1 2 // written in the D programming language 3 4 module samples.Sensors; 5 6 import dchip.all; 7 8 import samples.ChipmunkDemo; 9 10 static cpSpace *space; 11 12 enum CollisionTypes { 13 BALL_TYPE, 14 BLOCKING_SENSOR_TYPE, 15 CATCH_SENSOR_TYPE, 16 }; 17 18 struct Emitter { 19 int queue; 20 int blocked; 21 cpVect position; 22 } 23 24 static Emitter emitterInstance; 25 26 static cpBool 27 blockerBegin(cpArbiter *arb, cpSpace *space, void *unused) 28 { 29 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); 30 Emitter *emitter = cast(Emitter *) a.data; 31 32 emitter.blocked++; 33 34 return cpFalse; // Return values from sensors callbacks are ignored, 35 } 36 37 static void 38 blockerSeparate(cpArbiter *arb, cpSpace *space, void *unused) 39 { 40 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); 41 Emitter *emitter = cast(Emitter *)a.data; 42 43 emitter.blocked--; 44 } 45 46 static void 47 postStepRemove(cpSpace *space, cpShape *shape, void *unused) 48 { 49 cpSpaceRemoveBody(space, shape.body_); 50 cpSpaceRemoveShape(space, shape); 51 52 cpBodyFree(shape.body_); 53 cpShapeFree(shape); 54 } 55 56 static cpBool 57 catcherBarBegin(cpArbiter *arb, cpSpace *space, void *unused) 58 { 59 mixin(CP_ARBITER_GET_SHAPES!("arb", "a", "b")); 60 Emitter *emitter = cast(Emitter *) a.data; 61 62 emitter.queue++; 63 cpSpaceAddPostStepCallback(space, cast(cpPostStepFunc)&postStepRemove, b, null); 64 65 return cpFalse; 66 } 67 68 static cpFloat frand_unit(){return 2.0f*(frand()) - 1.0f;} 69 70 static void 71 update(int ticks) 72 { 73 int steps = 1; 74 cpFloat dt = 1.0f/60.0f/cast(cpFloat)steps; 75 76 if(!emitterInstance.blocked && emitterInstance.queue){ 77 emitterInstance.queue--; 78 79 cpBody *body_ = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 15.0f, 0.0f, cpvzero))); 80 body_.p = emitterInstance.position; 81 body_.v = cpvmult(cpv(frand_unit(), frand_unit()), 100.0f); 82 83 cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body_, 15.0f, cpvzero)); 84 shape.collision_type = CollisionTypes.BALL_TYPE; 85 } 86 87 for(int i=0; i<steps; i++){ 88 cpSpaceStep(space, dt); 89 } 90 } 91 92 static cpSpace * 93 init() 94 { 95 cpResetShapeIdCounter(); 96 97 space = cpSpaceNew(); 98 space.iterations = 10; 99 space.gravity = cpv(0, -100); 100 101 cpBody *staticBody = space.staticBody; 102 cpShape *shape; 103 104 // Data structure for our ball emitter 105 // We'll use two sensors for it, one to see if the emitter is blocked 106 // a second to catch the balls and add them back to the emitter 107 emitterInstance.queue = 5; 108 emitterInstance.blocked = 0; 109 emitterInstance.position = cpv(0, 150); 110 111 // Create our blocking sensor, so we know when the emitter is clear to emit another ball 112 shape = cpSpaceAddShape(space, cpCircleShapeNew(staticBody, 15.0f, emitterInstance.position)); 113 shape.sensor = 1; 114 shape.collision_type = CollisionTypes.BLOCKING_SENSOR_TYPE; 115 shape.data = &emitterInstance; 116 117 // Create our catch sensor to requeue the balls when they reach the bottom of the screen 118 shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-2000, -200), cpv(2000, -200), 15.0f)); 119 shape.sensor = 1; 120 shape.collision_type = CollisionTypes.CATCH_SENSOR_TYPE; 121 shape.data = &emitterInstance; 122 123 cpSpaceAddCollisionHandler(space, CollisionTypes.BLOCKING_SENSOR_TYPE, CollisionTypes.BALL_TYPE, &blockerBegin, null, null, &blockerSeparate, null); 124 cpSpaceAddCollisionHandler(space, CollisionTypes.CATCH_SENSOR_TYPE, CollisionTypes.BALL_TYPE, &catcherBarBegin, null, null, null, null); 125 126 return space; 127 } 128 129 static void 130 destroy() 131 { 132 ChipmunkDemoFreeSpaceChildren(space); 133 cpSpaceFree(space); 134 } 135 136 chipmunkDemo Sensors = { 137 "Sensors", 138 null, 139 &init, 140 &update, 141 &destroy, 142 };