jquery box2d-js bubbles

html canvas image clip, physics engine box2d-js or without prototype lib dependency that can be downloaded here we can use it to display on canvas or SVG when suported
Using the same files in the demos folder with some changes
Example:

Click on the canvas (blue box) to add bubbles
bubbles:0
img source:
html:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
 <script src="http://code.jquery.com/jquery-latest.min.js" type="text/javascript"></script>
 <script>
  var bubbleimage=new Image();
  bubbleimage.src="image.png";
  Object.extend = $.extend;
 </script>
 <script src='lib/box2d.js'></script>
 <script src='js/box2d/dynamics/b2World.js'></script>
 <script src='bubbles.js'></script>
 <link href="style/box2d.css" rel="stylesheet" type="text/css" />
</head>
<body>
    <canvas id="canvas" width='500px' height='600px' style="top:0px; left:0px;"></canvas>
 <span class="countc">bubbles: <span id="count">0</span></span>
</body>
</html>

bubbles.js (some functions from demos folder in one file)
function createWorld() {
 var worldAABB = new b2AABB();
 worldAABB.minVertex.Set(-1000, -1000);
 worldAABB.maxVertex.Set(1000, 1000);
 var gravity = new b2Vec2(0, 300);
 var doSleep = true;
 var world = new b2World(worldAABB, gravity, doSleep);
 createGround(world);
 createBox(world, -9, 125, 10, canvasHeight,true);
 createBox(world, canvasWidth+9, 125, 10, canvasHeight,true);
 return world;
}

function createGround(world) {
 var groundSd = new b2BoxDef();
 groundSd.extents.Set(1000, 100);
 groundSd.restitution = 1;
 var groundBd = new b2BodyDef();
 groundBd.AddShape(groundSd); 
 groundBd.position.Set(0, canvasHeight+99);
 groundBd.userData="rgba(0,0,0,0)";// alpha 0 = no border
 return world.CreateBody(groundBd)
}

function createBox(world, x, y, width, height, fixed) {
 if (typeof(fixed) == 'undefined') fixed = true;
 var boxSd = new b2BoxDef();
 if (!fixed) boxSd.density = 1.0;
 boxSd.extents.Set(width, height);
 var boxBd = new b2BodyDef();
 boxBd.AddShape(boxSd);
 boxBd.position.Set(x,y);
 boxBd.userData="rgba(0,0,0,0)";
 return world.CreateBody(boxBd);
}
var bubbles = {};
function drawWorld(world, context) {
 for (var b = world.m_bodyList; b; b = b.m_next) {
  for (var s = b.GetShapeList(); s != null; s = s.GetNext()) {
   drawShape(s, context,b.m_userData,b.m_rotation);
  }
 }
}
var PI2=Math.PI * 2;
function drawShape(shape, context,bodyuserData,bodyrotation) {
 if(bodyuserData){
  context.strokeStyle =bodyuserData;
 }
 context.beginPath();
 context.lineWidth =1;
 switch (shape.m_type) {
 case b2Shape.e_circleShape:
  {
   var circle = shape;
   var pos = circle.m_position;
   var r = circle.m_radius;
   var d=r*2;
   context.strokeStyle = bodyuserData; 
   context.save(); 
   context.translate(pos.x, pos.y);
   context.arc(0, 0, r, 0,PI2 , false); 
   context.rotate(bodyrotation);
   context.clip();
   context.drawImage(bubbleimage,-r,-r,d,d);
   context.restore();  
  }
  break;
 case b2Shape.e_polyShape:
  {
   var poly = shape;
   var tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[0]));
   context.moveTo(tV.x, tV.y);
   for (var i = 0; i < poly.m_vertexCount; i++) {
    var v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i]));
    context.lineTo(v.x, v.y);
   }
   context.lineTo(tV.x, tV.y);
  }
  break;
 }
 context.stroke();
}

bubbles.createBall = function(world, x, y, rad, fixed,color) {
 var ballSd = new b2CircleDef();
 if (!fixed) ballSd.density = 2.0;
 ballSd.radius = rad || 10;
 ballSd.restitution = .7;
 var ballBd = new b2BodyDef();
 ballBd.AddShape(ballSd);
 ballBd.position.Set(x,y);
 ballBd.userData=color;
 return world.CreateBody(ballBd);
};
bubbles.createPoly = function(world, x, y, points, fixed) {
 var polySd = new b2PolyDef();
 if (!fixed) polySd.density = 100.0;
 polySd.vertexCount = points.length;
 for (var i = 0; i < points.length; i++) {
  polySd.vertices[i].Set(points[i][0], points[i][1]);
 }
 var polyBd = new b2BodyDef();
 polyBd.AddShape(polySd);
 polyBd.position.Set(x,y);
 return world.CreateBody(polyBd)
};
var initId = 0;
var world;
var ctx;
var canvasWidth;
var canvasHeight;
var canvasTop;
var canvasLeft;
 window.requestAnimFrame = (function(){
      return  window.requestAnimationFrame       || 
              window.webkitRequestAnimationFrame || 
              window.mozRequestAnimationFrame    || 
              window.oRequestAnimationFrame      || 
              window.msRequestAnimationFrame     || 
              function( callback ){
                window.setTimeout(callback, 1000 / 60);
              };
    })();
var fps=1/60;
function step(){
 ctx.clearRect(0, 0, canvasWidth, canvasHeight);
 world.Step(fps, 1);
 drawWorld(world, ctx);
 requestAnimFrame(step);
}

$(document).ready(function(){
 ctx = $('#canvas')[0].getContext('2d');
 var canvasElm = $('#canvas');
 canvasWidth = parseInt($(canvasElm).width());
 canvasHeight = parseInt($(canvasElm).height());
 canvasTop = parseInt($(canvasElm).offset().top);
 canvasLeft = parseInt($(canvasElm).offset().left);
 world = createWorld();
 $("#canvas").on('click', function(e) {
  if(world.m_bodyCount-3>50){ //  bodyCount - 3 (1 floor and 2 walls) 
   world.DestroyBody(world.m_bodyarray[4]); //destroy first bubble if there are more than 50
  }
  bubbles.createBall(world, e.pageX - canvasLeft, e.pageY - canvasTop,Math.floor((Math.random()*40)+20),false,"rgba(0,0,0,0)");
  $("#count").html(world.m_bodyCount-4); //bubble count 
 });
 step();
});

js/box2d/dynamics/b2World.js (world.m_bodyarray array containing all bodys on world)
/*
* Copyright (c) 2006-2007 Erin Catto http:
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/




var b2World = function(worldAABB, gravity, doSleep){
  // initialize instance variables for references
  this.step = new b2TimeStep();
  this.m_contactManager = new b2ContactManager();
  //


  this.m_listener = null;
  this.m_filter = b2CollisionFilter.b2_defaultFilter;

  this.m_bodyList = null;
  this.m_contactList = null;
  this.m_jointList = null;

  this.m_bodyCount = 0;
  this.m_contactCount = 0;
  this.m_jointCount = 0;
 this.m_bodyarray= new Array();
  this.m_bodyDestroyList = null;

  this.m_allowSleep = doSleep;

  this.m_gravity = gravity;

  this.m_contactManager.m_world = this;
  this.m_broadPhase = new b2BroadPhase(worldAABB, this.m_contactManager);

  var bd = new b2BodyDef();
  this.m_groundBody = this.CreateBody(bd);
};

b2World.prototype = {
 // Set a callback to notify you when a joint is implicitly destroyed
 // when an attached body is destroyed.
 SetListener: function(listener){
  this.m_listener = listener;
 },

 // Register a collision filter to provide specific control over collision.
 // Otherwise the default filter is used (b2CollisionFilter).
 SetFilter: function(filter){
  this.m_filter = filter;
 },

 // Create and destroy rigid bodies. Destruction is deferred until the
 // the next call to this.Step. This is done so that bodies may be destroyed
 // while you iterate through the contact list.
 CreateBody: function(def){
  var b = new b2Body(def, this);
  b.m_prev = null;

  b.m_next = this.m_bodyList;
  if (this.m_bodyList)
  {
   this.m_bodyList.m_prev = b;
  }
  this.m_bodyList = b;
  ++this.m_bodyCount;
  this.m_bodyarray.push(b);
  return b;
 },
 // Body destruction is deferred to make contact processing more robust.
 DestroyBody: function(b)
 {

  if (b.m_flags & b2Body.e_destroyFlag)
  {
   return;
  }

  // Remove from normal body list.
  if (b.m_prev)
  {
   b.m_prev.m_next = b.m_next;
  }

  if (b.m_next)
  {
   b.m_next.m_prev = b.m_prev;
  }

  if (b == this.m_bodyList)
  {
   this.m_bodyList = b.m_next;
  }

  b.m_flags |= b2Body.e_destroyFlag;
  //b2Settings.b2Assert(this.m_bodyCount > 0);
  --this.m_bodyCount;

  //b->~b2Body();
  //b.Destroy();
  // Add to the deferred destruction list.
  b.m_prev = null;
  b.m_next = this.m_bodyDestroyList;
  this.m_bodyarray.shift();
  this.m_bodyDestroyList = b;
 },

 CleanBodyList: function()
 {
  this.m_contactManager.m_destroyImmediate = true;

  var b = this.m_bodyDestroyList;
  while (b)
  {
   //b2Settings.b2Assert((b.m_flags & b2Body.e_destroyFlag) != 0);

   // Preserve the next pointer.
   var b0 = b;
   b = b.m_next;

   // Delete the attached joints
   var jn = b0.m_jointList;
   while (jn)
   {
    var jn0 = jn;
    jn = jn.next;

    if (this.m_listener)
    {
     this.m_listener.NotifyJointDestroyed(jn0.joint);
    }

    this.DestroyJoint(jn0.joint);
   }

   b0.Destroy();
  }

  // Reset the list.
  this.m_bodyDestroyList = null;

  this.m_contactManager.m_destroyImmediate = false;
 },

 CreateJoint: function(def){
  var j = b2Joint.Create(def);

  // Connect to the world list.
  j.m_prev = null;
  j.m_next = this.m_jointList;
  if (this.m_jointList)
  {
   this.m_jointList.m_prev = j;
  }
  this.m_jointList = j;
  ++this.m_jointCount;

  // Connect to the bodies
  j.m_node1.joint = j;
  j.m_node1.other = j.m_body2;
  j.m_node1.prev = null;
  j.m_node1.next = j.m_body1.m_jointList;
  if (j.m_body1.m_jointList) j.m_body1.m_jointList.prev = j.m_node1;
  j.m_body1.m_jointList = j.m_node1;

  j.m_node2.joint = j;
  j.m_node2.other = j.m_body1;
  j.m_node2.prev = null;
  j.m_node2.next = j.m_body2.m_jointList;
  if (j.m_body2.m_jointList) j.m_body2.m_jointList.prev = j.m_node2;
  j.m_body2.m_jointList = j.m_node2;

  // If the joint prevents collisions, then reset collision filtering.
  if (def.collideConnected == false)
  {
   // Reset the proxies on the body with the minimum number of shapes.
   var b = def.body1.m_shapeCount < def.body2.m_shapeCount ? def.body1 : def.body2;
   for (var s = b.m_shapeList; s; s = s.m_next)
   {
    s.ResetProxy(this.m_broadPhase);
   }
  }

  return j;
 },
 DestroyJoint: function(j)
 {

  var collideConnected = j.m_collideConnected;

  // Remove from the world.
  if (j.m_prev)
  {
   j.m_prev.m_next = j.m_next;
  }

  if (j.m_next)
  {
   j.m_next.m_prev = j.m_prev;
  }

  if (j == this.m_jointList)
  {
   this.m_jointList = j.m_next;
  }

  // Disconnect from island graph.
  var body1 = j.m_body1;
  var body2 = j.m_body2;

  // Wake up touching bodies.
  body1.WakeUp();
  body2.WakeUp();

  // Remove from body 1
  if (j.m_node1.prev)
  {
   j.m_node1.prev.next = j.m_node1.next;
  }

  if (j.m_node1.next)
  {
   j.m_node1.next.prev = j.m_node1.prev;
  }

  if (j.m_node1 == body1.m_jointList)
  {
   body1.m_jointList = j.m_node1.next;
  }

  j.m_node1.prev = null;
  j.m_node1.next = null;

  // Remove from body 2
  if (j.m_node2.prev)
  {
   j.m_node2.prev.next = j.m_node2.next;
  }

  if (j.m_node2.next)
  {
   j.m_node2.next.prev = j.m_node2.prev;
  }

  if (j.m_node2 == body2.m_jointList)
  {
   body2.m_jointList = j.m_node2.next;
  }

  j.m_node2.prev = null;
  j.m_node2.next = null;

  b2Joint.Destroy(j, this.m_blockAllocator);

  //b2Settings.b2Assert(this.m_jointCount > 0);
  --this.m_jointCount;

  // If the joint prevents collisions, then reset collision filtering.
  if (collideConnected == false)
  {
   // Reset the proxies on the body with the minimum number of shapes.
   var b = body1.m_shapeCount < body2.m_shapeCount ? body1 : body2;
   for (var s = b.m_shapeList; s; s = s.m_next)
   {
    s.ResetProxy(this.m_broadPhase);
   }
  }
 },

 // The world provides a single ground body with no collision shapes. You
 // can use this to simplify the creation of joints.
 GetGroundBody: function(){
  return this.m_groundBody;
 },


 step: new b2TimeStep(),
 // this.Step
 Step: function(dt, iterations){

  var b;
  var other;


  this.step.dt = dt;
  this.step.iterations = iterations;
  if (dt > 0.0)
  {
   this.step.inv_dt = 1.0 / dt;
  }
  else
  {
   this.step.inv_dt = 0.0;
  }

  this.m_positionIterationCount = 0;

  // Handle deferred contact destruction.
  this.m_contactManager.CleanContactList();

  // Handle deferred body destruction.
  this.CleanBodyList();

  // Update contacts.
  this.m_contactManager.Collide();

  // Size the island for the worst case.
  var island = new b2Island(this.m_bodyCount, this.m_contactCount, this.m_jointCount, this.m_stackAllocator);

  // Clear all the island flags.
  for (b = this.m_bodyList; b != null; b = b.m_next)
  {
   b.m_flags &= ~b2Body.e_islandFlag;
  }
  for (var c = this.m_contactList; c != null; c = c.m_next)
  {
   c.m_flags &= ~b2Contact.e_islandFlag;
  }
  for (var j = this.m_jointList; j != null; j = j.m_next)
  {
   j.m_islandFlag = false;
  }

  // Build and simulate all awake islands.
  var stackSize = this.m_bodyCount;
  //var stack = (b2Body**)this.m_stackAllocator.Allocate(stackSize * sizeof(b2Body*));
  var stack = new Array(this.m_bodyCount);
  for (var k = this.m_bodyCount; k--;)
   stack[k] = null;

  for (var seed = this.m_bodyList; seed != null; seed = seed.m_next)
  {
   if (seed.m_flags & (b2Body.e_staticFlag | b2Body.e_islandFlag | b2Body.e_sleepFlag | b2Body.e_frozenFlag))
   {
    continue;
   }

   // Reset island and stack.
   island.Clear();
   var stackCount = 0;
   stack[stackCount++] = seed;
   seed.m_flags |= b2Body.e_islandFlag;;

   // Perform a depth first search (DFS) on the constraint graph.
   while (stackCount > 0)
   {
    // Grab the next body off the stack and add it to the island.
    b = stack[--stackCount];
    island.AddBody(b);

    // Make sure the body is awake.
    b.m_flags &= ~b2Body.e_sleepFlag;

    // To keep islands, we don't
    // propagate islands across static bodies.
    if (b.m_flags & b2Body.e_staticFlag)
    {
     continue;
    }

    // Search all contacts connected to this body.
    for (var cn = b.m_contactList; cn != null; cn = cn.next)
    {
     if (cn.contact.m_flags & b2Contact.e_islandFlag)
     {
      continue;
     }

     island.AddContact(cn.contact);
     cn.contact.m_flags |= b2Contact.e_islandFlag;

     other = cn.other;
     if (other.m_flags & b2Body.e_islandFlag)
     {
      continue;
     }

     //b2Settings.b2Assert(stackCount < stackSize);
     stack[stackCount++] = other;
     other.m_flags |= b2Body.e_islandFlag;
    }

    // Search all joints connect to this body.
    for (var jn = b.m_jointList; jn != null; jn = jn.next)
    {
     if (jn.joint.m_islandFlag == true)
     {
      continue;
     }

     island.AddJoint(jn.joint);
     jn.joint.m_islandFlag = true;

     other = jn.other;
     if (other.m_flags & b2Body.e_islandFlag)
     {
      continue;
     }

     //b2Settings.b2Assert(stackCount < stackSize);
     stack[stackCount++] = other;
     other.m_flags |= b2Body.e_islandFlag;
    }
   }

   island.Solve(this.step, this.m_gravity);

   this.m_positionIterationCount = b2Math.b2Max(this.m_positionIterationCount, b2Island.m_positionIterationCount);

   if (this.m_allowSleep)
   {
    island.UpdateSleep(dt);
   }

   // Post solve cleanup.
   for (var i = island.m_bodyCount; i--;)
   {
    // Allow static bodies to participate in other islands.
    b = island.m_bodies[i];
    if (b.m_flags & b2Body.e_staticFlag)
    {
     b.m_flags &= ~b2Body.e_islandFlag;
    }

    // Handle newly frozen bodies.
    if (b.IsFrozen() && this.m_listener)
    {
     var response = this.m_listener.NotifyBoundaryViolated(b);
     if (response == b2WorldListener.b2_destroyBody)
     {
      this.DestroyBody(b);
      b = null;
      island.m_bodies[i] = null;
     }
    }
   }
  }

  this.m_broadPhase.Commit();

  //this.m_stackAllocator.Free(stack);
 },

 // this.Query the world for all shapes that potentially overlap the
 // provided AABB. You provide a shape pointer buffer of specified
 // size. The number of shapes found is returned.
 Query: function(aabb, shapes, maxCount){

  //void** results = (void**)this.m_stackAllocator.Allocate(maxCount * sizeof(void*));
  var results = new Array();
  var count = this.m_broadPhase.QueryAABB(aabb, results, maxCount);

  for (var i = count; i--;)
  {
   shapes[i] = results[i];
  }

  //this.m_stackAllocator.Free(results);
  return count;
 },

 // You can use these to iterate over all the bodies, joints, and contacts.
 GetBodyList: function(){
  return this.m_bodyList;
 },
 GetJointList: function(){
  return this.m_jointList;
 },
 GetContactList: function(){
  return this.m_contactList;
 },

 //--------------- Internals Below -------------------

 m_stackAllocator: null,

 m_broadPhase: null,
 m_contactManager: new b2ContactManager(),

 m_bodyList: null,
 m_contactList: null,
 m_jointList: null,

 m_bodyCount: 0,
 m_contactCount: 0,
 m_jointCount: 0,

 // These bodies will be destroyed at the next time this.step.
 m_bodyDestroyList: null,

 m_gravity: null,
 m_allowSleep: null,

 m_groundBody: null,

 m_listener: null,
 m_filter: null,

 m_positionIterationCount: 0
};
b2World.s_enablePositionCorrection = 1;
b2World.s_enableWarmStarting = 1;

"world.DestroyBody(world.m_bodyarray[4]);" destroy the first bubble m_bodyarray[0] to m_bodyarray[3] walls of world
style/box2d.css (user-select: none) prevent double click select
#canvas {
 top:0px; 
 left:0px;
 background:rgba(0,100,255,.5);border2px solid #000000;-webkit-user-select: none;
 -moz-user-select: none;
 -ms-user-select: none;
 -o-user-select: none;
 user-select: none;  
 cursor:pointer; 
}
.countc{
 position: relative;
 top: -580px;
 left: -500px;
}

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