Giter Site home page Giter Site logo

box2d-editor's Introduction

Hi there ๐Ÿ‘‹

I'm Jerome. I'm a Software Engineer.

These are some of the side projects I'm working on.

box2d-editor's People

Watchers

 avatar  avatar

box2d-editor's Issues

Editor not running

What steps will reproduce the problem?
1. Unzip the editor in a directory
2. open command prompt in windows-7 and type "java -jar physics-body-editor.jar"
3. The following out put generate:

AL lib: DoReset: Failed to get mix format: 0x8889000a
Exception in thread "AWT-EventQueue-0" org.lwjgl.openal.OpenALException: Invalid
 Device
        at org.lwjgl.openal.Util.checkALCError(Util.java:55)
        at org.lwjgl.openal.ALC10.alcCreateContext(ALC10.java:252)
        at org.lwjgl.openal.AL.init(AL.java:168)
        at org.lwjgl.openal.AL.create(AL.java:138)
        at org.lwjgl.openal.AL.create(AL.java:102)
        at org.lwjgl.openal.AL.create(AL.java:201)
        at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:
85)
        at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:
70)
        at com.badlogic.gdx.backends.lwjgl.LwjglCanvas.<init>(LwjglCanvas.java:1
01)
        at aurelienribon.bodyeditor.ui.Main$1.run(Unknown Source)
        at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThre
ad.java:269)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.
java:184)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThre
ad.java:174)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:169)

        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:161)

        at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
AL lib: ReleaseALC: 1 device not closed

What is the expected output? What do you see instead?
Editor should be execute

What version of the product are you using? On what operating system?
I am on Windows-7 with java 1.6.0_12


Original issue reported on code.google.com by [email protected] on 5 Jul 2012 at 3:10

Physics body editor not working



What is the expected output? What do you see instead?
In PBE tool after selecting the new image, image should load in panel but it 
isn't loading.

What version of the product are you using? On what operating system?
I am using 2.9.2 version on window 8 and having jre7 and jdk7 installed.


I have attached one image .There u can see no image being load in middle panel 
for processing.


Original issue reported on code.google.com by [email protected] on 17 May 2013 at 6:42

Attachments:

Select a node by clicking over it

Right now to select a node you have to make a selection with the selection 
tool, an easy and quick way could be just clicking over a node, at least was 
the expected behavior, could be nice to have it.

Original issue reported on code.google.com by [email protected] on 19 Nov 2011 at 2:03

Create shape doesn't work on OS X

What steps will reproduce the problem?
1. Set output file
2. Add assset
3. Select asset
4. ctrl + click in editor to add point

What is the expected output? What do you see instead?
Shape point should be added

What version of the product are you using? On what operating system?
1.1 on OS X Lion

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 8 Sep 2011 at 4:23

Help screen lacks a close button

What steps will reproduce the problem?
1. Click "Open help"

What is the expected output? What do you see instead?
Normally I would expect a popup window to have a close button on the title bar 
and/or to close when pressing ESC. But the popup window can only be closed with 
Alt+F4 (or whatever your setup is).

What version of the product are you using? On what operating system?
2.0 on Ubuntu 11.10.

Please provide any additional information below.
It's just a minor design flaw; regard this as a feature request.

Original issue reported on code.google.com by [email protected] on 30 Mar 2012 at 11:25

physics engine ignores dynamic body of the polygons created with PBE

What steps will reproduce the problem?

1. change libgdx demo project to set vial body to dynamic body.
2. when run the demo again, the balls does not bother the vial at all.
3.

What is the expected output? What do you see instead?
I am not sure if it is intended. But it would be really nice to use the 
polygons as a dynamic body. If this feature is already in, a demo how to do it 
would be really nice.

What version of the product are you using? On what operating system?

lastest one as of 1/16/2012 on Windows 2008.

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 16 Jan 2012 at 5:31

Program unusable if iBus is on (add to documentation?)

What steps will reproduce the problem?
1. Make sure you use iBus as input method
2. Open or start a project
3. Try to insert points or throw test-balls

What is the expected output? What do you see instead?
Instead of inserting points or throwing balls, the program behaves as if I did 
not press Ctrl or Shift (or C os S).

What version of the product are you using? On what operating system?
2.0 on Ubuntu 11.10. I've tried both OpenJDK and Sun Java 6 runtime.

Please provide any additional information below.
Because iBus is known to cause problems for Java, I guess there not much that 
can be done about this. But it might be worth adding a note to the help screen 
that you need to quit iBus to use the program.

Original issue reported on code.google.com by [email protected] on 30 Mar 2012 at 11:18

JDK 1.7 is used by some methods

What steps will reproduce the problem?
1. create first rigid body with Bg image, create some polygons
2. create second rigid body with bg image, create some polygons
3. try to move or delete created objects in the left menu

What is the expected output? What do you see instead?
I was hoping I will be able to delete or move created objects. :)


What version of the product are you using? On what operating system?
v2.9.2

Please provide any additional information below.
Windows 7 x64, latest jre

Original issue reported on code.google.com by [email protected] on 24 May 2012 at 2:49

Assets don't load properly from saved files

What steps will reproduce the problem?
1. Set output file to existing file

What is the expected output? What do you see instead?
Assets should load from saved file. Instead, assets are populated with [NOT 
FOUND] prepended.

What version of the product are you using? On what operating system?
1.1 on OS X Lion

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Sep 2011 at 4:28

Separate project configuration from exported data

The idea is to separate the exported data (bin, json, xml) from the project 
configuration, so someone could create a new project on his main folder and 
point where the images (probably before a texture pack) are, and map the images 
with a key to be identified when loading the fixtures, for example:

project file:
export location
default export type
map of key,imagelocation
   door -> images/mysuperdoor.png
   house -> images/somehouse.png

exported fixtures file:
door -> a polygon
house -> another polygon

Working in this way, you can avoid having the images location as the exported 
fixtures identifier instead you use the key you want for them. Also, the 
exported fixture file could be anywhere.

Don't know if I explained the issue well, hope I did and hope you find this 
useful.


Original issue reported on code.google.com by [email protected] on 28 Dec 2011 at 8:24

improvements

1. It would really help me if it was possible to add attributes to the shapes. 
Now I have to hold the image paths in my entities to link them to correct 
bodies. It's impossible to add attributes manually to the xml file because they 
are erased every time i change something and save in the editor.

2. It would be nice to be able to change the origin of the coordinate system in 
the editor.

3. There could be an option to change the units. Apparently the ration is 
64px/25 units. It is a small thing to convert it in my loader, now that i know 
what it is, but at least you could mention it somewhere.

Original issue reported on code.google.com by [email protected] on 18 Jan 2012 at 10:42

Some Improvements

Hi, I would just like to suggest a few features, and hope you can possibly 
implement them.

1. As you are allowed to create multiple bodies per assets, you could allow the 
creation of joints to link them together.

2. If I am not mistaken, I believe that you have to manually group your image 
together by yourself if you were to want multiple assets on the same area. 
Could we have an option to drag multiple assets at once upon the screen?

3. As there is support for loaders, how about having these loaders be able to 
display the direct code for creating the bodies as not all of us would like to 
use FixtureAtlas'?

Hope you are interested in some of these ideas,
Seth Sectioner

Original issue reported on code.google.com by [email protected] on 29 Nov 2011 at 1:08

Can not use textures from other drive

On windows 7 I have HD divided into 2 parts (C and D).
When running application from drive D, I can not use images stored on drive C. 
Application says [not found]. Other way (launching from C, loading from D) 
works fine. Path to C and D are pretty similar, no spaces etc...

Original issue reported on code.google.com by [email protected] on 19 May 2012 at 10:51

Use of deprecated Vector2.mul

Vector2.mul is used in several places in BodyEditorLoader.java. The method is 
deprecated and should be replaced with Vector2.scl.

Original issue reported on code.google.com by [email protected] on 6 Jul 2013 at 9:18

FixtureAtlas demo produces runtime error due to assertion m_world->isLocked == false

What steps will reproduce the problem?

1. Simply run the demo
2. If first time is OK, click the screen one more time to run demo again
3. It will give you the runtime error with assertion m_world->isLocked == false

What is the expected output? What do you see instead?

The app should not produce the error but it will give you the runtime error 
with assertion m_world->isLocked == false.


What version of the product are you using? On what operating system?

Lastest version as of today 1/13/2012 on Windows 2008

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 13 Jan 2012 at 9:52

BodyEditor Libgdx Demo doesn't work, GdxRuntimeException:NoSuchMethodError

What steps will reproduce the problem?
1.Create a Libgdx project and add the loaders of physics-body-editor-2.9.2.zip 
to the libs directory of the project.
2.Replace the source files with the files from bodyeditor-libgdx-demo-2.9.1.zip.
3.Run on Android or Desktop.

What is the expected output? What do you see instead?
I didn't see the result which looks like what physics-body-editor.jar from the 
physics-body-editor-2.9.2 has produced.
Instead, a GdxRuntimeException occurred.

What version of the product are you using? On what operating system?
physics-body-editor-2.9.2.zip
bodyeditor-libgdx-demo-2.9.1.zip
libgdx-nightly-20130430.zip
Windows 8 Enterprise 64 bit

Please provide any additional information below.
Exception in thread "LWJGL Application" 
com.badlogic.gdx.utils.GdxRuntimeException: java.lang.NoSuchMethodError: 
com.badlogic.gdx.utils.JsonReader.parse(Ljava/lang/String;)Ljava/lang/Object;
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:116)
Caused by: java.lang.NoSuchMethodError: 
com.badlogic.gdx.utils.JsonReader.parse(Ljava/lang/String;)Ljava/lang/Object;
    at aurelienribon.bodyeditor.BodyEditorLoader.readJson(BodyEditorLoader.java:179)
    at aurelienribon.bodyeditor.BodyEditorLoader.<init>(BodyEditorLoader.java:41)
    at aurelienribon.bodyeditor.App.createBottle(App.java:126)
    at aurelienribon.bodyeditor.App.create(App.java:73)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:130)
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:110)

Original issue reported on code.google.com by [email protected] on 2 May 2013 at 2:27

Loader deliberately gpl2?

Hi, thanks for this awesome project! It would appear that the libgdx loader lib 
is also under gpl2, as the main program? This way generated fixtures can not be 
used in commercial apps. Is that intentional?

Original issue reported on code.google.com by [email protected] on 16 May 2012 at 7:21

On MacOS X 10.8.4 images are not appear.

On MacOS X 10.8.4 images are not appear.

What steps will reproduce the problem?
1. Open any image on the right side

What is the expected output? What do you see instead?
Expected: image to be drawn. I see: empty pane 

What version of the product are you using? On what operating system?
MacOS X 10.8.4


Original issue reported on code.google.com by [email protected] on 13 Aug 2013 at 8:48

"imagePath":null

when I create body from image AND use relative path contains ..\
the imagePath in output is null.

..\bin\data\textures\cornell_box.png
gives null
when I move your phys.b.editor one directory app I have
bin\data\textures\cornell_box.png
and it works fine


Original issue reported on code.google.com by [email protected] on 15 May 2012 at 5:46

Latest libgdx's json loader changed behavior for Long/Floats

Using the latest libgdx, the BodyEditorLoader will throw an exception as soon 
as it try to cast a Long to a Float since the current behavior changed.

The fix is quite easy: just perform an "instanceof" check before casting and 
choose the right type before performing the type conversion.

As an example, here is what i'm doing:

    rbModel.origin.x = (originElem.get("x") instanceof Float) ? (Float)originElem.get("x") : (Long)originElem.get("x");
    rbModel.origin.y = (originElem.get("y") instanceof Float) ? (Float)originElem.get("y") : (Long)originElem.get("y");

This has to be done for polygons and circles as well.

Original issue reported on code.google.com by [email protected] on 21 Apr 2013 at 2:12

NPE when clearing points with bodies in world

Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
    at com.badlogic.gdx.physics.box2d.World.destroyBody(World.java:309)
    at aurelienribon.bodyeditor.canvas.rigidbodies.RigidBodiesScreen.clearWorld(Unknown Source)
    at aurelienribon.bodyeditor.canvas.rigidbodies.RigidBodiesScreen.access$300(Unknown Source)


In RigidBodiesStream:

Iterator<Body> bodies = world.getBodies();
while (bodies.hasNext()) world.destroyBody(bodies.next());

This look suspicious; are you sure the iterator's backing collection isn't 
modified?

A conservative approach:

boolean empty = false;
while (!empty) {
  Iterator<Body> bodies = world.getBodies();
  empty = !bodies.hasNext();
  if (!empty) {
    world.destroyBody(bodies.next());
  }
}

Original issue reported on code.google.com by [email protected] on 20 Mar 2014 at 3:00

Tagging polygons

I would like you to add a feature, where user can tag polygons. It would be 
good for example when I want part of the body create as sensor or give other 
settings then other fixtures in body. It could be done e.g. with right click at 
triangle/polygon and just add some custom text via text dialog.

Original issue reported on code.google.com by [email protected] on 19 May 2012 at 10:47

Not Launching on Mac OSX Yosemite

Not Launching on Mac OSX Yosemite

PhysicsBodyEditor 2.9.2

Can't load library: 
/var/folders/ct/cn8h95_s6llb8wjfky3xvt3m0000gn/T/libgdx/348177909/liblwjgl.dylib
    at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1817)
    at java.lang.Runtime.load0(Runtime.java:809)
    at java.lang.System.load(System.java:1083)
    at org.lwjgl.Sys$1.run(Sys.java:70)
    at java.security.AccessController.doPrivileged(Native Method)
    at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
    at org.lwjgl.Sys.loadLibrary(Sys.java:95)
    at org.lwjgl.Sys.<clinit>(Sys.java:112)
    at org.lwjgl.openal.AL.<clinit>(AL.java:59)
    at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:85)
    at com.badlogic.gdx.backends.openal.OpenALAudio.<init>(OpenALAudio.java:70)
    at com.badlogic.gdx.backends.lwjgl.LwjglCanvas.<init>(LwjglCanvas.java:101)
    at aurelienribon.bodyeditor.ui.Main$1.run(Unknown Source)
    at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
    at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:744)
    at java.awt.EventQueue.access$400(EventQueue.java:97)
    at java.awt.EventQueue$3.run(EventQueue.java:697)
    at java.awt.EventQueue$3.run(EventQueue.java:691)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:75)
    at java.awt.EventQueue.dispatchEvent(EventQueue.java:714)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
    at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
    at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)


java version "1.8.0_05"
Java(TM) SE Runtime Environment (build 1.8.0_05-b13)
Java HotSpot(TM) 64-Bit Server VM (build 25.5-b02, mixed mode)


Original issue reported on code.google.com by cassiotc on 18 May 2015 at 1:22

Cannot assign NEW output file

What steps will reproduce the problem?
1. Click to set/load output file
2. Dialog appears
3. Try to save new output file

What is the expected output? What do you see instead?
Should be able to set a new file, however no text area appears to enter the 
file name. Should see a text area as shown in the video demonstrations.

What version of the product are you using? On what operating system?
1.1 on OS X Lion

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Sep 2011 at 4:26

Delete nodes with a key

Could be useful to have a key to delete the selected nodes, couldn't find it on 
the Help and tried DELETE and BACKSPACE keys and didn't work, so I don't know 
if it is implemented.

Original issue reported on code.google.com by [email protected] on 19 Nov 2011 at 2:05

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.