Mercurial > projects > chipmunkd
view trunk/tests/ChipmunkDemos/samples/Sensors.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.Sensors; import chipmunkd.chipmunk; import samples.ChipmunkDemo; static cpSpace *space; enum CollisionTypes { BALL_TYPE, BLOCKING_SENSOR_TYPE, CATCH_SENSOR_TYPE, }; struct Emitter { int queue; int blocked; cpVect position; } static Emitter emitterInstance; static cpBool blockerBegin(cpArbiter *arb, cpSpace *space, void *unused) { mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); Emitter *emitter = cast(Emitter *) a.data; emitter.blocked++; return cpFalse; // Return values from sensors callbacks are ignored, } static void blockerSeparate(cpArbiter *arb, cpSpace *space, void *unused) { mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); Emitter *emitter = cast(Emitter *)a.data; emitter.blocked--; } static void postStepRemove(cpSpace *space, cpShape *shape, void *unused) { cpSpaceRemoveBody(space, shape._body); cpSpaceRemoveShape(space, shape); cpBodyFree(shape._body); cpShapeFree(shape); } static cpBool catcherBarBegin(cpArbiter *arb, cpSpace *space, void *unused) { mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); Emitter *emitter = cast(Emitter *) a.data; emitter.queue++; cpSpaceAddPostStepCallback(space, cast(cpPostStepFunc)&postStepRemove, b, null); return cpFalse; } static cpFloat frand_unit(){return 2.0f*(frand()) - 1.0f;} static void update(int ticks) { int steps = 1; cpFloat dt = 1.0f/60.0f/cast(cpFloat)steps; if(!emitterInstance.blocked && emitterInstance.queue){ emitterInstance.queue--; cpBody *_body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 15.0f, 0.0f, cpvzero))); _body.p = emitterInstance.position; _body.v = cpvmult(cpv(frand_unit(), frand_unit()), 100.0f); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(_body, 15.0f, cpvzero)); shape.collision_type = CollisionTypes.BALL_TYPE; } for(int i=0; i<steps; i++){ cpSpaceStep(space, dt); } } static cpSpace * init() { cpResetShapeIdCounter(); space = cpSpaceNew(); space.iterations = 10; space.gravity = cpv(0, -100); cpBody *staticBody = &space.staticBody; cpShape *shape; // Data structure for our ball emitter // We'll use two sensors for it, one to see if the emitter is blocked // a second to catch the balls and add them back to the emitter emitterInstance.queue = 5; emitterInstance.blocked = 0; emitterInstance.position = cpv(0, 150); // Create our blocking sensor, so we know when the emitter is clear to emit another ball shape = cpSpaceAddShape(space, cpCircleShapeNew(staticBody, 15.0f, emitterInstance.position)); shape.sensor = 1; shape.collision_type = CollisionTypes.BLOCKING_SENSOR_TYPE; shape.data = &emitterInstance; // Create our catch sensor to requeue the balls when they reach the bottom of the screen shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-2000, -200), cpv(2000, -200), 15.0f)); shape.sensor = 1; shape.collision_type = CollisionTypes.CATCH_SENSOR_TYPE; shape.data = &emitterInstance; cpSpaceAddCollisionHandler(space, CollisionTypes.BLOCKING_SENSOR_TYPE, CollisionTypes.BALL_TYPE, &blockerBegin, null, null, &blockerSeparate, null); cpSpaceAddCollisionHandler(space, CollisionTypes.CATCH_SENSOR_TYPE, CollisionTypes.BALL_TYPE, &catcherBarBegin, null, null, null, null); return space; } static void destroy() { cpSpaceFreeChildren(space); cpSpaceFree(space); } chipmunkDemo Sensors = { "Sensors", null, &init, &update, &destroy, };