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Automatically exported from code.google.com/p/box2d-editor
Can't set the fixture's userData with BodyEditorLoader.attachFixture
Original issue reported on code.google.com by [email protected]
on 18 Aug 2012 at 12:53
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
I would really really love a button that automatically puts the reference point
onto the center of the image.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2013 at 7:21
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
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
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
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
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
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
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
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
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
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
It would be really nice to handle packed image of tiles. Currently, we have to
unpack the tiles and define boundary of each of them. That is time-consuming
work.
Original issue reported on code.google.com by [email protected]
on 14 Jan 2012 at 12:39
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
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
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
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
Correctly position circle fixtures when the origin is not at (0,0).
Original issue reported on code.google.com by [email protected]
on 2 Sep 2012 at 10:01
Attachments:
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
Now it works with LibGDX 1.2.0 [Latest Stable Release]
Original issue reported on code.google.com by [email protected]
on 27 Jul 2014 at 9:51
Attachments:
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
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
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
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
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
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
editor crashes when trying to load big background pictures (4096*1024)
Original issue reported on code.google.com by [email protected]
on 4 Jul 2012 at 8:37
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
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:
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