view trunk/tests/simple.d @ 12:8697699b2c5a

more examples
author Extrawurst
date Fri, 03 Dec 2010 01:01:39 +0100
parents
children
line wrap: on
line source

import chipmunkd.chipmunk;

import std.stdio;

void main()
{
	// This allocated internal memory of the engine and must be 
	// called befor any collision can occur otherwise things get ugly
	cpInitChipmunk();
	
	// 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.
	cpSpace* 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, -1);
	
	
	// 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;
	// 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;
	
	bool finished=false;
	while(!finished)
	{
		// 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);
		
		// print position
		writefln("pos %s,%s",ballBody.p.x,ballBody.p.y);
		
		// stop simulation once the ball touches the ground
		finished = (ballBody.p.y < -225);
	}
	
	// free our objects
	cpSpaceFreeChildren(space);
	// free the space
	cpSpaceFree(space);
}