# HG changeset patch # User Extrawurst # Date 1291333290 -3600 # Node ID 99dd8466b46592eaccce4c60558d0f7e86212277 # Parent c162dd920210ad56473ee19d7d544b88eed7961e hello world sample diff -r c162dd920210 -r 99dd8466b465 trunk/tests/helloworld.d --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/trunk/tests/helloworld.d Fri Dec 03 00:41:30 2010 +0100 @@ -0,0 +1,76 @@ +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); +} \ No newline at end of file