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190 changed files with 104835 additions and 5 deletions
163
examples/physics/chipmunk/main.go
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163
examples/physics/chipmunk/main.go
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package main
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import (
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"fmt"
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"math"
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"math/rand"
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rl "github.com/gen2brain/raylib-go/raylib"
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"github.com/jakecoffman/cp"
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)
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var grabbableMaskBit uint = 1 << 31
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var grabFilter = cp.ShapeFilter{
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cp.NO_GROUP, grabbableMaskBit, grabbableMaskBit,
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}
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func randUnitCircle() cp.Vector {
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v := cp.Vector{X: rand.Float64()*2.0 - 1.0, Y: rand.Float64()*2.0 - 1.0}
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if v.LengthSq() < 1.0 {
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return v
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}
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return randUnitCircle()
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}
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var simpleTerrainVerts = []cp.Vector{
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{350.00, 425.07}, {336.00, 436.55}, {272.00, 435.39}, {258.00, 427.63}, {225.28, 420.00}, {202.82, 396.00},
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{191.81, 388.00}, {189.00, 381.89}, {173.00, 380.39}, {162.59, 368.00}, {150.47, 319.00}, {128.00, 311.55},
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{119.14, 286.00}, {126.84, 263.00}, {120.56, 227.00}, {141.14, 178.00}, {137.52, 162.00}, {146.51, 142.00},
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{156.23, 136.00}, {158.00, 118.27}, {170.00, 100.77}, {208.43, 84.00}, {224.00, 69.65}, {249.30, 68.00},
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{257.00, 54.77}, {363.00, 45.94}, {374.15, 54.00}, {386.00, 69.60}, {413.00, 70.73}, {456.00, 84.89},
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{468.09, 99.00}, {467.09, 123.00}, {464.92, 135.00}, {469.00, 141.03}, {497.00, 148.67}, {513.85, 180.00},
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{509.56, 223.00}, {523.51, 247.00}, {523.00, 277.00}, {497.79, 311.00}, {478.67, 348.00}, {467.90, 360.00},
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{456.76, 382.00}, {432.95, 389.00}, {417.00, 411.32}, {373.00, 433.19}, {361.00, 430.02}, {350.00, 425.07},
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}
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// creates a circle with random placement
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func addCircle(space *cp.Space, radius float64) {
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mass := radius * radius / 25.0
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body := space.AddBody(cp.NewBody(mass, cp.MomentForCircle(mass, 0, radius, cp.Vector{})))
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body.SetPosition(randUnitCircle().Mult(180))
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shape := space.AddShape(cp.NewCircle(body, radius, cp.Vector{}))
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shape.SetElasticity(0)
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shape.SetFriction(0.9)
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}
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// creates a simple terrain to contain bodies
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func simpleTerrain() *cp.Space {
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space := cp.NewSpace()
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space.Iterations = 10
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space.SetGravity(cp.Vector{0, -100})
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space.SetCollisionSlop(0.5)
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offset := cp.Vector{X: -320, Y: -240}
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for i := 0; i < len(simpleTerrainVerts)-1; i++ {
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a := simpleTerrainVerts[i]
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b := simpleTerrainVerts[i+1]
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space.AddShape(cp.NewSegment(space.StaticBody, a.Add(offset), b.Add(offset), 0))
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}
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return space
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}
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func main() {
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const width, height = 800, 450
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const physicsTickrate = 1.0 / 60.0
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rl.SetConfigFlags(rl.FlagVsyncHint)
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rl.InitWindow(width, height, "raylib [physics] example - chipmunk")
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offset := rl.Vector2{X: width / 2, Y: height / 2}
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// since the example ported from elsewhere, flip the camera 180 and offset to center it
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camera := rl.NewCamera2D(offset, rl.Vector2{}, 180, 1)
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space := simpleTerrain()
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for i := 0; i < 1000; i++ {
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addCircle(space, 5)
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}
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mouseBody := cp.NewKinematicBody()
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var mouse cp.Vector
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var mouseJoint *cp.Constraint
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var accumulator, dt float32
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lastTime := rl.GetTime()
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for !rl.WindowShouldClose() {
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// calculate dt
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now := rl.GetTime()
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dt = float32(now - lastTime)
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lastTime = now
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// update the mouse position
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mousePos := rl.GetMousePosition()
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// alter the mouse coordinates based on the camera position, rotation
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mouse.X = float64(mousePos.X-camera.Offset.X) * -1
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mouse.Y = float64(mousePos.Y-camera.Offset.Y) * -1
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// smooth mouse movements to new position
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newPoint := mouseBody.Position().Lerp(mouse, 0.25)
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mouseBody.SetVelocityVector(newPoint.Sub(mouseBody.Position()).Mult(60.0))
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mouseBody.SetPosition(newPoint)
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// handle grabbing
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if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
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result := space.PointQueryNearest(mouse, 5, grabFilter)
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if result.Shape != nil && result.Shape.Body().Mass() < cp.INFINITY {
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var nearest cp.Vector
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if result.Distance > 0 {
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nearest = result.Point
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} else {
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nearest = mouse
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}
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// create a new constraint where the mouse is to draw the body towards the mouse
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body := result.Shape.Body()
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mouseJoint = cp.NewPivotJoint2(mouseBody, body, cp.Vector{}, body.WorldToLocal(nearest))
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mouseJoint.SetMaxForce(50000)
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mouseJoint.SetErrorBias(math.Pow(1.0-0.15, 60.0))
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space.AddConstraint(mouseJoint)
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}
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} else if rl.IsMouseButtonReleased(rl.MouseLeftButton) && mouseJoint != nil {
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space.RemoveConstraint(mouseJoint)
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mouseJoint = nil
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}
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// perform a fixed rate physics tick
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accumulator += dt
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for accumulator >= physicsTickrate {
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space.Step(physicsTickrate)
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accumulator -= physicsTickrate
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode2D(camera)
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// this is a generic way to iterate over the shapes in a space,
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// to avoid the type switch just keep a pointer to the shapes when they've been created
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space.EachShape(func(s *cp.Shape) {
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switch s.Class.(type) {
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case *cp.Segment:
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segment := s.Class.(*cp.Segment)
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a := segment.A()
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b := segment.B()
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rl.DrawLineV(v(a), v(b), rl.Black)
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case *cp.Circle:
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circle := s.Class.(*cp.Circle)
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pos := circle.Body().Position()
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rl.DrawCircleV(v(pos), float32(circle.Radius()), rl.Red)
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default:
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fmt.Println("unexpected shape", s.Class)
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}
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})
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rl.EndMode2D()
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rl.DrawFPS(0, 0)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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func v(v cp.Vector) rl.Vector2 {
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return rl.Vector2{X: float32(v.X), Y: float32(v.Y)}
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}
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