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Matter - 0.1.swf

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Flash #128581

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ActionScript [AS3]
Section 1
//NeverMind (KXG164_GamesPhysics.TestCases.NeverMind) package KXG164_GamesPhysics.TestCases { import flash.events.*; import flash.display.*; import KXG164_GamesPhysics.*; import flash.text.*; public class NeverMind extends PhysicsTest { public var NonPlayerCharacterLimit:Number; public var PlayerCharacterCurrentScore:TextField; public var PlayerCharacterBestScore:TextField; public var PlayerCharacter:Ball; public var BestScore:Number; public var NonPlayerCharacterCount:Number; public var CurrentScore:Number; public var NonPlayerCharacter:Array; public function NeverMind(container:Sprite, framerate:Number){ var NonPlayerCharacterIdentity:int; var NonPlayerCharacterPosition:Vector2D; var NonPlayerCharacterVelocity:Vector2D; var NonPlayerCharacterRadius:Number; var NonPlayerCharacterColour:uint; var Increment2:Number; PlayerCharacterCurrentScore = new TextField(); PlayerCharacterBestScore = new TextField(); NonPlayerCharacter = new Array(); NonPlayerCharacterCount = new Number(0); NonPlayerCharacterLimit = new Number(1); CurrentScore = Number(0); BestScore = Number(0); super(container, framerate); container.stage.addEventListener(Event.ENTER_FRAME, PlayerCharacterInput); physics.addContactGenerator(new ContactGenerator(physics)); var PlayerCharacterPosition:Vector2D = new Vector2D(400, 300); var PlayerCharacterVelocity:Vector2D = new Vector2D(); var PlayerCharacterRadius:Number = new Number(10); var PlayerCharacterColour:uint = (Math.random() * 0xFFFFFF); PlayerCharacter = new Ball(-1, PlayerCharacterPosition, PlayerCharacterVelocity, PlayerCharacterRadius, PlayerCharacterColour); PlayerCharacter.fixed = false; PlayerCharacter.sprite.x = PlayerCharacter.position.x; PlayerCharacter.sprite.y = PlayerCharacter.position.y; container.addChild(PlayerCharacter.sprite); physics.addParticle(PlayerCharacter); PlayerCharacter.setMass(PlayerCharacterRadius); PlayerCharacterCurrentScore.mouseEnabled = false; PlayerCharacterCurrentScore.width = 800; PlayerCharacterCurrentScore.y = 20; container.addChild(PlayerCharacterCurrentScore); PlayerCharacterBestScore.mouseEnabled = false; PlayerCharacterBestScore.width = 800; PlayerCharacterBestScore.y = 40; container.addChild(PlayerCharacterBestScore); var Increment:Number = 0; while (Increment < NonPlayerCharacterLimit) { NonPlayerCharacterIdentity = Increment; NonPlayerCharacterPosition = new Vector2D((Math.random() * 800), (Math.random() * 600)); NonPlayerCharacterVelocity = new Vector2D((Math.random() * 0), (Math.random() * 0)); NonPlayerCharacterRadius = new Number((((Math.random() * 1) * PlayerCharacter.radius) / ((1 / PlayerCharacter.inverseMass) / 10))); NonPlayerCharacterColour = (Math.random() * 0xFFFFFF); NonPlayerCharacter[Increment] = new Ball(NonPlayerCharacterIdentity, NonPlayerCharacterPosition, NonPlayerCharacterVelocity, NonPlayerCharacterRadius, NonPlayerCharacterColour); NonPlayerCharacter[Increment].fixed = false; NonPlayerCharacter[Increment].sprite.x = NonPlayerCharacter[Increment].position.x; NonPlayerCharacter[Increment].sprite.y = NonPlayerCharacter[Increment].position.y; container.addChild(NonPlayerCharacter[Increment].sprite); physics.addParticle(NonPlayerCharacter[Increment]); NonPlayerCharacter[Increment].collider = new BallCollider(this, NonPlayerCharacter[Increment]); NonPlayerCharacter[Increment].setMass(NonPlayerCharacterRadius); physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[Increment], PlayerCharacter], 10000)); Increment++; }; Increment = 0; while (Increment < (NonPlayerCharacterLimit - 1)) { Increment2 = (Increment + 1); while (Increment2 < (NonPlayerCharacterLimit - 1)) { physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[Increment], NonPlayerCharacter[Increment2]], 10000)); Increment2++; }; Increment++; }; } override public function update():void{ physics.step(dt); } public function PlayerCharacterCollision(NonPlayerCharacterInstance:Ball):void{ var NonPlayerCharacterIdentity:int; var NonPlayerCharacterPosition:Vector2D; var NonPlayerCharacterVelocity:Vector2D; var NonPlayerCharacterRadius:Number; var NonPlayerCharacterColour:uint; var Increment:Number; var Increment2:Number; if ((1 / PlayerCharacter.inverseMass) >= (1 / NonPlayerCharacterInstance.inverseMass)){ CurrentScore = (CurrentScore + (1 / NonPlayerCharacterInstance.inverseMass)); if (CurrentScore > BestScore){ BestScore = CurrentScore; }; NonPlayerCharacterIdentity = NonPlayerCharacterInstance.identity; NonPlayerCharacterPosition = new Vector2D((Math.random() * 800), (Math.random() * 600)); NonPlayerCharacterVelocity = new Vector2D((Math.random() * 0), (Math.random() * 0)); NonPlayerCharacterRadius = new Number(((Math.random() * 1) * PlayerCharacter.radius)); NonPlayerCharacterColour = (Math.random() * 0xFFFFFF); container.removeChild(NonPlayerCharacterInstance.sprite); physics.removeParticle(NonPlayerCharacterInstance); NonPlayerCharacter[NonPlayerCharacterIdentity] = new Ball(NonPlayerCharacterIdentity, NonPlayerCharacterPosition, NonPlayerCharacterVelocity, NonPlayerCharacterRadius, NonPlayerCharacterColour); NonPlayerCharacter[NonPlayerCharacterIdentity].fixed = false; NonPlayerCharacter[NonPlayerCharacterIdentity].sprite.x = NonPlayerCharacter[NonPlayerCharacterIdentity].position.x; NonPlayerCharacter[NonPlayerCharacterIdentity].sprite.y = NonPlayerCharacter[NonPlayerCharacterIdentity].position.y; container.addChild(NonPlayerCharacter[NonPlayerCharacterIdentity].sprite); physics.addParticle(NonPlayerCharacter[NonPlayerCharacterIdentity]); NonPlayerCharacter[NonPlayerCharacterIdentity].collider = new BallCollider(this, NonPlayerCharacter[NonPlayerCharacterIdentity]); NonPlayerCharacter[NonPlayerCharacterIdentity].setMass(NonPlayerCharacterRadius); Increment = 0; while (Increment < (NonPlayerCharacterLimit - 1)) { if (Increment != NonPlayerCharacterIdentity){ physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[NonPlayerCharacterIdentity], NonPlayerCharacter[Increment]], 10000)); }; Increment++; }; physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[NonPlayerCharacterIdentity], PlayerCharacter], 10000)); NonPlayerCharacterLimit++; NonPlayerCharacterIdentity = (NonPlayerCharacterLimit - 1); NonPlayerCharacterPosition = new Vector2D((Math.random() * 800), (Math.random() * 600)); NonPlayerCharacterVelocity = new Vector2D((Math.random() * 0), (Math.random() * 0)); NonPlayerCharacterRadius = new Number((((Math.random() * 1) * PlayerCharacter.radius) + 5)); NonPlayerCharacterColour = (Math.random() * 0xFFFFFF); NonPlayerCharacter[NonPlayerCharacterIdentity] = new Ball(NonPlayerCharacterIdentity, NonPlayerCharacterPosition, NonPlayerCharacterVelocity, NonPlayerCharacterRadius, NonPlayerCharacterColour); NonPlayerCharacter[NonPlayerCharacterIdentity].fixed = false; NonPlayerCharacter[NonPlayerCharacterIdentity].sprite.x = NonPlayerCharacter[NonPlayerCharacterIdentity].position.x; NonPlayerCharacter[NonPlayerCharacterIdentity].sprite.y = NonPlayerCharacter[NonPlayerCharacterIdentity].position.y; container.addChild(NonPlayerCharacter[NonPlayerCharacterIdentity].sprite); physics.addParticle(NonPlayerCharacter[NonPlayerCharacterIdentity]); NonPlayerCharacter[NonPlayerCharacterIdentity].collider = new BallCollider(this, NonPlayerCharacter[NonPlayerCharacterIdentity]); NonPlayerCharacter[NonPlayerCharacterIdentity].setMass(NonPlayerCharacterRadius); Increment = 0; while (Increment < (NonPlayerCharacterLimit - 1)) { if (Increment != NonPlayerCharacterIdentity){ physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[NonPlayerCharacterIdentity], NonPlayerCharacter[Increment]], 10000)); }; Increment++; }; physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[NonPlayerCharacterIdentity], PlayerCharacter], 10000)); } else { CurrentScore = 0; Increment = (NonPlayerCharacterLimit - 1); while (Increment >= 0) { container.removeChild(NonPlayerCharacter[Increment].sprite); physics.removeParticle(NonPlayerCharacter[Increment]); NonPlayerCharacterLimit--; Increment--; }; NonPlayerCharacterLimit = 1; Increment = 0; while (Increment < NonPlayerCharacterLimit) { NonPlayerCharacterIdentity = Increment; NonPlayerCharacterPosition = new Vector2D((Math.random() * 800), (Math.random() * 600)); NonPlayerCharacterVelocity = new Vector2D((Math.random() * 0), (Math.random() * 0)); NonPlayerCharacterRadius = new Number((((Math.random() * 1) * PlayerCharacter.radius) / ((1 / PlayerCharacter.inverseMass) / 10))); NonPlayerCharacterColour = (Math.random() * 0xFFFFFF); NonPlayerCharacter[Increment] = new Ball(NonPlayerCharacterIdentity, NonPlayerCharacterPosition, NonPlayerCharacterVelocity, NonPlayerCharacterRadius, NonPlayerCharacterColour); NonPlayerCharacter[Increment].fixed = false; NonPlayerCharacter[Increment].sprite.x = NonPlayerCharacter[Increment].position.x; NonPlayerCharacter[Increment].sprite.y = NonPlayerCharacter[Increment].position.y; container.addChild(NonPlayerCharacter[Increment].sprite); physics.addParticle(NonPlayerCharacter[Increment]); NonPlayerCharacter[Increment].collider = new BallCollider(this, NonPlayerCharacter[Increment]); NonPlayerCharacter[Increment].setMass(NonPlayerCharacterRadius); physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[Increment], PlayerCharacter], 10000)); Increment++; }; Increment = 0; while (Increment < (NonPlayerCharacterLimit - 1)) { Increment2 = (Increment + 1); while (Increment2 < (NonPlayerCharacterLimit - 1)) { physics.addForceGenerator(new GravityGenerator([NonPlayerCharacter[Increment], NonPlayerCharacter[Increment2]], 10000)); Increment2++; }; Increment++; }; }; } public function PlayerCharacterInput(event:Event):void{ var Increment:Number = 0; while (Increment < NonPlayerCharacterLimit) { Increment++; }; var PlayerCharacterVelocity:Vector2D = new Vector2D(container.stage.mouseX, container.stage.mouseY); PlayerCharacterVelocity.sub(PlayerCharacter.position); PlayerCharacterVelocity.scale(33.33); PlayerCharacter.velocity = PlayerCharacterVelocity; Increment = 0; while (Increment < NonPlayerCharacterLimit) { Increment++; }; PlayerCharacterCurrentScore.text = ("Current Score - " + Math.round(CurrentScore)); PlayerCharacterBestScore.text = ("Best Score - " + Math.round(BestScore)); } } }//package KXG164_GamesPhysics.TestCases
Section 2
//PhysicsTest (KXG164_GamesPhysics.TestCases.PhysicsTest) package KXG164_GamesPhysics.TestCases { import flash.display.*; import KXG164_GamesPhysics.*; import flash.geom.*; public class PhysicsTest { protected var container:Sprite; protected var physics:PhysicsEngine; protected var dt:Number; protected var arena:Particle; protected var physicsdt:Number; protected var stepsPerFrame:int; public function PhysicsTest(container:Sprite, framerate:Number){ physics = new PhysicsEngine(); super(); this.container = container; dt = (1 / framerate); physics = new PhysicsEngine(); arena = new Particle(drawArena(), -10); arena.collider = new ArenaCollider(arena, new Rectangle(0, 0, 800, 600)); arena.fixed = true; container.addChild(arena.sprite); physics.addStaticParticle(arena); } public function drawArena():Sprite{ var sprite:Sprite = new Sprite(); sprite.graphics.beginFill(16777200); sprite.graphics.lineStyle(2, 0); sprite.graphics.drawRect(0, 0, 800, 600); sprite.graphics.endFill(); return (sprite); } public function SetSteps(n:int):void{ stepsPerFrame = n; physicsdt = (dt / n); } public function update():void{ var Increment:Number = 0; while (Increment < stepsPerFrame) { physics.step(physicsdt); Increment++; }; } } }//package KXG164_GamesPhysics.TestCases
Section 3
//ArenaCollider (KXG164_GamesPhysics.ArenaCollider) package KXG164_GamesPhysics { import flash.geom.*; public class ArenaCollider extends Collider { public var rect:Rectangle; public function ArenaCollider(particle:Particle, rect:Rectangle, restitution:Number=1){ super(particle, restitution); this.rect = rect; } override public function collideWithCircle(c:CircleCollider):ParticleContact{ return (c.collideWithArena(this)); } override public function collideWithArena(c:ArenaCollider):ParticleContact{ return (null); } override public function collide(c:Collider):ParticleContact{ return (c.collideWithArena(this)); } } }//package KXG164_GamesPhysics
Section 4
//Ball (KXG164_GamesPhysics.Ball) package KXG164_GamesPhysics { import flash.display.*; public class Ball extends Particle { public var radius:Number; public var colour:uint; public function Ball(identity:int, position:Vector2D, velocity:Vector2D, radius:Number, colour:uint=0){ super(null, identity); collider = new CircleCollider(this, radius); sprite = new Sprite(); sprite.graphics.beginFill(colour); sprite.graphics.lineStyle(1, 0); sprite.graphics.drawCircle(0, 0, radius); sprite.graphics.endFill(); this.position = position; this.velocity = velocity; this.radius = radius; this.colour = colour; } } }//package KXG164_GamesPhysics
Section 5
//BallCollider (KXG164_GamesPhysics.BallCollider) package KXG164_GamesPhysics { import KXG164_GamesPhysics.TestCases.*; public class BallCollider extends CircleCollider { public var NeverMindInstance:NeverMind; public var BallInstance:Ball; public function BallCollider(NeverMindInstance:NeverMind, BallInstance:Ball){ this.NeverMindInstance = NeverMindInstance; this.BallInstance = BallInstance; super(BallInstance, BallInstance.radius); } override public function onCollision(c:Collider):void{ if ((((c.particle.identity == -1)) || ((particle.identity == -1)))){ NeverMindInstance.PlayerCharacterCollision(BallInstance); }; } } }//package KXG164_GamesPhysics
Section 6
//CircleCollider (KXG164_GamesPhysics.CircleCollider) package KXG164_GamesPhysics { public class CircleCollider extends Collider { public var radius:Number; public function CircleCollider(particle:Particle, radius:Number, restitution:Number=1){ super(particle, restitution); this.radius = radius; } override public function collideWithCircle(c:CircleCollider):ParticleContact{ var separationVector:Vector2D = Vector2D.diff(particle.position, c.particle.position); var separation:Number = separationVector.length(); var penetration:Number = ((radius + c.radius) - separation); if (penetration > 0){ separationVector.normalize(); return (new ParticleContact(particle, c.particle, separationVector, penetration, ((restitution + c.restitution) / 2))); }; return (null); } override public function collideWithArena(c:ArenaCollider):ParticleContact{ if (particle.position.x < (c.rect.left + radius)){ return (new ParticleContact(particle, c.particle, new Vector2D(1, 0), ((c.rect.left + radius) - particle.position.x))); }; if (particle.position.x > (c.rect.right - radius)){ return (new ParticleContact(particle, c.particle, new Vector2D(-1, 0), (particle.position.x - (c.rect.right - radius)))); }; if (particle.position.y < (c.rect.top + radius)){ return (new ParticleContact(particle, c.particle, new Vector2D(0, 1), ((c.rect.top + radius) - particle.position.y))); }; if (particle.position.y > (c.rect.bottom - radius)){ return (new ParticleContact(particle, c.particle, new Vector2D(0, -1), (particle.position.y - (c.rect.bottom - radius)))); }; return (null); } override public function collideWithLineSegment(c:LineSegmentCollider):ParticleContact{ return (c.collideWithCircle(this)); } override public function collide(c:Collider):ParticleContact{ return (c.collideWithCircle(this)); } } }//package KXG164_GamesPhysics
Section 7
//Collider (KXG164_GamesPhysics.Collider) package KXG164_GamesPhysics { public class Collider { public var particle:Particle; public var restitution:Number; public function Collider(particle:Particle, restitution:Number=1){ super(); this.particle = particle; this.restitution = restitution; } public function collideWithArena(c:ArenaCollider):ParticleContact{ return (null); } public function onCollision(c:Collider):void{ } public function collideWithCircle(c:CircleCollider):ParticleContact{ return (null); } public function collideWithLineSegment(c:LineSegmentCollider):ParticleContact{ return (null); } public function collide(c:Collider):ParticleContact{ return (null); } } }//package KXG164_GamesPhysics
Section 8
//ContactGenerator (KXG164_GamesPhysics.ContactGenerator) package KXG164_GamesPhysics { public class ContactGenerator { public var physics:PhysicsEngine; public function ContactGenerator(physics:PhysicsEngine){ super(); this.physics = physics; } public function generateContacts():void{ var p:Particle; var c1:Collider; var j:int; var c2:Collider; var contact:ParticleContact; var s:Particle; var i:int; while (i < physics.particles.length) { c1 = (physics.particles[i] as Particle).collider; j = (i + 1); while (j < physics.particles.length) { c2 = (physics.particles[j] as Particle).collider; contact = c1.collide(c2); if (contact){ physics.addContact(contact); handleCollision(contact); }; j++; }; i++; }; for each (p in physics.particles) { for each (s in physics.staticParticles) { contact = s.collider.collide(p.collider); if (contact){ physics.addContact(contact); handleCollision(contact); }; }; }; } public function handleCollision(contact:ParticleContact):void{ contact.p1.collider.onCollision(contact.p2.collider); contact.p2.collider.onCollision(contact.p1.collider); } } }//package KXG164_GamesPhysics
Section 9
//ForceGenerator (KXG164_GamesPhysics.ForceGenerator) package KXG164_GamesPhysics { public class ForceGenerator { protected var particles:Array; public function ForceGenerator(ps:Array){ super(); particles = ps; } public function updateForce(dt:Number):void{ } } }//package KXG164_GamesPhysics
Section 10
//GravityGenerator (KXG164_GamesPhysics.GravityGenerator) package KXG164_GamesPhysics { public class GravityGenerator extends ForceGenerator { public var gravityConstant:Number; public function GravityGenerator(ps:Array, gravityConstantPar:Number){ super(ps); gravityConstant = gravityConstantPar; } override public function updateForce(dt:Number):void{ var separation:Vector2D = Vector2D.diff(particles[1].position, particles[0].position); var rsquared:Number = separation.lengthSquared(); var force:Number = (gravityConstant / ((particles[0].inverseMass * particles[1].inverseMass) * rsquared)); separation.normalize(); particles[0].addForce(Vector2D.prod(separation, force)); particles[1].addForce(Vector2D.prod(separation, -(force))); } } }//package KXG164_GamesPhysics
Section 11
//LineSegmentCollider (KXG164_GamesPhysics.LineSegmentCollider) package KXG164_GamesPhysics { public class LineSegmentCollider extends Collider { public var p1:Vector2D; public var p1p2length:Number; public var p2:Vector2D; public var p1p2dir:Vector2D; public function LineSegmentCollider(particle:Particle, p1Par:Vector2D, p2Par:Vector2D, restitution:Number=1){ super(particle, restitution); p1 = p1Par; p2 = p2Par; var p1p2separation:Vector2D = Vector2D.diff(p2, p1); p1p2length = p1p2separation.length(); p1p2separation.normalize(); p1p2dir = p1p2separation.copy(); } override public function collideWithCircle(c:CircleCollider):ParticleContact{ var p1clength:Number; var p2c:Vector2D; var p2clength:Number; var closestPoint:Vector2D; var closestPointc:Vector2D; var closestPointclength:Number; var p1c:Vector2D = Vector2D.diff(c.particle.position, p1); var p1p2dist:Number = p1c.dot(p1p2dir); if (p1p2dist < 0){ p1clength = p1c.length(); if (p1clength < c.radius){ return (new ParticleContact(c.particle, particle, p1c.normalized(), (c.radius - p1clength))); }; } else { if (p1p2dist > p1p2length){ p2c = Vector2D.diff(c.particle.position, p2); p2clength = p2c.length(); if (p2clength < c.radius){ return (new ParticleContact(c.particle, particle, p2c.normalized(), (c.radius - p2clength))); }; } else { closestPoint = Vector2D.sum(p1, Vector2D.prod(p1p2dir, p1p2dist)); closestPointc = Vector2D.diff(c.particle.position, closestPoint); closestPointclength = closestPointc.length(); if (closestPointclength < c.radius){ return (new ParticleContact(c.particle, particle, closestPointc.normalized(), (c.radius - closestPointclength))); }; }; }; return (null); } override public function collide(c:Collider):ParticleContact{ return (c.collideWithLineSegment(this)); } } }//package KXG164_GamesPhysics
Section 12
//Particle (KXG164_GamesPhysics.Particle) package KXG164_GamesPhysics { import flash.display.*; public class Particle { public var engine:PhysicsEngine; public var sprite:Sprite; public var damping:Number;// = 0.98 public var inverseMass:Number; public var velocity:Vector2D; public var position:Vector2D; public var forceAccum:Vector2D; public var collider:Collider;// = null public var fixed:Boolean;// = false public var identity:int; public function Particle(s:Sprite, identity:int=-1){ super(); sprite = s; position = Vector2D.zero(); velocity = Vector2D.zero(); forceAccum = Vector2D.zero(); this.identity = identity; } public function setEngine(e:PhysicsEngine):void{ engine = e; } public function clearAccum():void{ forceAccum = Vector2D.zero(); } public function addForce(m:Vector2D):void{ forceAccum.add(m); } public function integrate(dt:Number):void{ position.add(Vector2D.prod(velocity, dt)); var acceleration:Vector2D = Vector2D.prod(forceAccum, inverseMass); velocity.scale(damping); if (engine != null){ acceleration.add(engine.gravity); }; velocity.add(Vector2D.prod(acceleration, dt)); sprite.x = position.x; sprite.y = position.y; } public function setMass(m:Number):void{ if (m > 0){ inverseMass = (1 / m); }; } } }//package KXG164_GamesPhysics
Section 13
//ParticleContact (KXG164_GamesPhysics.ParticleContact) package KXG164_GamesPhysics { public class ParticleContact { public var p1:Particle; public var contactNormal:Vector2D; public var p2:Particle; public var restitution:Number;// = 1 public var penetration:Number; public var p1Movement:Vector2D; public var p2Movement:Vector2D; public function ParticleContact(p1:Particle, p2:Particle, contactNormal:Vector2D, penetration:Number=0, resitution:Number=1){ p1Movement = Vector2D.zero(); p2Movement = Vector2D.zero(); super(); this.p1 = p1; this.p2 = p2; this.contactNormal = contactNormal; this.penetration = penetration; this.restitution = resitution; } public function resolve(dt:Number):void{ resolveVelocity(dt); resolveInterpenetration(dt); } public function resolveVelocity(dt:Number):void{ var totalInverseMass:Number; var impulse:Number; var impulsePerIMass:Vector2D; var seperatingVelocity:Number = calcSeperatingVelocity(); if (seperatingVelocity > 0){ return; }; var newSeparatingVelocity:Number = (-(seperatingVelocity) * restitution); var deltaVelocity:Number = (newSeparatingVelocity - seperatingVelocity); if (p2.fixed){ p1.velocity.add(Vector2D.prod(contactNormal, deltaVelocity)); } else { if (p1.fixed){ p2.velocity.add(Vector2D.prod(contactNormal, -(deltaVelocity))); } else { totalInverseMass = (p1.inverseMass + p2.inverseMass); impulse = (deltaVelocity / totalInverseMass); impulsePerIMass = Vector2D.prod(contactNormal, impulse); p1.velocity.add(Vector2D.prod(impulsePerIMass, p1.inverseMass)); p2.velocity.add(Vector2D.prod(impulsePerIMass, -(p2.inverseMass))); }; }; } public function resolveInterpenetration(dt:Number):void{ var totalInverseMass:Number; var movePerIMass:Vector2D; if (penetration <= 0){ return; }; if (p2.fixed){ p1Movement = Vector2D.prod(contactNormal, penetration); p2Movement = Vector2D.zero(); } else { if (p1.fixed){ p1Movement = Vector2D.zero(); p2Movement = Vector2D.prod(contactNormal, -(penetration)); } else { totalInverseMass = (p1.inverseMass + p2.inverseMass); movePerIMass = Vector2D.prod(contactNormal, (penetration / totalInverseMass)); p1Movement = Vector2D.prod(movePerIMass, p1.inverseMass); p2Movement = Vector2D.prod(movePerIMass, -(p2.inverseMass)); }; }; p1.position.add(p1Movement); p2.position.add(p2Movement); } public function calcSeperatingVelocity():Number{ var relativeVelocity:Vector2D; relativeVelocity = Vector2D.diff(p1.velocity, p2.velocity); return (relativeVelocity.dot(contactNormal)); } } }//package KXG164_GamesPhysics
Section 14
//PhysicsEngine (KXG164_GamesPhysics.PhysicsEngine) package KXG164_GamesPhysics { public class PhysicsEngine { private var contactGenerators:Array; public var forceGenerators:Array; private var contacts:Array; public var gravity:Vector2D; public var staticParticles:Array; public var particles:Array; protected var iterations:int;// = 3 public function PhysicsEngine(){ particles = new Array(); staticParticles = new Array(); contacts = new Array(); contactGenerators = new Array(); gravity = Vector2D.zero(); forceGenerators = new Array(); super(); } public function removeForceGenerator(c:ForceGenerator):void{ var pos:int = contacts.indexOf(c); forceGenerators.splice(pos, 1); } public function addParticle(p:Particle):void{ particles.push(p); p.setEngine(this); } public function clearContacts():void{ contacts = new Array(); } public function addContactGenerator(c:ContactGenerator):void{ contactGenerators.push(c); c.physics = this; } public function step(dt:Number):void{ var p:Particle; var g:ContactGenerator; var i:int; var fg:ForceGenerator; var max:Number; var maxIndex:int; var c:int; var maxContact:ParticleContact; var sepVel:Number; var contact:ParticleContact; var sep:Number; for each (p in particles) { p.integrate(dt); }; clearContacts(); for each (g in contactGenerators) { g.generateContacts(); }; i = 0; while (i < (contacts.length * iterations)) { max = 0; maxIndex = -1; c = 0; while (c < contacts.length) { sepVel = (contacts[c] as ParticleContact).calcSeperatingVelocity(); if (sepVel < max){ max = sepVel; maxIndex = c; }; c++; }; if (maxIndex == -1){ break; }; maxContact = (contacts[maxIndex] as ParticleContact); maxContact.resolveVelocity(dt); i++; }; i = 0; while (i < (contacts.length * iterations)) { max = 0; maxIndex = -1; c = 0; while (c < contacts.length) { sep = (contacts[c] as ParticleContact).penetration; if (sep > max){ max = sep; maxIndex = c; }; c++; }; if (maxIndex == -1){ break; }; maxContact = (contacts[maxIndex] as ParticleContact); maxContact.resolveInterpenetration(dt); for each (contact in contacts) { if (contact.p1 == maxContact.p1){ contact.penetration = (contact.penetration - maxContact.p1Movement.dot(contact.contactNormal)); } else { if (contact.p1 == maxContact.p2){ contact.penetration = (contact.penetration - maxContact.p2Movement.dot(contact.contactNormal)); }; }; if (contact.p2 == maxContact.p1){ contact.penetration = (contact.penetration + maxContact.p1Movement.dot(contact.contactNormal)); } else { if (contact.p2 == maxContact.p2){ contact.penetration = (contact.penetration + maxContact.p2Movement.dot(contact.contactNormal)); }; }; }; i++; }; for each (p in particles) { p.clearAccum(); }; for each (fg in forceGenerators) { fg.updateForce(dt); }; } public function addStaticParticle(p:Particle):void{ staticParticles.push(p); p.setEngine(this); } public function addForceGenerator(c:ForceGenerator):void{ forceGenerators.push(c); } public function removeParticle(p:Particle):void{ var pos:int = particles.indexOf(p); particles.splice(pos, 1); p.setEngine(null); } public function removeContactGenerator(c:ContactGenerator):void{ var pos:int = contacts.indexOf(c); contactGenerators.splice(pos, 1); } public function removeStaticParticle(p:Particle):void{ var pos:int = staticParticles.indexOf(p); staticParticles.splice(pos, 1); p.setEngine(null); } public function removeContact(c:ParticleContact):void{ var pos:int = contacts.indexOf(c); contacts.splice(pos, 1); } public function addContact(c:ParticleContact):void{ contacts.push(c); } } }//package KXG164_GamesPhysics
Section 15
//Vector2D (KXG164_GamesPhysics.Vector2D) package KXG164_GamesPhysics { public class Vector2D { public var x:Number; public var y:Number; public function Vector2D(x:Number=0, y:Number=0){ super(); this.x = x; this.y = y; } public function sub(v:Vector2D):void{ x = (x - v.x); y = (y - v.y); } public function add(v:Vector2D):void{ x = (x + v.x); y = (y + v.y); } public function length():Number{ return (Math.sqrt(((x * x) + (y * y)))); } public function lengthSquared():Number{ return (((x * x) + (y * y))); } public function dot(v:Vector2D):Number{ return (((x * v.x) + (y * v.y))); } public function scale(a:Number):void{ x = (x * a); y = (y * a); } public function normalize():void{ var length:Number = Math.sqrt(((x * x) + (y * y))); if (length > 0){ x = (x / length); y = (y / length); }; } public function copy():Vector2D{ return (new Vector2D(x, y)); } public function normalized():Vector2D{ var length:Number = Math.sqrt(((x * x) + (y * y))); if (length > 0){ return (new Vector2D((x / length), (y / length))); }; return (Vector2D.zero()); } public static function zero():Vector2D{ return (new (Vector2D)); } public static function sum(v1:Vector2D, v2:Vector2D):Vector2D{ return (new Vector2D((v1.x + v2.x), (v1.y + v2.y))); } public static function diff(v1:Vector2D, v2:Vector2D):Vector2D{ return (new Vector2D((v1.x - v2.x), (v1.y - v2.y))); } public static function prod(v1:Vector2D, a:Number):Vector2D{ return (new Vector2D((v1.x * a), (v1.y * a))); } } }//package KXG164_GamesPhysics
Section 16
//KXG164_Week5 (KXG164_Week5) package { import flash.events.*; import flash.display.*; import KXG164_GamesPhysics.TestCases.*; import flash.text.*; import flash.utils.*; public class KXG164_Week5 extends Sprite { private const framerate:Number = 50; private var prevTime:int;// = 0 private var fps_txt:TextField; private var fpsCount:int;// = 0 private var test:PhysicsTest; public function KXG164_Week5(){ super(); test = new NeverMind(this, framerate); test.SetSteps(10); fps_txt = new TextField(); fps_txt.mouseEnabled = false; fps_txt.width = 800; addChild(fps_txt); stage.frameRate = framerate; addEventListener(Event.ENTER_FRAME, update); } private function update(event:Event):void{ var time:int; var fps:Number; fpsCount++; if (fpsCount >= 5){ time = getTimer(); fps = Math.round((1000 / ((time - prevTime) / 5))); fps_txt.text = ("Frames per second - " + fps); prevTime = time; fpsCount = (fpsCount - 5); }; test.update(); } private function makeButton(text:String, colour:uint):Sprite{ var button:Sprite = new Sprite(); button.graphics.beginFill(colour); button.graphics.drawRect(0, 0, 100, 20); button.graphics.endFill(); var buttonText:TextField = new TextField(); var tmpFormat:TextFormat = buttonText.getTextFormat(); tmpFormat.align = "center"; buttonText.defaultTextFormat = tmpFormat; buttonText.mouseEnabled = false; button.addChild(buttonText); buttonText.text = text; return (button); } private function startTest():void{ fps_txt = new TextField(); var tmpFormat:TextFormat = fps_txt.getTextFormat(); tmpFormat.align = "right"; fps_txt.defaultTextFormat = tmpFormat; fps_txt.mouseEnabled = false; addChild(fps_txt); stage.frameRate = framerate; addEventListener(Event.ENTER_FRAME, update); } } }//package

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Created: 24/2 -2019 00:56:46 Last modified: 24/2 -2019 00:56:46 Server time: 03/05 -2024 11:49:36