pbox2d 0.4.0-java → 0.4.1-java
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- checksums.yaml +4 -4
- data/examples/mouse_joint/boundary.rb +47 -0
- data/examples/mouse_joint/box.rb +72 -0
- data/examples/mouse_joint/dummy_spring.rb +24 -0
- data/examples/mouse_joint/mouse_joint.rb +57 -0
- data/examples/mouse_joint/spring.rb +65 -0
- data/lib/box2d.jar +0 -0
- data/lib/pbox2d/version.rb +1 -1
- data/lib/pbox2d.rb +1 -1
- metadata +7 -2
checksums.yaml
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@@ -1,7 +1,7 @@
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metadata.gz:
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metadata.gz: 484938096a6218ebe38a1b79215bf8f0e1062b91
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data.tar.gz: 71f92da9c98bc3a5a73753ae6d63a0dfb0225bba
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metadata.gz:
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metadata.gz: d63ff12ca750102d8e68927f3af4f64fc6c41b2fa9db8a4deb1f4036904263f83e2a57de5d146a66a3bb873449358d21a3962360197bf4d5a87c589f5a080138
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data.tar.gz: 7e404dd6bcf9f5af267aefaef8e8b4facb1508096c946ca9dd3fd90436a4f30af9fe071d997a86ee5689d854f22713faba3c237af733a02ecb3648a09d592fa3
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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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# A fixed boundary class (now incorporates angle)
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class Boundary
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extend Forwardable
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def_delegators(:@app, :fill, :no_fill, :stroke, :rect, :rect_mode, :box2d,
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:stroke_weight, :translate, :push_matrix, :pop_matrix, :rotate)
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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(x, y, w, h, a)
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@x, @y, @w, @h, @a = x, y, w, h, a
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@app = $app
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# Define the polygon
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sd = PolygonShape.new
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# Figure out the box2d coordinates
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box2dw = box2d.scale_to_world(w / 2)
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box2dh = box2d.scale_to_world(h / 2)
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# We're just a box
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sd.setAsBox(box2dw, box2dh)
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# Create the body
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bd = BodyDef.new
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bd.type = BodyType::STATIC
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bd.angle = a
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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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# Attached the shape to the body using a Fixture
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b.create_fixture(sd, 1)
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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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no_fill
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stroke(127)
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fill(127)
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stroke_weight(1)
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rect_mode(Java::ProcessingCore::PConstants::CENTER)
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a = b.get_angle
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push_matrix
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translate(x, y)
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rotate(-a)
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rect(0, 0, w, h)
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pop_matrix
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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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# A rectangular box
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class Box
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extend Forwardable
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def_delegators(:@app, :fill, :stroke, :stroke_weight, :rect, :rect_mode,
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:box2d, :rotate, :translate, :push_matrix, :pop_matrix)
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# We need to keep track of a Body and a width and height
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attr_accessor :body, :w, :h
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# Constructor
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def initialize(x, y)
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@app = $app
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@w, @h = 24, 24
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# Add the box to the box2d world
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make_body(Vec2.new(x, y), w, h)
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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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def contains(x, y)
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world_point = box2d.processing_to_world(x, y)
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f = body.get_fixture_list
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f.test_point(world_point)
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end
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# Drawing the box
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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.getAngle
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rect_mode(Java::ProcessingCore::PConstants::CENTER)
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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(127)
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stroke(0)
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stroke_weight(2)
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rect(0, 0, w, h)
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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(center, w, h)
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# Define and create the body
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bd = BodyDef.new
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bd.type = BodyType::DYNAMIC
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bd.position.set(box2d.processing_to_world(center))
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@body = box2d.createBody(bd)
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# Define a polygon (this is what we use for a rectangle)
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sd = PolygonShape.new
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box2dw = box2d.scale_to_world(w / 2)
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box2dh = box2d.scale_to_world(h / 2)
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sd.setAsBox(box2dw, box2dh)
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# Define a fixture
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fd = FixtureDef.new
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fd.shape = sd
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# Parameters that affect physics
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fd.density = 1
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fd.friction = 0.3
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fd.restitution = 0.5
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body.create_fixture(fd)
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# Give it some initial random velocity
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body.set_linear_velocity(Vec2.new(rand(-5.0..5), rand(2.0..5)))
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body.set_angular_velocity(rand(-5.0..5))
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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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# This class avoids test for nil
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class DummySpring
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def initialize; end
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# If it exists we set its target to the mouse location
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def update(_x, _y); end
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def display; end
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# This is the key function where
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# we attach the spring to an x,y location
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# and the Box object's location
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def bind(x, y, box)
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spring = Spring.new
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spring.bind(x, y, box)
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spring
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end
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def destroy; 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 controlling an object with the mouse (by attaching a spring)
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require 'pbox2d'
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require_relative 'box'
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require_relative 'boundary'
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require_relative 'spring'
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require_relative 'dummy_spring'
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require 'forwardable'
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# A reference to our box2d world
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attr_reader :box2d, :boundaries, :box, :spring
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def setup
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size(640, 360)
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# Initialize box2d physics and create the world
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@box2d = Box2D.new self
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box2d.create_world
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# Make the box
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@box = Box.new(width / 2, height / 2)
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# Make a dummy spring
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@spring = DummySpring.new
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# Add a bunch of fixed boundaries
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@boundaries = []
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boundaries << Boundary.new(width / 2, height - 5, width, 10, 0)
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boundaries << Boundary.new(width / 2, 5, width, 10, 0)
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boundaries << Boundary.new(width - 5, height / 2, 10, height, 0)
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boundaries << Boundary.new(5, height / 2, 10, height, 0)
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end
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# When the mouse is released we're done with the spring
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def mouse_released
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spring.destroy
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@spring = DummySpring.new
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end
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# When the mouse is pressed we. . .
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def mouse_pressed
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# Check to see if the mouse was clicked on the box and if so create
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# a real spring and bind the mouse location to the box with a spring
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@spring = spring.bind(mouse_x, mouse_y, box) if box.contains(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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# Always alert the spring to the new mouse location
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spring.update(mouse_x, mouse_y)
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# Draw the boundaries
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boundaries.each(&:display)
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# Draw the box
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box.display
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# Draw the spring (it only appears when active)
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spring.display
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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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# Class to describe the spring joint (displayed as a line)
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class Spring
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extend Forwardable
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def_delegators(:@app, :line, :box2d, :stroke, :stroke_weight)
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# This is the box2d object we need to create
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attr_reader :mouse_joint
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def initialize
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@app = $app
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end
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# If it exists we set its target to the mouse location
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def update(x, y)
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# Always convert to world coordinates!
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mouse_world = box2d.processing_to_world(x, y)
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mouse_joint.set_target(mouse_world)
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end
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def display
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# We can get the two anchor points
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v1 = Vec2.new
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mouse_joint.getAnchorA(v1)
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v2 = Vec2.new
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mouse_joint.getAnchorB(v2)
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# Convert them to screen coordinates
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vd1 = box2d.world_to_processing(v1)
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vd2 = box2d.world_to_processing(v2)
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# And just draw a line
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stroke(0)
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stroke_weight(1)
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line(vd1.x, vd1.y, vd2.x, vd2.y)
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end
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# This is the key function where
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# we attach the spring to an x,y location
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# and the Box object's location
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def bind(x, y, box)
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# Define the joint
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md = MouseJointDef.new
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# Body A is just a fake ground body for simplicity
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# (there isn't anything at the mouse)
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md.bodyA = box2d.ground_body
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# Body 2 is the box's boxy
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md.bodyB = box.body
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# Get the mouse location in world coordinates
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mp = box2d.processing_to_world(x, y)
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# And that's the target
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md.target.set(mp)
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# Some stuff about how strong and bouncy the spring should be
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md.maxForce = 1000.0 * box.body.m_mass
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md.frequencyHz = 5.0
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md.dampingRatio = 0.9
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# Make the joint!
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@mouse_joint = box2d.world.create_joint(md)
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end
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def destroy
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# We can get rid of the joint when the mouse is released
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box2d.world.destroy_joint(mouse_joint)
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end
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end
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data/lib/box2d.jar
CHANGED
Binary file
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data/lib/pbox2d/version.rb
CHANGED
data/lib/pbox2d.rb
CHANGED
@@ -19,7 +19,7 @@ import_class_list(shape, shape_format)
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world = %w( Body BodyDef BodyType World FixtureDef )
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world_format = 'org.jbox2d.dynamics.%s'
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import_class_list(world, world_format)
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joint = %w( Joint JointDef DistanceJointDef RevoluteJoint RevoluteJointDef )
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joint = %w( Joint JointDef DistanceJointDef RevoluteJoint RevoluteJointDef MouseJointDef)
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joint_format = 'org.jbox2d.dynamics.joints.%s'
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import_class_list(joint, joint_format)
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metadata
CHANGED
@@ -1,14 +1,14 @@
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--- !ruby/object:Gem::Specification
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name: pbox2d
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version: !ruby/object:Gem::Version
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version: 0.4.
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version: 0.4.1
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platform: java
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authors:
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- Martin Prout
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autorequire:
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bindir: bin
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cert_chain: []
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-
date: 2015-04-
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date: 2015-04-17 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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requirement: !ruby/object:Gem::Requirement
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@@ -86,6 +86,11 @@ files:
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- examples/lib/surface.rb
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- examples/liquid_fun_test.rb
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88
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- examples/liquidy.rb
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- examples/mouse_joint/boundary.rb
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- examples/mouse_joint/box.rb
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- examples/mouse_joint/dummy_spring.rb
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- examples/mouse_joint/mouse_joint.rb
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- examples/mouse_joint/spring.rb
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- examples/polygons.rb
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95
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- examples/quick_test.rb
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- examples/revolute_joint/box.rb
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