1 /*
2  * Copyright (c) 2007-2013 Scott Lembcke and Howling Moon Software
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a copy
5  * of this software and associated documentation files (the "Software"), to deal
6  * in the Software without restriction, including without limitation the rights
7  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8  * copies of the Software, and to permit persons to whom the Software is
9  * furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice shall be included in
12  * all copies or substantial portions of the Software.
13  *
14  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
20  * SOFTWARE.
21  */
22 module demo.RollBall;
23 
24 /**
25     Taken from the Chipmunk manual, the hello-world with a ball rolling down a slope.
26 */
27 
28 import demo.dchip;
29 
30 import demo.ChipmunkDebugDraw;
31 import demo.ChipmunkDemo;
32 import demo.types;
33 
34 void update(cpSpace* space, double dt)
35 {
36     cpSpaceStep(space, dt);
37 }
38 
39 cpSpace* init()
40 {
41     // cpVect is a 2D vector and cpv() is a shortcut for initializing them.
42     cpVect gravity = cpv(0, -100);
43 
44     // Create an empty space.
45     cpSpace *space = cpSpaceNew();
46     cpSpaceSetGravity(space, gravity);
47 
48     // Add a static line segment shape for the ground.
49     // We'll make it slightly tilted so the ball will roll off.
50     // We attach it to space.staticBody to tell Chipmunk it shouldn't be movable.
51     cpShape *ground = cpSegmentShapeNew(space.staticBody, cpv(-200, 0), cpv(200, -100), 0);
52     cpShapeSetFriction(ground, 1);
53     cpSpaceAddShape(space, ground);
54 
55     // Now let's make a ball that falls onto the line and rolls off.
56     // First we need to make a cpBody to hold the physical properties of the object.
57     // These include the mass, position, velocity, angle, etc. of the object.
58     // Then we attach collision shapes to the cpBody to give it a size and shape.
59 
60     cpFloat radius = 20;
61     cpFloat mass = 1;
62 
63     // The moment of inertia is like mass for rotation
64     // Use the cpMomentFor*() functions to help you approximate it.
65     cpFloat moment = cpMomentForCircle(mass, 0, radius, cpvzero);
66 
67     // The cpSpaceAdd*() functions return the thing that you are adding.
68     // It's convenient to create and add an object in one line.
69     cpBody *ballBody = cpSpaceAddBody(space, cpBodyNew(mass, moment));
70     cpBodySetPos(ballBody, cpv(0, 15));
71 
72     // Now we create the collision shape for the ball.
73     // You can create multiple collision shapes that point to the same body.
74     // They will all be attached to the body and move around to follow it.
75     cpShape *ballShape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
76     cpShapeSetFriction(ballShape, 0.7);
77 
78     return space;
79 }
80 
81 void destroy(cpSpace* space)
82 {
83     ChipmunkDemoFreeSpaceChildren(space);
84     cpSpaceFree(space);
85 }
86 
87 ChipmunkDemo RollBall = {
88     "RollBall",
89     1.0 / 180.0,
90     &init,
91     &update,
92     &ChipmunkDemoDefaultDrawImpl,
93     &destroy,
94 };