package{ import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Collision.Shapes.b2PolygonShape; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2Body; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2DebugDraw; import Box2D.Dynamics.b2FixtureDef; import Box2D.Dynamics.b2World; import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; [SWF(width="800",height="600",frameRate="32",backgroundColor="0x000000")] public class DrawCircle1 extends Sprite{ private var world:b2World; private var timeStep:Number; private var iterations:uint; private var pixelsPerMeter:Number = 30; private var initX:Number = 0.0; private var initY:Number = 0.0; private var drawing:Boolean = false; public function DrawCircle1(){ createWorld(); makeDebugDraw(); addGround(400/pixelsPerMeter,585/pixelsPerMeter,400/pixelsPerMeter,15/pixelsPerMeter); addEventListener(Event.ENTER_FRAME,onEnterframe); stage.addEventListener(MouseEvent.MOUSE_DOWN,onMouseDown); stage.addEventListener(MouseEvent.MOUSE_UP,onMouseUp); } private function createWorld():void{ var gravity:b2Vec2 = new b2Vec2(0.0,9.8); var doSleep:Boolean = true; world = new b2World(gravity,doSleep); world.SetWarmStarting(true); timeStep = 1.0/30.0; iterations = 10; } private function makeDebugDraw():void{ var debugDraw:b2DebugDraw = new b2DebugDraw(); var debugSprite:Sprite = new Sprite(); addChild(debugSprite); debugDraw.SetSprite(debugSprite); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); } private function addGround(x:Number,y:Number,hx:Number,hy:Number):void{ var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.position.Set(x,y); var body:b2Body = world.CreateBody(bodyDef); var shape:b2PolygonShape = new b2PolygonShape(); shape.SetAsBox(hx,hy); body.CreateFixture2(shape); } private function onMouseDown(e:MouseEvent):void{ initX = e.localX; initY = e.localY; drawing = true; stage.addEventListener(MouseEvent.MOUSE_MOVE,onMouseMove); } private function onMouseMove(e:MouseEvent):void{ if(drawing){ graphics.clear(); graphics.beginFill(0xFF0000,0.5); graphics.drawCircle(initX,initY,e.localX-initX); } } private function onMouseUp(e:MouseEvent):void{ graphics.clear(); drawing = false; var finalX:Number = e.localX; var finalY:Number = e.localY; var radius:Number = Math.abs(finalX-initX); if(radius > 0){ addCircle(initX/pixelsPerMeter,initY/pixelsPerMeter,radius/pixelsPerMeter); } } private function addCircle(x:Number,y:Number,radius:Number):void{ var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(x,y); var circle:b2CircleShape = new b2CircleShape(); circle.SetRadius(radius); var fixtureDef:b2FixtureDef = new b2FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = 1.0; fixtureDef.friction = 0.3; fixtureDef.restitution = 0.2; var body:b2Body = world.CreateBody(bodyDef); body.CreateFixture(fixtureDef); } private function onEnterframe(e:Event):void{ world.Step(timeStep,iterations,iterations); world.ClearForces(); world.DrawDebugData(); } } }
转载请注明:陈童的博客 » box2d实时绘制圆形方法之一:鼠标拖放方式