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Box2d circle example
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ganeshredcobra committed Nov 1, 2012
1 parent 1a948b4 commit 1e4f467
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126 changes: 126 additions & 0 deletions kinect_codes/Box2d/CustomShape.pde
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// usually one would probably make a generic Shape class and subclass different types (circle, polygon), but that
// would mean at least 3 instead of 1 class, so for this tutorial it's a combi-class CustomShape for all types of shapes
// to save some space and keep the code as concise as possible I took a few shortcuts to prevent repeating the same code
class CustomShape {
// to hold the box2d body
Body body;
// to hold the Toxiclibs polygon shape
Polygon2D toxiPoly;
// custom color for each shape
color col;
// radius (also used to distinguish between circles and polygons in this combi-class
float r;

CustomShape(float x, float y, float r) {
this.r = r;
// create a body (polygon or circle based on the r)
makeBody(x, y);
// get a random color
col = getRandomColor();
}

void makeBody(float x, float y) {
// define a dynamic body positioned at xy in box2d world coordinates,
// create it and set the initial values for this box2d body's speed and angle
BodyDef bd = new BodyDef();
bd.type = BodyType.DYNAMIC;
bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y)));
body = box2d.createBody(bd);
body.setLinearVelocity(new Vec2(random(-8, 8), random(2, 8)));
body.setAngularVelocity(random(-5, 5));

// depending on the r this combi-code creates either a box2d polygon or a circle
if (r == -1) {
// box2d polygon shape
PolygonShape sd = new PolygonShape();
// toxiclibs polygon creator (triangle, square, etc)
toxiPoly = new Circle(random(5, 20)).toPolygon2D(int(random(3, 6)));
// place the toxiclibs polygon's vertices into a vec2d array
Vec2[] vertices = new Vec2[toxiPoly.getNumPoints()];
for (int i=0; i<vertices.length; i++) {
Vec2D v = toxiPoly.vertices.get(i);
vertices[i] = box2d.vectorPixelsToWorld(new Vec2(v.x, v.y));
}
// put the vertices into the box2d shape
sd.set(vertices, vertices.length);
// create the fixture from the shape (deflect things based on the actual polygon shape)
body.createFixture(sd, 1);
} else {
// box2d circle shape of radius r
CircleShape cs = new CircleShape();
cs.m_radius = box2d.scalarPixelsToWorld(r);
// tweak the circle's fixture def a little bit
FixtureDef fd = new FixtureDef();
fd.shape = cs;
fd.density = 1;
fd.friction = 0.01;
fd.restitution = 0.3;
// create the fixture from the shape's fixture def (deflect things based on the actual circle shape)
body.createFixture(fd);
}
}

// method to loosely move shapes outside a person's polygon
// (alternatively you could allow or remove shapes inside a person's polygon)
void update() {
// get the screen position from this shape (circle of polygon)
Vec2 posScreen = box2d.getBodyPixelCoord(body);
// turn it into a toxiclibs Vec2D
Vec2D toxiScreen = new Vec2D(posScreen.x, posScreen.y);
// check if this shape's position is inside the person's polygon
boolean inBody = poly.containsPoint(toxiScreen);
// if a shape is inside the person
if (inBody) {
// find the closest point on the polygon to the current position
Vec2D closestPoint = toxiScreen;
float closestDistance = 9999999;
for (Vec2D v : poly.vertices) {
float distance = v.distanceTo(toxiScreen);
if (distance < closestDistance) {
closestDistance = distance;
closestPoint = v;
}
}
// create a box2d position from the closest point on the polygon
Vec2 contourPos = new Vec2(closestPoint.x, closestPoint.y);
Vec2 posWorld = box2d.coordPixelsToWorld(contourPos);
float angle = body.getAngle();
// set the box2d body's position of this CustomShape to the new position (use the current angle)
body.setTransform(posWorld, angle);
}
}

// display the customShape
void display() {
// get the pixel coordinates of the body
Vec2 pos = box2d.getBodyPixelCoord(body);
pushMatrix();
// translate to the position
translate(pos.x, pos.y);
noStroke();
// use the shape's custom color
fill(col);
// depending on the r this combi-code displays either a polygon or a circle
if (r == -1) {
// rotate by the body's angle
float a = body.getAngle();
rotate(-a); // minus!
gfx.polygon2D(toxiPoly);
} else {
ellipse(0, 0, r*2, r*2);
}
popMatrix();
}

// if the shape moves off-screen, destroy the box2d body (important!)
// and return true (which will lead to the removal of this CustomShape object)
boolean done() {
Vec2 posScreen = box2d.getBodyPixelCoord(body);
boolean offscreen = posScreen.y > height;
if (offscreen) {
box2d.destroyBody(body);
return true;
}
return false;
}
}
119 changes: 119 additions & 0 deletions kinect_codes/Box2d/PolygonBlob.pde
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// an extended polygon class quite similar to the earlier PolygonBlob class (but extending Toxiclibs' Polygon2D class instead)
// The main difference is that this one is able to create (and destroy) a box2d body from it's own shape
class PolygonBlob extends Polygon2D {
// to hold the box2d body
Body body;

// the createPolygon() method is nearly identical to the one presented earlier
// see the Kinect Flow Example for a more detailed description of this method (again, feel free to improve it)
void createPolygon() {
ArrayList<ArrayList<PVector>> contours = new ArrayList<ArrayList<PVector>>();
int selectedContour = 0;
int selectedPoint = 0;

// create contours from blobs
for (int n=0 ; n<theBlobDetection.getBlobNb(); n++) {
Blob b = theBlobDetection.getBlob(n);
if (b != null && b.getEdgeNb() > 100) {
ArrayList<PVector> contour = new ArrayList<PVector>();
for (int m=0; m<b.getEdgeNb(); m++) {
EdgeVertex eA = b.getEdgeVertexA(m);
EdgeVertex eB = b.getEdgeVertexB(m);
if (eA != null && eB != null) {
EdgeVertex fn = b.getEdgeVertexA((m+1) % b.getEdgeNb());
EdgeVertex fp = b.getEdgeVertexA((max(0, m-1)));
float dn = dist(eA.x*kinectWidth, eA.y*kinectHeight, fn.x*kinectWidth, fn.y*kinectHeight);
float dp = dist(eA.x*kinectWidth, eA.y*kinectHeight, fp.x*kinectWidth, fp.y*kinectHeight);
if (dn > 15 || dp > 15) {
if (contour.size() > 0) {
contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight));
contours.add(contour);
contour = new ArrayList<PVector>();
} else {
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
} else {
contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight));
}
}
}
}
}

while (contours.size() > 0) {

// find next contour
float distance = 999999999;
if (getNumPoints() > 0) {
Vec2D vecLastPoint = vertices.get(getNumPoints()-1);
PVector lastPoint = new PVector(vecLastPoint.x, vecLastPoint.y);
for (int i=0; i<contours.size(); i++) {
ArrayList<PVector> c = contours.get(i);
PVector fp = c.get(0);
PVector lp = c.get(c.size()-1);
if (fp.dist(lastPoint) < distance) {
distance = fp.dist(lastPoint);
selectedContour = i;
selectedPoint = 0;
}
if (lp.dist(lastPoint) < distance) {
distance = lp.dist(lastPoint);
selectedContour = i;
selectedPoint = 1;
}
}
} else {
PVector closestPoint = new PVector(width, height);
for (int i=0; i<contours.size(); i++) {
ArrayList<PVector> c = contours.get(i);
PVector fp = c.get(0);
PVector lp = c.get(c.size()-1);
if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) {
closestPoint = fp;
selectedContour = i;
selectedPoint = 0;
}
if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) {
closestPoint = lp;
selectedContour = i;
selectedPoint = 1;
}
}
}

// add contour to polygon
ArrayList<PVector> contour = contours.get(selectedContour);
if (selectedPoint > 0) { Collections.reverse(contour); }
for (PVector p : contour) {
add(new Vec2D(p.x, p.y));
}
contours.remove(selectedContour);
}
}

// creates a shape-deflecting physics chain in the box2d world from this polygon
void createBody() {
// for stability the body is always created (and later destroyed)
BodyDef bd = new BodyDef();
body = box2d.createBody(bd);
// if there are more than 0 points (aka a person on screen)...
if (getNumPoints() > 0) {
// create a vec2d array of vertices in box2d world coordinates from this polygon
Vec2[] verts = new Vec2[getNumPoints()];
for (int i=0; i<getNumPoints(); i++) {
Vec2D v = vertices.get(i);
verts[i] = box2d.coordPixelsToWorld(v.x, v.y);
}
// create a chain from the array of vertices
ChainShape chain = new ChainShape();
chain.createChain(verts, verts.length);
// create fixture in body from the chain (this makes it actually deflect other shapes)
body.createFixture(chain, 1);
}
}

// destroy the box2d body (important!)
void destroyBody() {
box2d.destroyBody(body);
}
}
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