diff trunk/tests/ChipmunkDemos/samples/Simple.d @ 16:af2f61a96318

ported chipmunk demos
author Extrawurst
date Sat, 04 Dec 2010 02:02:29 +0100
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/trunk/tests/ChipmunkDemos/samples/Simple.d	Sat Dec 04 02:02:29 2010 +0100
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+
+// written in the D programming language
+
+module samples.Simple;
+
+import chipmunkd.chipmunk;
+
+import samples.ChipmunkDemo;
+
+static cpSpace *space;
+
+// Init is called by the demo code to set up the demo.
+static cpSpace *
+init()
+{
+	// Create a space, a space is a simulation world. It simulates the motions of rigid bodies,
+	// handles collisions between them, and simulates the joints between them.
+	space = cpSpaceNew();
+	
+	// Lets set some parameters of the space:
+	// More iterations make the simulation more accurate but slower
+	space.iterations = 10;
+	// These parameters tune the efficiency of the collision detection.
+	// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpSpace
+	cpSpaceResizeStaticHash(space, 30.0f, 1000);
+	cpSpaceResizeActiveHash(space, 30.0f, 1000);
+	// Give it some gravity
+	space.gravity = cpv(0, -100);
+	
+	// Create A ground segment along the bottom of the screen
+	// By attaching it to &space.staticBody instead of a body, we make it a static shape.
+	cpShape *ground = cpSegmentShapeNew(&space.staticBody, cpv(-320,-240), cpv(320,-240), 0.0f);
+	// Set some parameters of the shape.
+	// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpShape
+	ground.e = 1.0f; ground.u = 1.0f;
+	ground.layers = NOT_GRABABLE_MASK; // Used by the Demo mouse grabbing code
+	// Add the shape to the space as a static shape
+	// If a shape never changes position, add it as static so Chipmunk knows it only needs to
+	// calculate collision information for it once when it is added.
+	// Do not change the postion of a static shape after adding it.
+	cpSpaceAddShape(space, ground);
+	
+	// Add a moving circle object.
+	cpFloat radius = 15.0f;
+	cpFloat mass = 10.0f;
+	// This time we need to give a mass and moment of inertia when creating the circle.
+	cpBody *ballBody = cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero));
+	// Set some parameters of the body:
+	// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpBody
+	ballBody.p = cpv(0, -100 + radius+50);
+	ballBody.v = cpv(0, -20);
+	// Add the body to the space so it will be simulated and move around.
+	cpSpaceAddBody(space, ballBody);
+	
+	
+	// Add a circle shape for the ball.
+	// Shapes are always defined relative to the center of gravity of the body they are attached to.
+	// When the body moves or rotates, the shape will move with it.
+	// Additionally, all of the cpSpaceAdd*() functions return the thing they added so you can create and add in one go.
+	cpShape *ballShape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
+	ballShape.e = 0.0f; ballShape.u = 0.9f;
+	
+	return space;
+}
+
+// Update is called by the demo code each frame.
+static void
+update(int ticks)
+{
+	// Chipmunk allows you to use a different timestep each frame, but it works much better when you use a fixed timestep.
+	// An excellent article on why fixed timesteps for game logic can be found here: http://gafferongames.com/game-physics/fix-your-timestep/
+	cpSpaceStep(space, 1.0f/60.0f);
+}
+
+// destroy is called by the demo code to free all the memory we've allocated
+static void
+destroy()
+{
+	cpSpaceFreeChildren(space);
+	cpSpaceFree(space);
+}
+
+chipmunkDemo Simple = {
+	"Simple",
+	null,
+	&init,
+	&update,
+	&destroy,
+};