Mercurial > projects > chipmunkd
diff trunk/tests/ChipmunkDemos/samples/Joints.d @ 16:af2f61a96318
ported chipmunk demos
author | Extrawurst |
---|---|
date | Sat, 04 Dec 2010 02:02:29 +0100 |
parents | |
children |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/trunk/tests/ChipmunkDemos/samples/Joints.d Sat Dec 04 02:02:29 2010 +0100 @@ -0,0 +1,277 @@ + +// written in the D programming language + +module samples.Joints; + +import chipmunkd.chipmunk; + +import samples.ChipmunkDemo; + +import std.math; + +static cpSpace *space; + +enum M_PI = PI; +enum M_PI_2 = PI*0.5f; + +static cpBody * +addBall(cpVect pos, cpVect boxOffset) +{ + cpFloat radius = 15.0f; + cpFloat mass = 1.0f; + cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); + _body.p = cpvadd(pos, boxOffset); + + cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(_body, radius, cpvzero)); + shape.e = 0.0f; shape.u = 0.7f; + + return _body; +} + +static cpBody * +addLever(cpVect pos, cpVect boxOffset) +{ + cpFloat mass = 1.0f; + cpVect a = cpv(0, 15); + cpVect b = cpv(0, -15); + + cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); + _body.p = cpvadd(pos, cpvadd(boxOffset, cpv(0, -15))); + + cpShape *shape = cpSpaceAddShape(space, cpSegmentShapeNew(_body, a, b, 5.0f)); + shape.e = 0.0f; shape.u = 0.7f; + + return _body; +} + +static cpBody * +addBar(cpVect pos, cpVect boxOffset) +{ + cpFloat mass = 2.0f; + cpVect a = cpv(0, 30); + cpVect b = cpv(0, -30); + + cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); + _body.p = cpvadd(pos, boxOffset); + + cpShape *shape = cpSpaceAddShape(space, cpSegmentShapeNew(_body, a, b, 5.0f)); + shape.e = 0.0f; shape.u = 0.7f; + + return _body; +} + +static cpBody * +addWheel(cpVect pos, cpVect boxOffset) +{ + cpFloat radius = 15.0f; + cpFloat mass = 1.0f; + cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); + _body.p = cpvadd(pos, boxOffset); + + cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(_body, radius, cpvzero)); + shape.e = 0.0f; shape.u = 0.7f; + shape.group = 1; // use a group to keep the car parts from colliding + + return _body; +} + +static cpBody * +addChassis(cpVect pos, cpVect boxOffset) +{ + int num = 4; + cpVect verts[] = [ + cpv(-40,-15), + cpv(-40, 15), + cpv( 40, 15), + cpv( 40,-15), + ]; + + + cpFloat mass = 5.0f; + cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, num, verts.ptr, cpvzero))); + _body.p = cpvadd(pos, boxOffset); + + cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(_body, num, verts.ptr, cpvzero)); + shape.e = 0.0f; shape.u = 0.7f; + shape.group = 1; // use a group to keep the car parts from colliding + + return _body; +} + +static cpSpace * +init() +{ + space = cpSpaceNew(); + space.iterations = 10; + space.gravity = cpv(0, -100); + space.sleepTimeThreshold = 0.5f; + + cpBody *staticBody = &space.staticBody; + cpShape *shape; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,120), cpv(320,120), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,0), cpv(320,0), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-120), cpv(320,-120), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-240), cpv(-160,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(0,-240), cpv(0,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(160,-240), cpv(160,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); + shape.e = 1.0f; shape.u = 1.0f; + shape.layers = NOT_GRABABLE_MASK; + + cpVect boxOffset; + cpBody *body1; + cpBody *body2; + + cpVect posA = cpv( 50, 60); + cpVect posB = cpv(110, 60); + + // Pin Joints - Link shapes with a solid bar or pin. + // Keeps the anchor points the same distance apart from when the joint was created. + boxOffset = cpv(-320, -240); + body1 = addBall(posA, boxOffset); + body2 = addBall(posB, boxOffset); + cpSpaceAddConstraint(space, cpPinJointNew(body1, body2, cpv(15,0), cpv(-15,0))); + + // Slide Joints - Like pin joints but with a min/max distance. + // Can be used for a cheap approximation of a rope. + boxOffset = cpv(-160, -240); + body1 = addBall(posA, boxOffset); + body2 = addBall(posB, boxOffset); + cpSpaceAddConstraint(space, cpSlideJointNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 40.0f)); + + // Pivot Joints - Holds the two anchor points together. Like a swivel. + boxOffset = cpv(0, -240); + body1 = addBall(posA, boxOffset); + body2 = addBall(posB, boxOffset); + cpSpaceAddConstraint(space, cpPivotJointNew(body1, body2, cpvadd(boxOffset, cpv(80,60)))); + // cpPivotJointNew() takes it's anchor parameter in world coordinates. The anchors are calculated from that + // cpPivotJointNew2() lets you specify the two anchor points explicitly + + // Groove Joints - Like a pivot joint, but one of the anchors is a line segment that the pivot can slide in + boxOffset = cpv(160, -240); + body1 = addBall(posA, boxOffset); + body2 = addBall(posB, boxOffset); + cpSpaceAddConstraint(space, cpGrooveJointNew(body1, body2, cpv(30,30), cpv(30,-30), cpv(-30,0))); + + // Damped Springs + boxOffset = cpv(-320, -120); + body1 = addBall(posA, boxOffset); + body2 = addBall(posB, boxOffset); + cpSpaceAddConstraint(space, cpDampedSpringNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 5.0f, 0.3f)); + + // Damped Rotary Springs + boxOffset = cpv(-160, -120); + body1 = addBar(posA, boxOffset); + body2 = addBar(posB, boxOffset); + // Add some pin joints to hold the circles in place. + cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, cpvadd(boxOffset, posA))); + cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, cpvadd(boxOffset, posB))); + cpSpaceAddConstraint(space, cpDampedRotarySpringNew(body1, body2, 0.0f, 3000.0f, 60.0f)); + + // Rotary Limit Joint + boxOffset = cpv(0, -120); + body1 = addLever(posA, boxOffset); + body2 = addLever(posB, boxOffset); + // Add some pin joints to hold the circles in place. + cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, cpvadd(boxOffset, posA))); + cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, cpvadd(boxOffset, posB))); + // Hold their rotation within 90 degrees of each other. + cpSpaceAddConstraint(space, cpRotaryLimitJointNew(body1, body2, -M_PI_2, M_PI_2)); + + // Ratchet Joint - A rotary ratchet, like a socket wrench + boxOffset = cpv(160, -120); + body1 = addLever(posA, boxOffset); + body2 = addLever(posB, boxOffset); + // Add some pin joints to hold the circles in place. + cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, cpvadd(boxOffset, posA))); + cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, cpvadd(boxOffset, posB))); + // Ratchet every 90 degrees + cpSpaceAddConstraint(space, cpRatchetJointNew(body1, body2, 0.0f, M_PI_2)); + + // Gear Joint - Maintain a specific angular velocity ratio + boxOffset = cpv(-320, 0); + body1 = addBar(posA, boxOffset); + body2 = addBar(posB, boxOffset); + // Add some pin joints to hold the circles in place. + cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, cpvadd(boxOffset, posA))); + cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, cpvadd(boxOffset, posB))); + // Force one to sping 2x as fast as the other + cpSpaceAddConstraint(space, cpGearJointNew(body1, body2, 0.0f, 2.0f)); + + // Simple Motor - Maintain a specific angular relative velocity + boxOffset = cpv(-160, 0); + body1 = addBar(posA, boxOffset); + body2 = addBar(posB, boxOffset); + // Add some pin joints to hold the circles in place. + cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, cpvadd(boxOffset, posA))); + cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, cpvadd(boxOffset, posB))); + // Make them spin at 1/2 revolution per second in relation to each other. + cpSpaceAddConstraint(space, cpSimpleMotorNew(body1, body2, M_PI)); + + // Make a car with some nice soft suspension + boxOffset = cpv(0, 0); + cpBody *wheel1 = addWheel(posA, boxOffset); + cpBody *wheel2 = addWheel(posB, boxOffset); + cpBody *chassis = addChassis(cpv(80, 100), boxOffset); + + cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel1, cpv(-30, -10), cpv(-30, -40), cpvzero)); + cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel2, cpv( 30, -10), cpv( 30, -40), cpvzero)); + + cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel1, cpv(-30, 0), cpvzero, 50.0f, 20.0f, 1.5f)); + cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel2, cpv( 30, 0), cpvzero, 50.0f, 20.0f, 1.5f)); + + return space; +} + +static void +update(int ticks) +{ + cpSpaceStep(space, 1.0f/60.0f); +} + +static void +destroy() +{ + cpSpaceFreeChildren(space); + cpSpaceFree(space); +} + +chipmunkDemo Joints = { + "Joints and Constraints", + null, + &init, + &update, + &destroy, +};