package{
import Box2D.Collision.b2AABB;
import Box2D.Collision.b2RayCastInput;
import Box2D.Collision.b2RayCastOutput;
import Box2D.Collision.Shapes.b2CircleShape;
import Box2D.Collision.Shapes.b2PolygonShape;
import Box2D.Collision.Shapes.b2Shape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2Body;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2Fixture;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import flash.display.Sprite;
import flash.utils.getTimer;
import Box2D.Dynamics.Joints.b2PulleyJoint;
import Box2D.Dynamics.Joints.b2PulleyJointDef;
import Box2D.Dynamics.Controllers.b2BuoyancyController;
/**
*
*/
public class Main extends BaseMain{
private var _bodies:Vector.<b2Body>=new Vector.<b2Body>();
public function Main(){
super(new b2Vec2(0,10));
}
override protected function init():void{
createBodies();
createBuoyancyController();
}
private function createBodies():void{
for(var i:int=0;i<50;i++){
var x:Number=stage.stageWidth*0.5;
var y:Number=50;
var body:b2Body=Math.random()>0.5?createBox(20,20,x,y):createCircle(10,x,y);
_bodies.push(body);
}
}
private function createBuoyancyController():void{
var controller:b2BuoyancyController=new b2BuoyancyController();
controller.angularDrag=0.5;
controller.density=1.5;//设置水的密度,要大于水中刚体的密度才能上浮
//controller.gravity=null;
controller.linearDrag=0.5;
controller.normal.Set(0,-1);//设置水面的法向量
controller.offset=-200/_pixelToMeter;//水面的高度,默认在最顶部(y轴0的位置),-100表示向下移动100
//controller.useDensity=false;
//controller.useWorldGravity=true;
//controller.velocity.Set(0,0);
_world.AddController(controller);
for(var i:int=0;i<_bodies.length;i++){
controller.AddBody(_bodies[i]);
}
}
override protected function stepBefore():void{
}
};
}