pbox2d 0.3.1-java → 0.4.0-java
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- checksums.yaml +4 -4
- data/README.md +4 -2
- data/Rakefile +2 -2
- data/examples/bumpy_surface_noise.rb +41 -0
- data/examples/distance_joint/boundary.rb +39 -0
- data/examples/distance_joint/distance_joint.rb +38 -0
- data/examples/distance_joint/pair.rb +41 -0
- data/examples/distance_joint/particle.rb +75 -0
- data/examples/lib/boundary.rb +30 -0
- data/examples/lib/box.rb +15 -0
- data/examples/lib/custom_shape.rb +0 -0
- data/examples/lib/particle_system.rb +154 -0
- data/examples/lib/surface.rb +136 -0
- data/examples/liquid_fun_test.rb +42 -0
- data/examples/liquidy.rb +36 -0
- data/examples/polygons.rb +39 -0
- data/examples/quick_test.rb +141 -0
- data/examples/revolute_joint/box.rb +68 -0
- data/examples/revolute_joint/particle.rb +86 -0
- data/examples/revolute_joint/revolute_joint.rb +44 -0
- data/examples/revolute_joint/windmill.rb +53 -0
- data/examples/test_contact/lib/boundary.rb +33 -0
- data/examples/test_contact/lib/custom_listener.rb +29 -0
- data/examples/test_contact/lib/particle.rb +77 -0
- data/examples/test_contact/test_contact.rb +25 -0
- data/lib/box2d.jar +0 -0
- data/lib/pbox2d.rb +16 -20
- data/lib/pbox2d/box2d.rb +8 -6
- data/lib/pbox2d/version.rb +1 -1
- metadata +24 -2
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require 'forwardable'
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# The Nature of Code
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# PBox2D example
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# An uneven surface boundary
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class Surface
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extend Forwardable
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# We'll keep track of all of the surface points
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def_delegators(:@app, :box2d, :width, :height, :begin_shape,
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:end_shape, :fill, :stroke, :stroke_weight,
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:vertex, :map1d, :noise)
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attr_reader :surface, :body, :y
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def initialize(app)
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@app = app
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@surface = []
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# This is what box2d uses to put the surface in its world
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chain = ChainShape.new
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# Perlin noise argument
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xoff = 0.0
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# This has to go backwards so that the objects bounce off the top of the
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# surface. This "edgechain" will only work in one direction!
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(width + 10).step(-10, -5) do |x|
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# Doing some stuff with perlin noise to calculate a surface that points
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# down on one side and up on the other
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if x > width / 2
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@y = 100 + (width - x) * 1.1 + map1d(noise(xoff), (0..1.0), (-80..80))
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else
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@y = 100 + x * 1.1 + map1d(noise(xoff), (0..1.0), (-80..80))
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end
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# Store the vertex in screen coordinates
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surface << Vec2.new(x, y)
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# Move through perlin noise
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xoff += 0.1
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end
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# Build an array of vertices in Box2D coordinates
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# from the ArrayList we made
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vertices = []
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surface.each do |surf|
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vertices << box2d.processing_to_world(surf)
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end
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# Create the chain!
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chain.createChain(vertices, vertices.length)
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# The edge chain is now attached to a body via a fixture
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bd = BodyDef.new
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bd.position.set(0.0, 0.0)
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@body = box2d.createBody(bd)
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# Shortcut, we could define a fixture if we
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# want to specify frictions, restitution, etc.
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body.createFixture(chain, 1)
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end
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# A simple function to just draw the edge chain as a series of vertex points
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def display
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stroke_weight(2)
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stroke(0)
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fill(135, 206, 250)
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begin_shape
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vertex(width, 0) # extra vertices so we can fill sky
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surface.map { |v| vertex(v.x, v.y) } # the mountain range
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vertex(0, 0) # extra vertices so we can fill sky
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end_shape
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end
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end
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# Using forwardable again
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class Particle
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extend Forwardable
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def_delegators(:@app, :box2d, :push_matrix, :pop_matrix, :rotate,
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:translate, :fill, :stroke, :stroke_weight, :noise,
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:map1d, :ellipse, :line)
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# We need to keep track of a Body
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attr_reader :body, :x, :y, :r
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# Constructor
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def initialize(app, x, y, r)
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@app, @x, @y, @r = app, x, y, r
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# This function puts the particle in the Box2d world
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make_body(x, y, r)
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end
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# This function removes the particle from the box2d world
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def kill_body
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box2d.destroy_body(body)
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end
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# Is the particle ready for deletion?
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def done
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pos = box2d.body_coord(body)
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# Is it off the bottom of the screen?
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return false unless pos.y > box2d.height + r * 2
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kill_body
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true
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end
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def display
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# We look at each body and get its screen position
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pos = box2d.body_coord(body)
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# Get its angle of rotation
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a = body.get_angle
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push_matrix
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translate(pos.x, pos.y)
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rotate(-a)
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fill(175)
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stroke(0)
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stroke_weight(1)
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ellipse(0, 0, r * 2, r * 2)
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# Let's add a line so we can see the rotation
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line(0, 0, r, 0)
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pop_matrix
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end
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# This function adds the rectangle to the box2d world
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def make_body(x, y, r)
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# Define and create the body
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bd = BodyDef.new
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bd.position = box2d.processing_to_world(x, y)
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bd.type = BodyType::DYNAMIC
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@body = box2d.create_body(bd)
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# Make the body's shape a circle
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cs = CircleShape.new
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cs.m_radius = box2d.scale_to_world(r)
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fd = FixtureDef.new
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fd.shape = cs
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# Parameters that affect physics
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fd.density = 1
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fd.friction = 0.01
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fd.restitution = 0.3
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# Attach fixture to body
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body.create_fixture(fd)
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# Give it a random initial velocity (and angular velocity)
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body.set_linear_velocity(Vec2.new(rand(-10..10), rand(5..10)))
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body.set_angular_velocity(rand(-10..10))
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end
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end
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# The Nature of Code
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# Daniel Shiffman
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# http://natureofcode.com
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# Basic example of falling rectangles
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require 'pbox2d'
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require_relative 'lib/boundary'
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require_relative 'lib/box'
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attr_reader :boxes, :boundaries, :box2d
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def setup
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size(640, 360, P2D)
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@box2d = Box2D.new(self)
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box2d.init_options(gravity: [0, -10])
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box2d.create_world
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@boundaries = []
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@boxes = []
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box2d.world.set_particle_radius(0.15)
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box2d.world.set_particle_damping(0.2)
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boundaries << Boundary.new(self, width / 4, height - 5, width / 2 - 50, 10)
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boundaries << Boundary.new(self, 3 * width / 4, height - 50, width / 2 - 50, 10)
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end
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def mouse_pressed
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boxes << Box.new(box2d, mouse_x, mouse_y)
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end
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def draw
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background(255)
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boundaries.each(&:display)
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pos_buffer = box2d.world.particle_position_buffer
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return if pos_buffer.nil?
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stroke(0)
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stroke_weight(2)
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pos_buffer.each do |buf|
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pos = box2d.world_to_processing(buf)
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point(pos.x, pos.y)
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end
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fill(0)
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text(format('f.p.s %d', frame_rate.to_i), 10, 60)
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end
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data/examples/liquidy.rb
ADDED
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require 'pbox2d'
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require_relative 'lib/particle_system'
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attr_reader :box2d, :boundaries, :systems
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def setup
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size(400, 300)
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@box2d = Box2D.new(self)
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box2d.init_options(gravity: [0, -20])
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box2d.create_world
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# to set a custom gravity otherwise
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# box2d.gravity([0, -20])
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# Create Arrays
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@systems = []
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@boundaries = []
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# Add a bunch of fixed boundaries
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boundaries << Boundary.new(self, 50, 100, 5, -0.3)
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boundaries << Boundary.new(self, 250, 175, 5, 0.5)
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end
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def draw
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background(255)
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# Run all the particle systems
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if systems.size > 0
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systems.each do |system|
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system.run
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system.add_particles(self, rand(0..2))
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end
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end
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# Display all the boundaries
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boundaries.each(&:display)
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end
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def mouse_pressed
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# Add a new Particle System whenever the mouse is clicked
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systems << ParticleSystem.new(self, 0, mouse_x, mouse_y)
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end
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# Basic example of falling rectangles
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require 'pbox2d'
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require_relative 'lib/custom_shape'
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attr_reader :box2d, :boundaries, :polygons
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def setup
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size(640, 360)
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smooth
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# Initialize box2d physics and create the world
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@box2d = Box2D.new(self)
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box2d.init_options(gravity: [0, -20])
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box2d.create_world
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# To later set a custom gravity
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# box2d.gravity([0, -20]
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# Create Arrays
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@polygons = []
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@boundaries = []
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# Add a bunch of fixed boundaries
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boundaries << Boundary.new(self, width / 4, height - 5, width / 2 - 50, 10, 0)
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boundaries << Boundary.new(self, 3 * width / 4, height - 50, width / 2 - 50, 10, 0)
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boundaries << Boundary.new(self, width - 5, height / 2, 10, height, 0)
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boundaries << Boundary.new(self, 5, height / 2, 10, height, 0)
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end
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def draw
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background(255)
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# Display all the boundaries
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boundaries.each(&:display)
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# Display all the polygons
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polygons.each(&:display)
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# polygons that leave the screen, we delete them
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# (note they have to be deleted from both the box2d world and our list
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polygons.reject!(&:done)
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end
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def mouse_pressed
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polygons << CustomShape.new(self, mouse_x, mouse_y)
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end
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require 'pbox2d'
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# A list we'll use to track fixed objects
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attr_reader :box2d, :boundaries, :boxes
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java_alias :background_int, :background, [Java::int]
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java_alias :stroke_int, :stroke, [Java::int]
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def setup
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size(400,300)
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stroke_int(0) # set stroke this way to avoid overload warnings
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srand(5)
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# Initialize box2d physics and create the world
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@box2d = Box2D.new(self)
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puts box2d.version # print out version of pbox2d gem in use
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box2d.init_options(scale: 10, gravity: [0, -20.0])
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box2d.create_world
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# Set a custom gravity
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# box2d.gravity(0, -20)
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# Create ArrayLists
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@boxes = []
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@boundaries = []
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# Add a bunch of fixed boundaries
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boundaries << Boundary.new(self, width / 4, height - 5, width / 2 - 50, 10)
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boundaries << Boundary.new(self, 3 * width / 4, height - 50, width / 2 - 50, 10)
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end
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def draw
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background_int(255) # set background this way to avoid overload warnings
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# Boxes fall from the top every so often
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boxes << Box.new(self, width / 2, 30) if rand < 0.99
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boundaries.each(&:display)
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boxes.each(&:display)
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# Boxes that leave the screen, we delete them note they have to be deleted
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# from both the box2d world and locally
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boxes.reject!(&:done)
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exit if frame_count >= 908
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end
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class Boundary
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extend Forwardable
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def_delegators(:@app, :box2d, :fill, :rect, :rect_mode)
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# A boundary is a simple rectangle with x, y, width, and height
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attr_reader :x, :y, :w, :h, :b
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def initialize(app, x ,y, w, h)
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@app, @x ,@y, @w, @h = app, x ,y, w, h
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# Create the body
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bd = BodyDef.new
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bd.position.set(box2d.processing_to_world(x, y))
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@b = box2d.create_body(bd)
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# Figure out the box2d coordinates
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box2d_w = box2d.scale_to_world(w / 2)
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box2d_h = box2d.scale_to_world(h / 2)
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# Define the polygon
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sd = PolygonShape.new
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sd.setAsBox(box2d_w, box2d_h)
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fd = FixtureDef.new
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fd.shape = sd
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fd.density = 0
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fd.friction = 0.3
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fd.restitution = 0.5
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b.createFixture(fd)
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end
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# Draw the boundary, if it were at an angle we'd have to do something fancier
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def display
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fill(0)
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rect_mode(Java::ProcessingCore::PConstants::CENTER)
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rect(x, y, w, h)
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end
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end
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# A rectangular box
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class Box
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extend Forwardable
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def_delegators(:@app, :box2d, :rect_mode, :rect,
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:push_matrix, :pop_matrix, :fill, :rotate,
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:stroke, :stroke_weight, :translate)
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# We need to keep track of a Body and a width and height
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attr_reader :body, :w, :h
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# Constructor
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def initialize(app, x, y)
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@w = rand(4..16)
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@h = rand(4..16)
|
87
|
+
@app = app
|
88
|
+
# Add the box to the box2d world
|
89
|
+
make_body(Vec2.new(x, y), w, h)
|
90
|
+
end
|
91
|
+
|
92
|
+
def done
|
93
|
+
# Let's find the screen position of the particle
|
94
|
+
pos = box2d.body_coord(body)
|
95
|
+
# Is it off the bottom of the screen?
|
96
|
+
return false unless (pos.y > box2d.height + w * h)
|
97
|
+
box2d.destroy_body(body)
|
98
|
+
true
|
99
|
+
end
|
100
|
+
|
101
|
+
# Drawing the box
|
102
|
+
def display
|
103
|
+
# We look at each body and get its screen position
|
104
|
+
pos = box2d.body_coord(body)
|
105
|
+
# Get its angle of rotation
|
106
|
+
a = body.angle
|
107
|
+
rect_mode(Java::ProcessingCore::PConstants::CENTER)
|
108
|
+
push_matrix
|
109
|
+
translate(pos.x, pos.y)
|
110
|
+
rotate(-a)
|
111
|
+
fill(175)
|
112
|
+
rect(0, 0, w, h)
|
113
|
+
pop_matrix
|
114
|
+
end
|
115
|
+
|
116
|
+
# This function adds the rectangle to the box2d world
|
117
|
+
def make_body(center, w, h)
|
118
|
+
# Define a polygon (this is what we use for a rectangle)
|
119
|
+
sd = PolygonShape.new
|
120
|
+
box2d_w = box2d.scale_to_world(w / 2)
|
121
|
+
box2d_h = box2d.scale_to_world(h / 2)
|
122
|
+
sd.setAsBox(box2d_w, box2d_h)
|
123
|
+
# Define a fixture
|
124
|
+
fd = FixtureDef.new
|
125
|
+
fd.shape = sd
|
126
|
+
# Parameters that affect physics
|
127
|
+
fd.density = 1
|
128
|
+
fd.friction = 0.3
|
129
|
+
fd.restitution = 0.5
|
130
|
+
# Define the body and make it from the shape
|
131
|
+
bd = BodyDef.new
|
132
|
+
bd.type = BodyType::DYNAMIC
|
133
|
+
bd.position.set(box2d.processing_to_world(center))
|
134
|
+
cs = CircleShape.new
|
135
|
+
@body = box2d.create_body(bd)
|
136
|
+
body.create_fixture(fd)
|
137
|
+
# Give it some initial random velocity
|
138
|
+
body.setLinearVelocity(Vec2.new(rand(-5.0..5), rand(2.0..5)))
|
139
|
+
body.setAngularVelocity(rand(-5.0..5))
|
140
|
+
end
|
141
|
+
end
|
@@ -0,0 +1,68 @@
|
|
1
|
+
# The Nature of Code
|
2
|
+
# Daniel Shiffman
|
3
|
+
# http://natureofcode.com
|
4
|
+
require 'forwardable'
|
5
|
+
|
6
|
+
# A rectangular box
|
7
|
+
class Box
|
8
|
+
extend Forwardable
|
9
|
+
def_delegators(:@app, :push_matrix, :pop_matrix, :fill, :rotate, :box2d,
|
10
|
+
:stroke_weight, :translate, :rect_mode, :stroke, :rect)
|
11
|
+
# We need to keep track of a Body and a width and height
|
12
|
+
attr_reader :body, :w, :h
|
13
|
+
|
14
|
+
# Constructor
|
15
|
+
def initialize(x, y, w, h, lock)
|
16
|
+
@w, @h = w, h
|
17
|
+
@app = $app
|
18
|
+
# Define and create the body
|
19
|
+
bd = BodyDef.new
|
20
|
+
bd.position.set(box2d.processing_to_world(Vec2.new(x, y)))
|
21
|
+
bd.type = lock ? BodyType::STATIC : BodyType::DYNAMIC
|
22
|
+
|
23
|
+
@body = box2d.createBody(bd)
|
24
|
+
|
25
|
+
# Define the shape -- a (this is what we use for a rectangle)
|
26
|
+
sd = PolygonShape.new
|
27
|
+
box2dW = box2d.scale_to_world(w / 2)
|
28
|
+
box2dH = box2d.scale_to_world(h / 2)
|
29
|
+
sd.setAsBox(box2dW, box2dH)
|
30
|
+
|
31
|
+
# Define a fixture
|
32
|
+
fd = FixtureDef.new
|
33
|
+
fd.shape = sd
|
34
|
+
# Parameters that affect physics
|
35
|
+
fd.density = 1
|
36
|
+
fd.friction = 0.3
|
37
|
+
fd.restitution = 0.5
|
38
|
+
|
39
|
+
body.createFixture(fd)
|
40
|
+
|
41
|
+
# Give it some initial random velocity
|
42
|
+
body.setLinearVelocity(Vec2.new(rand(-5..5),rand(2..5)))
|
43
|
+
body.setAngularVelocity(rand(-5..5))
|
44
|
+
end
|
45
|
+
|
46
|
+
# This function removes the particle from the box2d world
|
47
|
+
def killBody
|
48
|
+
box2d.destroyBody(body)
|
49
|
+
end
|
50
|
+
|
51
|
+
# Drawing the box
|
52
|
+
def display
|
53
|
+
# We look at each body and get its screen position
|
54
|
+
pos = box2d.body_coord(body)
|
55
|
+
# Get its angle of rotation
|
56
|
+
a = body.getAngle
|
57
|
+
|
58
|
+
rect_mode(Java::ProcessingCore::PConstants::CENTER)
|
59
|
+
push_matrix
|
60
|
+
translate(pos.x,pos.y)
|
61
|
+
rotate(-a)
|
62
|
+
fill(127)
|
63
|
+
stroke(0)
|
64
|
+
stroke_weight(2)
|
65
|
+
rect(0,0,w,h)
|
66
|
+
pop_matrix
|
67
|
+
end
|
68
|
+
end
|