Defold Polygon Editor

Maybe using of Chain Shape may help here Add Chain Shape for box2d · Issue #8505 · defold/defold · GitHub

2 Likes

It could be importing the .convexshapes file that is exported from PhsysicsEditor with the above helper scripts. It’s the list of .convexshape files in a single file.

shape_type: TYPE_HULL
data: 213
data: -149.5
data: 0
data: 212.5
data: 151
data: 0
data: 83.5
data: 85
data: 0
data: 72.5
data: 77
data: 0
data: -213.5
data: -150
data: 0

shape_type: TYPE_HULL
data: -212.5
data: 151
data: 0
data: -214
data: 150.5
data: 0
data: -213.5
data: -150
data: 0
data: -73.5
data: 74
data: 0
data: -95.5
data: 90
data: 0
data: -211.5
data: 151
data: 0

shape_type: TYPE_HULL
data: -165.5
data: 143
data: 0
data: -190.5
data: 150
data: 0
data: -211.5
data: 151
data: 0
data: -95.5
data: 90
data: 0
data: -120.5
data: 113
data: 0
data: -140.5
data: 129
data: 0

shape_type: TYPE_HULL
data: 196.5
data: 151
data: 0
data: 178.5
data: 148
data: 0
data: 162.5
data: 143
data: 0
data: 145.5
data: 135
data: 0
data: 123.5
data: 120
data: 0
data: 83.5
data: 85
data: 0
data: 212.5
data: 151
data: 0

shape_type: TYPE_HULL
data: -73.5
data: 74
data: 0
data: -213.5
data: -150
data: 0
data: -53.5
data: 64
data: 0

shape_type: TYPE_HULL
data: -53.5
data: 64
data: 0
data: -213.5
data: -150
data: 0
data: -37.5
data: 59
data: 0

shape_type: TYPE_HULL
data: -37.5
data: 59
data: 0
data: -213.5
data: -150
data: 0
data: -20.5
data: 56
data: 0

shape_type: TYPE_HULL
data: -20.5
data: 56
data: 0
data: -213.5
data: -150
data: 0
data: 14.5
data: 56
data: 0

shape_type: TYPE_HULL
data: 14.5
data: 56
data: 0
data: -213.5
data: -150
data: 0
data: 35.5
data: 60
data: 0

shape_type: TYPE_HULL
data: 35.5
data: 60
data: 0
data: -213.5
data: -150
data: 0
data: 52.5
data: 66
data: 0

shape_type: TYPE_HULL
data: 52.5
data: 66
data: 0
data: -213.5
data: -150
data: 0
data: 72.5
data: 77
data: 0

Supporting this would improve workflow of using PhysicsEditor for these kinds of special collision shapes.

1 Like

I feel it is still important so in the future I will put up some paid bounties for anyone to improve it. You guys were talking about making the currently builtin physics made into a normal extension too, please remember the Chipmunk extension when you try to normalize things for various physics extensions in the editor.

1 Like

A spline sprite shape + ability to use it for physics would be nice.

So many 2D specific features Defold is missing! They even have the sprite → collision shape right there, and you can even adjust the points on the fly.

3 Likes

True. Can’t recall why I did not use it tbh.
I’m still in the prototype/experiment stage (read having fun!). Will revisit later but even with this I would still have to provide an executable to launch from an editor extension since that API is not available to editor scripts.

1 Like

DefoldPhysicsTest.zip (31.5 KB)

Posting this here for CodeAndWeb to have sample project.

1 Like

We’ve just added support for Defold to PhysicsEditor.

You can find a short tutorial here: https://www.codeandweb.com/physicseditor/tutorials/how-to-create-physics-shapes-for-defold

PhyicsEditor splits complex shapes (concave polygons) into convex polygons and you can easily add them to a single game object.

This works well for static and possibly kinematic objects.

Dynamic objects don’t really work. The problem is that the collision objects in a single shape create internal forces that make the object move randomly. There’s currently not much we can do about that since Defold does not support using multiple polygons in a collision object.

What we would like to see is a new collision object file in which we can

  1. Add multiple circle and/or polygon shapes
  2. Set independent parameters for each of the shapes

This would allow box2d to work properly with the physics shapes.

7 Likes