Mercurial > projects > chipmunkd
view trunk/tests/ChipmunkDemos/samples/Query.d @ 16:af2f61a96318
ported chipmunk demos
author | Extrawurst |
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date | Sat, 04 Dec 2010 02:02:29 +0100 |
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// written in the D programming language module samples.Query; import chipmunkd.chipmunk; import samples.ChipmunkDemo; import gameApp; import std.math; //extern cpVect mousePos; static cpSpace *space; static cpShape *querySeg = null; static void update(int ticks) { //messageString[0] = '\0'; cpVect start = cpvzero; cpVect end = /*cpv(0, 85);//*/mousePos; cpVect lineEnd = end; //{ // char infoString[1024]; // sprintf(infoString, "Query: Dist(%f) Point%s, ", cpvdist(start, end), cpvstr(end)); // strcat(messageString, infoString); //} cpSegmentQueryInfo info = {}; if(cpSpaceSegmentQueryFirst(space, start, end, CP_ALL_LAYERS, CP_NO_GROUP, &info)){ cpVect point = cpSegmentQueryHitPoint(start, end, info); lineEnd = cpvadd(point, cpvzero);//cpvmult(info.n, 4.0f)); //char infoString[1024]; //sprintf(infoString, "Segment Query: Dist(%f) Normal%s", cpSegmentQueryHitDist(start, end, info), cpvstr(info.n)); //strcat(messageString, infoString); } else { //strcat(messageString, "Segment Query (None)"); } cpSegmentShapeSetEndpoints(querySeg, start, lineEnd); cpShapeCacheBB(querySeg); // force it to update it's collision detection data so it will draw // normal other stuff. int steps = 1; cpFloat dt = 1.0f/60.0f/cast(cpFloat)steps; for(int i=0; i<steps; i++){ cpSpaceStep(space, dt); } } static cpSpace * init() { cpResetShapeIdCounter(); space = cpSpaceNew(); space.elasticIterations = 0; space.iterations = 5; cpSpaceResizeStaticHash(space, 40.0f, 999); cpSpaceResizeActiveHash(space, 30.0f, 2999); cpBody *staticBody = &space.staticBody; cpShape *shape; // add a non-collidable segment as a quick and dirty way to draw the query line shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpvzero, cpv(100.0f, 0.0f), 4.0f)); shape.layers = 0; querySeg = shape; { // add a fat segment cpFloat mass = 1.0f; cpFloat length = 100.0f; cpVect a = cpv(-length/2.0f, 0.0f), b = cpv(length/2.0f, 0.0f); cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); _body.p = cpv(0.0f, 100.0f); cpSpaceAddShape(space, cpSegmentShapeNew(_body, a, b, 20.0f)); } { // add a static segment cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(0, 300), cpv(300, 0), 0.0f)); } { // add a pentagon cpFloat mass = 1.0f; const int NUM_VERTS = 5; cpVect verts[NUM_VERTS]; for(int i=0; i<NUM_VERTS; i++){ cpFloat angle = -2*PI*i/(cast(cpFloat) NUM_VERTS); verts[i] = cpv(30*cos(angle), 30*sin(angle)); } cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, NUM_VERTS, verts.ptr, cpvzero))); _body.p = cpv(50.0f, 50.0f); cpSpaceAddShape(space, cpPolyShapeNew(_body, NUM_VERTS, verts.ptr, cpvzero)); } { // add a circle cpFloat mass = 1.0f; cpFloat r = 20.0f; cpBody *_body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, r, cpvzero))); _body.p = cpv(100.0f, 100.0f); cpSpaceAddShape(space, cpCircleShapeNew(_body, r, cpvzero)); } return space; } static void destroy() { cpSpaceFreeChildren(space); cpSpaceFree(space); } chipmunkDemo Query = { "Segment Query", null, &init, &update, &destroy, };