@ -16,7 +16,7 @@ class PhysicsBody {
...
@@ -16,7 +16,7 @@ class PhysicsBody {
Offset
linearVelocity:
Offset
.
zero
,
Offset
linearVelocity:
Offset
.
zero
,
double
angularVelocity:
0.0
,
double
angularVelocity:
0.0
,
this
.
linearDampening
:
0.0
,
this
.
linearDampening
:
0.0
,
double
a
wakea
ngularDampening:
0.0
,
double
angularDampening:
0.0
,
bool
allowSleep:
true
,
bool
allowSleep:
true
,
bool
awake:
true
,
bool
awake:
true
,
bool
fixedRotation:
false
,
bool
fixedRotation:
false
,
...
@@ -232,6 +232,58 @@ class PhysicsBody {
...
@@ -232,6 +232,58 @@ class PhysicsBody {
bool
_attached
=
false
;
bool
_attached
=
false
;
void
applyForce
(
Offset
force
,
Point
worldPoint
)
{
assert
(
_body
!=
null
);
Vector2
b2Force
=
new
Vector2
(
force
.
dx
/
_physicsNode
.
b2WorldToNodeConversionFactor
,
force
.
dy
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
Vector2
b2Point
=
new
Vector2
(
worldPoint
.
x
/
_physicsNode
.
b2WorldToNodeConversionFactor
,
worldPoint
.
y
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
_body
.
applyForce
(
b2Force
,
b2Point
);
}
void
applyForceToCenter
(
Offset
force
)
{
assert
(
_body
!=
null
);
Vector2
b2Force
=
new
Vector2
(
force
.
dx
/
_physicsNode
.
b2WorldToNodeConversionFactor
,
force
.
dy
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
_body
.
applyForceToCenter
(
b2Force
);
}
void
applyTorque
(
double
torque
)
{
assert
(
_body
!=
null
);
_body
.
applyTorque
(
torque
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
}
void
applyLinearImpulse
(
Offset
impulse
,
Point
worldPoint
,
[
bool
wake
=
true
])
{
assert
(
_body
!=
null
);
Vector2
b2Impulse
=
new
Vector2
(
impulse
.
dx
/
_physicsNode
.
b2WorldToNodeConversionFactor
,
impulse
.
dy
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
Vector2
b2Point
=
new
Vector2
(
worldPoint
.
x
/
_physicsNode
.
b2WorldToNodeConversionFactor
,
worldPoint
.
y
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
_body
.
applyLinearImpulse
(
b2Impulse
,
b2Point
,
wake
);
}
void
applyAngularImpulse
(
double
impulse
)
{
assert
(
_body
!=
null
);
_body
.
applyAngularImpulse
(
impulse
/
_physicsNode
.
b2WorldToNodeConversionFactor
);
}
void
_attach
(
PhysicsNode
physicsNode
,
Node
node
)
{
void
_attach
(
PhysicsNode
physicsNode
,
Node
node
)
{
assert
(
_attached
==
false
);
assert
(
_attached
==
false
);
...
...
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