Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

SpriteKit's SKPhysicsBody with polygon helper tool

I wonder if there is a tool that could be used for easy generation of complex physics bodies in SpriteKit. I would like to have a volume based physical bodies with polygon-type shapes. SpriteKit allows to create such bodies with that method:

+ (SKPhysicsBody *)bodyWithPolygonFromPath:(CGPathRef)path

Unfortunately it's time consuming task to generate such paths manually, and it could be problematic when testing. There is a SpriteHelper application that allows you to define body shape within easy-to-use visual editor, but this app can't export paths that could be used here. It was made for cocos2d and it does a lot of things like texture packing etc. that I don't need and I can't use with SpriteKit. Does anyone know a solution that will allow to define CGPath's easily or maybe even auto-generate them from png images with alpha channel? Although auto-generation feature from my experience would need optimization, because the body shapes should be as simple as possible when textures could have more complicated shapes.

like image 553
Darrarski Avatar asked Sep 26 '13 23:09

Darrarski


3 Answers

I am looking for the exact same thing, as it turn out I have done a small web app for this purpose.

SKPhysicsBody Path Generator

as action in example: enter image description here

Update 2015-02-13: script

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>SpriteKit Tools - SKPhysicsBody Path Generator</title>
        <link rel="stylesheet" href="//netdna.bootstrapcdn.com/bootstrap/3.0.0/css/bootstrap.min.css">

        <style>
            /* disable responsive */
            .container {
                max-width: none;
                width: 970px;
            }
            #sprite {
                background-color: #eee;
                position: absolute;
            }
            #path {
                cursor: crosshair;
                opacity: 0.5;
            }
        </style>

    </head>
    <body>
        <div class="container">
            <h1>SKPhysicsBody Path Generator</h1>
            <p class="lead">Want to use [SKPhysicsBody bodyWithPolygonFromPath:path] easier way like me? Here with a small helper for easier path drawing, hope it help others too.</p>
            <div class="row">
                <div class="col-md-6">
                    <h5>Basic Instruction</h5>
                    <ol>
                        <li><small>Drag and drop the sprite image into drop zone.</small></li>
                        <li><small>Start drawing path by clicking on coordinates.</small></li>
                    </ol>
                </div>
                <div class="col-md-6">
                    <h5>Some Rules / Known Issue</h5>
                    <ul>
                        <li><small>Path need to be as a convex polygonal path with counterclockwise winding and no self intersections. The points are specified relative to the owning node’s origin. <a href="https://developer.apple.com/documentation/spritekit/skphysicsbody/1520379-bodywithpolygonfrompath" target="_blank">(documentation link)</a></small></li>
                        <li><small>Please use Chrome for best compatibility as I have not tested on other browsers.</small></li>
                    </ul>
                </div>
            </div>


            <hr>

            <div class="btn-group">
                <button class="btn btn-primary" type="button" onclick="resetShape()">Reset Shape</button>
                <button class="btn btn-primary" type="button" onclick="location.reload()">Reset All</button>
            </div>
            <input type="checkbox" onclick="toggleRetinaMode()" id="retinaCheckbox" checked> Retina? (please check before declaring path)
            <br><br>

            <canvas id="sprite" width="940" height="100"></canvas>
            <canvas id="path" width="0" height="100"></canvas>

            <p class="text-muted"><small>X:<span id="tooltipX">0</span> Y:<span id="tooltipY">0</span></small></p>
            <br>

            <h5>Output</h5>
<pre>
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:@"<span id="codeImgName">img</span>"];

CGFloat offsetX = sprite.frame.size.width * sprite.anchorPoint.x;
CGFloat offsetY = sprite.frame.size.height * sprite.anchorPoint.y;

CGMutablePathRef path = CGPathCreateMutable();

<span id="codeCGPath"></span>
CGPathCloseSubpath(path);

sprite.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path];
</pre>

        </div>

        <script>
// reference from http://davidwalsh.name/resize-image-canvas

var spriteCanvas = document.getElementById('sprite');
var spriteContext = spriteCanvas.getContext('2d');
spriteContext.fillText('Drop Sprite Image Here', 400, 50);

var pathCanvas = document.getElementById('path');
var pathContext = pathCanvas.getContext('2d');

function render(src){
    var image = new Image();
    image.onload = function(){
        spriteContext.clearRect(0, 0, spriteCanvas.width, spriteCanvas.height);
        spriteCanvas.width = image.width;
        spriteCanvas.height = image.height;
        spriteContext.drawImage(image, 0, 0, image.width, image.height);

        pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
        pathCanvas.width = image.width;
        pathCanvas.height = image.height;
    };
    image.src = src;
}

function loadImage(src){

    if(!src.type.match(/image.*/)){
        console.log('Dropped file is not image format');
        return;
    }

    var reader = new FileReader();
    reader.onload = function(e){
        render(e.target.result);
    };
    reader.readAsDataURL(src);

    var fileName = src.name;
    var codeImgName = document.getElementById('codeImgName');
    codeImgName.innerHTML = fileName;
}

spriteCanvas.addEventListener('dragover', function(e){
    e.preventDefault();
}, true);

spriteCanvas.addEventListener('drop', function(e){
    e.preventDefault();
    loadImage(e.dataTransfer.files[0]);
}, true);


var retinaMode = true;
function toggleRetinaMode(){
    var status = document.getElementById('retinaCheckbox');

    retinaMode = status.checked ? true : false;
}



var actualX = 0;
var actualY = 0;
var displayX = document.getElementById('tooltipX');
var displayY = document.getElementById('tooltipY');

pathCanvas.onmousemove = function(e){
    actualX = e.pageX - this.offsetLeft;
    actualY = e.pageY - this.offsetTop;
    displayX.innerHTML = retinaMode ? Math.floor(actualX / 2) : actualX;
    displayY.innerHTML = retinaMode ? Math.floor((spriteCanvas.height - actualY - 1) / 2) : spriteCanvas.height - actualY - 1;
}

var pathArray = new Array();
pathCanvas.onclick = function(e){
    var coor = {
        actualX: actualX,
        actualY: actualY,
        displayX: displayX.innerHTML,
        displayY: displayY.innerHTML,
    };
    pathArray.push(coor);
    refreshShape(pathArray);
}

var codeCGPath = document.getElementById('codeCGPath');
function refreshShape(pathArray){

    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);

    pathContext.beginPath();

    for(var i in pathArray){
        if(i == 0) {
            pathContext.moveTo(pathArray[i].actualX, pathArray[i].actualY);
            codeCGPath.innerHTML = 'CGPathMoveToPoint(path, NULL, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY);<br>';
            continue;
        }
        pathContext.lineTo(pathArray[i].actualX, pathArray[i].actualY);
        codeCGPath.innerHTML += 'CGPathAddLineToPoint(path, NULL, '+pathArray[i].displayX+' - offsetX, '+pathArray[i].displayY+' - offsetY);<br>';
    }

    pathContext.closePath();
    pathContext.lineWidth = 1;
    pathContext.strokeStyle = 'blue';
    pathContext.stroke();
    pathContext.fillStyle = 'blue';
    pathContext.fill();
}

function resetShape(){
    pathArray = new Array();
    codeCGPath.innerHTML = null;
    pathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height);
}
        </script>
    </body>
</html>
like image 191
DazChong Avatar answered Nov 15 '22 07:11

DazChong


I created an editor and loader class to create complex SKPhysicsBodies and import them into your code. It allows you to trace around your sprite, add multiple bodies and export all within a pretty nice interface. Check out the SKImport here and the editor.

Screencast

like image 20
AdrianCooney Avatar answered Nov 15 '22 05:11

AdrianCooney


I know this is a bit late, but I've just created a cool tool for this purpose which automatically creates a path around the sprite image (so you don't have to manually click on the points yourself), and then you can adjust various settings to better suit your requirements. The tool also outputs both Objective C and Swift program code for adding the path to a sprite physics body. Hope it's helpful to some people. Thanks:

http://www.radicalphase.com/pathgen/

like image 29
Clive Minnican Avatar answered Nov 15 '22 07:11

Clive Minnican