The engine behind Splitter Flash game – new AS3 prototypes
Splitting Box2D objects seem to be the ultimate challenge around here… after The engine behind Splitter Flash game – first AS3 prototype, now we have two updates… the first by Guillaume Pommey, author of the previous prototype and the second one by Bryce Summer.
While Guillaume wants to refine a bit the final code before publishing it, here it is Bryce work:
Here is my messy attempt at recreating the splitter engine that you posted about on your blog. The code is VERY messy and it doesn’t really work but I decided to send it to you incase it would help at all. The controls are a little funky, you have to move the mouse over to the lower right corner so that the red line is across one of the shapes and click. Sometimes it will (sort of)split it, sometimes it will do nothing. Gravity is disabled at first, hold g to turn it on and release it to turn it off(I added the gravity toggle to try and figure out what was going wrong).
The actionscript resides in two files, one in the timeline and one in the Cutter class
This is the one in the timeline:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 | import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.Joints.*; import Box2D.Dynamics.Contacts.*; import Box2D.Common.Math.*; import Box2d.Common.*; import flash.events.*; addEventListener(Event.ENTER_FRAME, update, false, 0, true); stage.addEventListener(MouseEvent.MOUSE_DOWN, mDown); stage.addEventListener(MouseEvent.MOUSE_UP, mUp); //stage.addEventListener(KeyboardEvent.KEY_DOWN, kDown); //stage.addEventListener(KeyboardEvent.KEY_UP, kUp); var MouseIsDown:Boolean = false; var m_iterations:int = 10; var m_timeStep:Number = 1/30; var m_physScale:Number = 50; var worldAABB:b2AABB = new b2AABB(); worldAABB.lowerBound.Set(-1000.0, -1000.0); worldAABB.upperBound.Set(1000.0, 1000.0); // Define the gravity vector var gravity:b2Vec2 = new b2Vec2(0.0, 0.0); // Allow bodies to sleep var doSleep:Boolean = true; // Construct a world object var m_world = new b2World(worldAABB, gravity, doSleep); var dbgDraw:b2DebugDraw = new b2DebugDraw(); //var dbgSprite:Sprite = new Sprite(); //m_sprite.addChild(dbgSprite); dbgDraw.m_sprite = this; dbgDraw.m_drawScale = 50.0; dbgDraw.m_fillAlpha = 0.3; dbgDraw.m_lineThickness = 1.0; dbgDraw.m_drawFlags = b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit; m_world.SetDebugDraw(dbgDraw); var wallSd:b2PolygonDef = new b2PolygonDef(); var wallBd:b2BodyDef = new b2BodyDef(); var wallB:b2Body; // Left wallBd.position.Set(-95 / m_physScale, 360/m_physScale/2); wallSd.SetAsBox(100/m_physScale, 400/m_physScale/2); wallB = m_world.CreateBody(wallBd); wallB.CreateShape(wallSd); wallB.SetMassFromShapes(); // Right wallBd.position.Set((640+95) / m_physScale, 360/m_physScale/2); wallB = m_world.CreateBody(wallBd); wallB.CreateShape(wallSd); wallB.SetMassFromShapes(); // Top wallBd.position.Set(640/m_physScale/2, -95/m_physScale); wallSd.SetAsBox(680/m_physScale/2, 100/m_physScale); wallB = m_world.CreateBody(wallBd); wallB.CreateShape(wallSd); wallB.SetMassFromShapes(); // Bottom wallBd.position.Set(640/m_physScale/2, (360+95)/m_physScale); wallB = m_world.CreateBody(wallBd); wallB.CreateShape(wallSd); wallB.SetMassFromShapes(); var body:b2Body; // Spawn in a bunch of crap for (var i = 0; i < 5; i++){ var bodyDef:b2BodyDef = new b2BodyDef(); //bodyDef.isBullet = true; var boxDef:b2PolygonDef = new b2PolygonDef(); boxDef.density = 1.0; // Override the default friction. boxDef.friction = 0.3; boxDef.restitution = 0.1; boxDef.SetAsBox((Math.random() * 5 + 10) / m_physScale, (Math.random() * 5 + 10) / m_physScale); bodyDef.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDef.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDef); body.CreateShape(boxDef); body.SetMassFromShapes(); } /* for (i = 0; i < 5; i++){ var bodyDefC:b2BodyDef = new b2BodyDef(); //bodyDefC.isBullet = true; var circDef:b2CircleDef = new b2CircleDef(); circDef.density = 1.0; circDef.radius = (Math.random() * 5 + 10) / m_physScale; // Override the default friction. circDef.friction = 0.3; circDef.restitution = 0.1; bodyDefC.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDefC.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDefC); body.CreateShape(circDef); body.SetMassFromShapes(); } */ for (i = 0; i < 15; i++){ var bodyDefP:b2BodyDef = new b2BodyDef(); //bodyDefP.isBullet = true; var polyDef:b2PolygonDef = new b2PolygonDef(); if (Math.random() > 0.66){ polyDef.vertexCount = 4; polyDef.vertices[0].Set((-10 -Math.random()*10) / m_physScale, ( 10 +Math.random()*10) / m_physScale); polyDef.vertices[1].Set(( -5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); polyDef.vertices[2].Set(( 5 +Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); polyDef.vertices[3].Set(( 10 +Math.random()*10) / m_physScale, ( 10 +Math.random()*10) / m_physScale); } else if (Math.random() > 0.5){ polyDef.vertexCount = 5; polyDef.vertices[0].Set(0, (10 +Math.random()*10) / m_physScale); polyDef.vertices[2].Set((-5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); polyDef.vertices[3].Set(( 5 +Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); polyDef.vertices[1].Set((polyDef.vertices[0].x + polyDef.vertices[2].x), (polyDef.vertices[0].y + polyDef.vertices[2].y)); polyDef.vertices[1].Multiply(Math.random()/2+0.8); polyDef.vertices[4].Set((polyDef.vertices[3].x + polyDef.vertices[0].x), (polyDef.vertices[3].y + polyDef.vertices[0].y)); polyDef.vertices[4].Multiply(Math.random()/2+0.8); } else{ polyDef.vertexCount = 3; polyDef.vertices[0].Set(0, (10 +Math.random()*10) / m_physScale); polyDef.vertices[1].Set((-5 -Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); polyDef.vertices[2].Set(( 5 +Math.random()*10) / m_physScale, (-10 -Math.random()*10) / m_physScale); } polyDef.density = 1.0; polyDef.friction = 0.3; polyDef.restitution = 0.1; bodyDefP.position.Set((Math.random() * 400 + 120) / m_physScale, (Math.random() * 150 + 50) / m_physScale); bodyDefP.angle = Math.random() * Math.PI; body = m_world.CreateBody(bodyDefP); body.CreateShape(polyDef); body.SetMassFromShapes(); } function update(e:Event):void { this.graphics.clear() m_world.Step(m_timeStep, m_iterations); var segment:b2Segment = new b2Segment(); segment.p1.SetV(new b2Vec2(50 / m_physScale, 50 / m_physScale)) segment.p2.SetV(new b2Vec2(mouseX / m_physScale, mouseY / m_physScale)) //segment.ExtendForward(worldAABB); var lambda = [1]; var normal:b2Vec2 = new b2Vec2(); var maxShapes:Number = 64; var shapes:Array = new Array(); var count:Number = m_world.Raycast(segment,shapes,maxShapes,false,null); if (MouseIsDown) { for (var i:int = 0; i < count; i++) { if (shapes[i].GetType() != b2Shape.e_polygonShape) { continue; } var b:b2Body = shapes[i].GetBody(); if (b.GetMass() <= 0) { continue; } var polyShape:b2PolygonShape = shapes[i]; var pd:Array = new Array(2); pd[0] = new b2PolygonDef(); pd[0].density = 1; pd[1] = new b2PolygonDef(); pd[1].density = 1; if (Cutter.SplitShape(polyShape, segment, 0.1, pd) == 0) { b.DestroyShape(shapes[i]); b.CreateShape(pd[0]); b.SetMassFromShapes(); b.WakeUp(); var bd:b2BodyDef = new b2BodyDef(); bd.position = b.GetPosition(); bd.angle = b.GetAngle(); var newBody:b2Body = m_world.CreateBody(bd); newBody.CreateShape(pd[1]); newBody.SetMassFromShapes(); newBody.SetAngularVelocity(b.GetAngularVelocity()); newBody.SetLinearVelocity(b.GetLinearVelocity()); } } } lambda=[1]; lambda=lambda[0]; this.graphics.lineStyle(1,0xff0000,1); this.graphics.moveTo(segment.p1.x * m_physScale, segment.p1.y * m_physScale); this.graphics.lineTo( (segment.p2.x * lambda + (1-lambda) * segment.p1.x) * m_physScale, (segment.p2.y * lambda + (1-lambda) * segment.p1.y) * m_physScale); } function mDown(e:MouseEvent):void { MouseIsDown = true; } function mUp(e:MouseEvent):void { MouseIsDown = false; } /* var keyToCheck:String = "g"; function kDown(e:KeyboardEvent):void { if (e.charCode == keyToCheck.charCodeAt(0)) { m_world.SetGravity(new b2Vec2(0,10)); } } function kUpp(e:KeyboardEvent):void { if (e.charCode == keyToChek.charCodeAt(0)) { m_world.SetGravity(new b2Vec2(0,0)); } } */ |
And this is Cutter.as
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 | package { import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Collision.Shapes.*; import Box2D.Dynamics.Joints.*; import Box2D.Dynamics.Contacts.*; import Box2D.Common.Math.*; import Box2D.Common.*; public class Cutter { public static function CheckPolyShape(poly:b2PolygonDef):int { if (!(3 <= poly.vertexCount && poly.vertexCount <= b2Settings.b2_maxPolygonVertices)) { return -1; } var m_normals:Array = new Array(poly.vertexCount); var i1:int; var i2:int; for (var i:int = 0; i < poly.vertexCount; i++) { i1 = i; i2 = i + 1 < poly.vertexCount ? i + 1 : 0; var edge:b2Vec2 = poly.vertices[i2].Copy(); edge.Subtract(poly.vertices[i1]); if (!(edge.LengthSquared() > b2Settings.b2_linearSlop * b2Settings.b2_linearSlop)) { return -1; } m_normals[i] = b2Math.b2CrossVF(edge, 1); m_normals[i].Normalize(); } for (i = 0; i < poly.vertexCount; i++) { for (var j = 0; j < poly.vertexCount; j++) { if (j == i || j == (i + 1) % poly.vertexCount) { continue; } var aDot:b2Vec2 = poly.vertices[j].Copy(); aDot.Subtract(poly.vertices[i]); var s:Number = b2Math.b2Dot(m_normals[i], aDot); if (!(s < -b2Settings.b2_linearSlop)) { return -1; } } } for (i = 1; i < poly.vertexCount; i++) { var cross:Number = b2Math.b2CrossVV(m_normals[i-1], m_normals[i]); cross = b2Math.b2Clamp(cross, -1, 1); var angle:Number = Math.asin(cross); if (!(angle > b2Settings.b2_angularSlop)) { return -1; } } var m_centroid:b2Vec2 = new b2Vec2(); var area:Number = 0; var pRef:b2Vec2 = new b2Vec2(); var inv3:Number = 1 / 3; for (i = 0; i < poly.vertexCount; i++) { var p1:b2Vec2 = pRef; var p2:b2Vec2 = poly.vertices[i]; var p3:b2Vec2 = i + 1 < poly.vertexCount ? poly.vertices[i+1] : poly.vertices[0]; var e1:b2Vec2 = p2.Copy(); e1.Subtract(p1); var e2:b2Vec2 = p3.Copy(); e2.Subtract(p1); var D:Number = b2Math.b2CrossVV(e1,e2); var triangleArea:Number = 0.5 * D; area += triangleArea; var p123:b2Vec2 = p1.Copy(); p123.Add(p2); p123.Add(p3); var arInv3:Number = triangleArea * inv3; p123.Multiply(arInv3); m_centroid.Add(p123); } if (!(area > b2Settings.b2_linearSlop)) { return -1; } m_centroid.Multiply(1 / area); for (i = 0; i < poly.vertexCount; i++) { i1 = i - 1 >= 0 ? i - 1 : poly.vertexCount - 1; i2 = i; var n1:b2Vec2 = m_normals[i1]; var n2:b2Vec2 = m_normals[i2]; var v:b2Vec2 = poly.vertices[i].Copy(); v.Subtract(m_centroid); var d:b2Vec2 = new b2Vec2(); d.x = b2Math.b2Dot(n1, v) - b2Settings.b2_toiSlop; d.y = b2Math.b2Dot(n2, v) - b2Settings.b2_toiSlop; if (!(d.x >= 0)) { return -1; } if (!(d.y >= 0)) { return -1; } } return 0; } public static function SplitShape(shape:b2PolygonShape, segment:b2Segment, splitSize:Number, newPolygon:Array):int { var lambda:Array = [1]; var normal:b2Vec2 = new b2Vec2(); var b:b2Body = shape.GetBody(); var xf:b2XForm = b.GetXForm(); if (shape.TestSegment(xf, lambda, normal, segment, 1) != b2Shape.e_hitCollide) { return -1; } var entryPoint:b2Vec2 = segment.p1.Copy(); entryPoint.Multiply(1 - lambda[0]); var tmp:b2Vec2 = segment.p2.Copy(); tmp.Multiply(lambda[0]); entryPoint.Add(tmp); var reverseSegment:b2Segment = new b2Segment(); reverseSegment.p1 = segment.p2; reverseSegment.p2 = segment.p1; if (shape.TestSegment(xf, lambda, normal, reverseSegment, 1) != b2Shape.e_hitCollide) { return -1; } var exitPoint:b2Vec2 = reverseSegment.p1.Copy(); exitPoint.Multiply(1 - lambda[0]); tmp = reverseSegment.p2.Copy(); tmp.Multiply(lambda[0]); exitPoint.Add(tmp); var localEntryPoint:b2Vec2 = b.GetLocalPoint(entryPoint); var localExitPoint:b2Vec2 = b.GetLocalPoint(exitPoint); var vertices:Array = shape.GetVertices(); var cutAdded:Array = [-1,-1]; var last:int = -1; for (var i:int = 0; i < shape.GetVertexCount(); i++) { var n:int; var subExitP:b2Vec2 = localExitPoint.Copy(); subExitP.Subtract(localEntryPoint); var subVertex:b2Vec2 = vertices[i].Copy(); subVertex.Subtract(localEntryPoint); if (b2Math.b2Dot(b2Math.b2CrossVF(subExitP, 1), subVertex) > 0) { n = 0; } else { n = 1; } if (last != n) { if (last == 0) { cutAdded[0] = newPolygon[last].vertexCount; newPolygon[last].vertices[newPolygon[last].vertexCount] = localExitPoint; newPolygon[last].vertexCount++; newPolygon[last].vertices[newPolygon[last].vertexCount] = localEntryPoint; newPolygon[last].vertexCount++; } if (last == 1) { cutAdded[last] = newPolygon[last].vertexCount; newPolygon[last].vertices[newPolygon[last].vertexCount] = localEntryPoint; newPolygon[last].vertexCount++; newPolygon[last].vertices[newPolygon[last].vertexCount] = localExitPoint; newPolygon[last].vertexCount++; } } newPolygon[n].vertices[newPolygon[n].vertexCount] = vertices[i]; newPolygon[n].vertexCount++; last = n; } if (cutAdded[0] == -1) { cutAdded[0] = newPolygon[0].vertexCount; newPolygon[0].vertices[newPolygon[0].vertexCount] = localEntryPoint; newPolygon[0].vertexCount++; newPolygon[0].vertices[newPolygon[0].vertexCount] = localExitPoint; newPolygon[0].vertexCount++; } if (cutAdded[1] == -1) { cutAdded[1] = newPolygon[1].vertexCount; newPolygon[1].vertices[newPolygon[1].vertexCount] = localEntryPoint; newPolygon[1].vertexCount++; newPolygon[1].vertices[newPolygon[1].vertexCount] = localExitPoint; newPolygon[1].vertexCount++; } for (n = 0; n < 2; n++) { var offset:b2Vec2 = new b2Vec2(); if (cutAdded[n] > 0) { offset = newPolygon[n].vertices[cutAdded[n]-1].Copy(); offset.Subtract(newPolygon[n].vertices[cutAdded[n]]); } else { offset = newPolygon[n].vertices[newPolygon[n].vertexCount-1].Copy(); offset.Subtract(newPolygon[n].vertices[0]); } offset.Normalize(); offset.Multiply(splitSize); newPolygon[n].vertices[cutAdded[n]].Add(offset); if (cutAdded[n] < newPolygon[n].vertexCount-2) { offset = newPolygon[n].vertices[cutAdded[n]+2].Copy(); offset.Subtract(newPolygon[n].vertices[cutAdded[n]+1]); } else { offset = newPolygon[n].vertices[0].Copy(); offset.Subtract(newPolygon[n].vertices[newPolygon[n].vertexCount-1]); } offset.Normalize(); offset.Multiply(splitSize); newPolygon[n].vertices[cutAdded[n]+1].Add(offset); } for (n = 0; n < 2; n++) { if (CheckPolyShape(newPolygon[n])) { return -1; } } return 0; } } } |
This is the final result:
And this is the source to download
They can be easily customized to meet the unique requirements of your project.















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This post has 2 comments
New
function kUpp(e:KeyboardEvent):void
{
if (e.charCode == keyToChek.charCodeAt(0))
{
m_world.SetGravity(new b2Vec2(0,0));
}
}
Should be kUp and keytoCheck instead kUpp and keyToChek
It works, like half, when gravity is on, it cuts it mostly properly but the half that is over the red line gets frozen still and only the cutted half falls S:
Uchiha
I was testing some polygon shapes on another project and some of them were always static depending on how the vectors were sorted.
A triangle with 0 and 1 on the x axis and 3 on the negative y axis didn’t work for me, i.e.
But if I changed the -y axis to vector [0] it would work.
It looks very similar to what’s happening with this script.