package main import ( "math" "math/rand" box2d "github.com/neguse/go-box2d-lite/box2dlite" ) // Game type type Game struct { World *box2d.World TimeStep float64 } // NewGame - Start new game func NewGame() (g Game) { g.Init() return } // Init - Initialize game func (g *Game) Init() { gravity := box2d.Vec2{0.0, -10.0} g.World = box2d.NewWorld(gravity, 10) // 10 iterations } // Update - Update game func (g *Game) Update() { // Keys 1-9 switch demos switch rl.GetKeyPressed() { case rl.KeyOne: g.Demo1() case rl.KeyTwo: g.Demo2() case rl.KeyThree: g.Demo3() case rl.KeyFour: g.Demo4() case rl.KeyFive: g.Demo5() case rl.KeySix: g.Demo6() case rl.KeySeven: g.Demo7() case rl.KeyEight: g.Demo8() case rl.KeyNine: g.Demo9() } g.TimeStep = float64(rl.GetFrameTime()) // Physics steps calculations g.World.Step(g.TimeStep) } // Draw - Draw game func (g *Game) Draw() { for _, b := range g.World.Bodies { g.DrawBody(b) } for _, j := range g.World.Joints { g.DrawJoint(j) } rl.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, rl.RayWhite) } // DrawBody - Draw body func (g *Game) DrawBody(b *box2d.Body) { R := box2d.Mat22ByAngle(b.Rotation) x := b.Position h := box2d.MulSV(0.5, b.Width) o := box2d.Vec2{400, 400} S := box2d.Mat22{box2d.Vec2{20.0, 0.0}, box2d.Vec2{0.0, -20.0}} v1 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, -h.Y})))) v2 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, -h.Y})))) v3 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, h.Y})))) v4 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, h.Y})))) rl.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), rl.RayWhite) rl.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), rl.RayWhite) rl.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), rl.RayWhite) rl.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), rl.RayWhite) } // DrawJoint - Draw joint func (g *Game) DrawJoint(j *box2d.Joint) { b1 := j.Body1 b2 := j.Body2 R1 := box2d.Mat22ByAngle(b1.Rotation) R2 := box2d.Mat22ByAngle(b2.Rotation) x1 := b1.Position p1 := x1.Add(R1.MulV(j.LocalAnchor1)) x2 := b2.Position p2 := x2.Add(R2.MulV(j.LocalAnchor2)) o := box2d.Vec2{400, 400} S := box2d.Mat22{box2d.Vec2{20.0, 0.0}, box2d.Vec2{0.0, -20.0}} x1 = o.Add(S.MulV(x1)) p1 = o.Add(S.MulV(p1)) x2 = o.Add(S.MulV(x2)) p2 = o.Add(S.MulV(p2)) rl.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), rl.RayWhite) rl.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), rl.RayWhite) } // Demo1 - Single box func (g *Game) Demo1() { g.World.Clear() var b1, b2 box2d.Body b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y} g.World.AddBody(&b1) b2.Set(&box2d.Vec2{1.0, 1.0}, 200.0) b2.Position = box2d.Vec2{0.0, 4.0} g.World.AddBody(&b2) } // Demo2 - A simple pendulum func (g *Game) Demo2() { g.World.Clear() var b2, b1 box2d.Body var j box2d.Joint b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b1.Friction = 0.2 b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y} b1.Rotation = 0.0 g.World.AddBody(&b1) b2.Set(&box2d.Vec2{1.0, 1.0}, 100.0) b2.Friction = 0.2 b2.Position = box2d.Vec2{9.0, 11.0} b2.Rotation = 0.0 g.World.AddBody(&b2) j.Set(&b1, &b2, &box2d.Vec2{0.0, 11.0}) g.World.AddJoint(&j) } // Demo3 - Varying friction coefficients func (g *Game) Demo3() { g.World.Clear() { var b box2d.Body b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y} g.World.AddBody(&b) } { var b box2d.Body b.Set(&box2d.Vec2{13.0, 0.25}, math.MaxFloat64) b.Position = box2d.Vec2{-2.0, 11.0} b.Rotation = -0.25 g.World.AddBody(&b) } { var b box2d.Body b.Set(&box2d.Vec2{0.25, 1.0}, math.MaxFloat64) b.Position = box2d.Vec2{5.25, 9.5} g.World.AddBody(&b) } { var b box2d.Body b.Set(&box2d.Vec2{13.0, 0.25}, math.MaxFloat64) b.Position = box2d.Vec2{2.0, 7.0} b.Rotation = 0.25 g.World.AddBody(&b) } { var b box2d.Body b.Set(&box2d.Vec2{0.25, 1.0}, math.MaxFloat64) b.Position = box2d.Vec2{-5.25, 5.5} g.World.AddBody(&b) } frictions := []float64{0.75, 0.5, 0.35, 0.1, 0.0} for i := 0; i < 5; i++ { var b box2d.Body b.Set(&box2d.Vec2{0.5, 0.5}, 25.0) b.Friction = frictions[i] b.Position = box2d.Vec2{-7.5 + 2.0*float64(i), 14.0} g.World.AddBody(&b) } } // Demo4 - A vertical stack func (g *Game) Demo4() { g.World.Clear() { var b box2d.Body b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b.Friction = 0.2 b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y} b.Rotation = 0.0 g.World.AddBody(&b) } for i := 0; i < 10; i++ { var b box2d.Body b.Set(&box2d.Vec2{1.0, 1.0}, 1.0) b.Friction = 0.2 x := rand.Float64()*0.2 - 0.1 b.Position = box2d.Vec2{x, 0.51 + 1.05*float64(i)} g.World.AddBody(&b) } } // Demo5 - A pyramid func (g *Game) Demo5() { g.World.Clear() { var b box2d.Body b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b.Friction = 0.2 b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y} b.Rotation = 0.0 g.World.AddBody(&b) } x := box2d.Vec2{-6.0, 0.75} for i := 0; i < 12; i++ { y := x for j := i; j < 12; j++ { var b box2d.Body b.Set(&box2d.Vec2{1.0, 1.0}, 10.0) b.Friction = 0.2 b.Position = y g.World.AddBody(&b) y = y.Add(box2d.Vec2{1.125, 0.0}) } x = x.Add(box2d.Vec2{0.5625, 2.0}) } } // Demo6 - A teeter func (g *Game) Demo6() { g.World.Clear() var b1, b2, b3, b4, b5 box2d.Body b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y} g.World.AddBody(&b1) b2.Set(&box2d.Vec2{12.0, 0.25}, 100) b2.Position = box2d.Vec2{0.0, 1.0} g.World.AddBody(&b2) b3.Set(&box2d.Vec2{0.5, 0.5}, 25.0) b3.Position = box2d.Vec2{-5.0, 2.0} g.World.AddBody(&b3) b4.Set(&box2d.Vec2{0.5, 0.5}, 25.0) b4.Position = box2d.Vec2{-5.5, 2.0} g.World.AddBody(&b4) b5.Set(&box2d.Vec2{1.0, 1.0}, 100) b5.Position = box2d.Vec2{5.5, 15.0} g.World.AddBody(&b5) { var j box2d.Joint j.Set(&b1, &b2, &box2d.Vec2{0.0, 1.0}) g.World.AddJoint(&j) } } // Demo7 - A suspension bridge func (g *Game) Demo7() { g.World.Clear() var ba []*box2d.Body { var b box2d.Body b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b.Friction = 0.2 b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y} b.Rotation = 0.0 g.World.AddBody(&b) ba = append(ba, &b) } const numPlunks = 15 const mass = 50.0 for i := 0; i < numPlunks; i++ { var b box2d.Body b.Set(&box2d.Vec2{1.0, 0.25}, mass) b.Friction = 0.2 b.Position = box2d.Vec2{-8.5 + 1.25*float64(i), 5.0} g.World.AddBody(&b) ba = append(ba, &b) } // Tuning const frequencyHz = 2.0 const dampingRatio = 0.7 // Frequency in radians const omega = 2.0 * math.Pi * frequencyHz // Damping coefficient const d = 2.0 * mass * dampingRatio * omega // Spring stifness const k = mass * omega * omega // Magic formulas softness := 1.0 / (d + g.TimeStep*k) biasFactor := g.TimeStep * k / (d + g.TimeStep*k) for i := 0; i <= numPlunks; i++ { var j box2d.Joint j.Set(ba[i], ba[(i+1)%(numPlunks+1)], &box2d.Vec2{-9.125 + 1.25*float64(i), 5.0}) j.Softness = softness j.BiasFactor = biasFactor g.World.AddJoint(&j) } } // Demo8 - Dominos func (g *Game) Demo8() { g.World.Clear() var b1 box2d.Body b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y} g.World.AddBody(&b1) { var b box2d.Body b.Set(&box2d.Vec2{12.0, 0.5}, math.MaxFloat64) b.Position = box2d.Vec2{-1.5, 10.0} g.World.AddBody(&b) } for i := 0; i < 10; i++ { var b box2d.Body b.Set(&box2d.Vec2{0.2, 2.0}, 10.0) b.Position = box2d.Vec2{-6.0 + 1.0*float64(i), 11.125} b.Friction = 0.1 g.World.AddBody(&b) } { var b box2d.Body b.Set(&box2d.Vec2{14.0, 0.5}, math.MaxFloat64) b.Position = box2d.Vec2{1.0, 6.0} b.Rotation = 0.3 g.World.AddBody(&b) } var b2 box2d.Body b2.Set(&box2d.Vec2{0.5, 3.0}, math.MaxFloat64) b2.Position = box2d.Vec2{-7.0, 4.0} g.World.AddBody(&b2) var b3 box2d.Body b3.Set(&box2d.Vec2{12.0, 0.25}, 20.0) b3.Position = box2d.Vec2{-0.9, 1.0} g.World.AddBody(&b3) { var j box2d.Joint j.Set(&b1, &b3, &box2d.Vec2{-2.0, 1.0}) g.World.AddJoint(&j) } var b4 box2d.Body b4.Set(&box2d.Vec2{0.5, 0.5}, 10.0) b4.Position = box2d.Vec2{-10.0, 15.0} g.World.AddBody(&b4) { var j box2d.Joint j.Set(&b2, &b4, &box2d.Vec2{-7.0, 15.0}) g.World.AddJoint(&j) } var b5 box2d.Body b5.Set(&box2d.Vec2{2.0, 2.0}, 20.0) b5.Position = box2d.Vec2{6.0, 2.5} b5.Friction = 0.1 g.World.AddBody(&b5) { var j box2d.Joint j.Set(&b1, &b5, &box2d.Vec2{6.0, 2.6}) g.World.AddJoint(&j) } var b6 box2d.Body b6.Set(&box2d.Vec2{2.0, 0.2}, 10.0) b6.Position = box2d.Vec2{6.0, 3.6} g.World.AddBody(&b6) { var j box2d.Joint j.Set(&b5, &b6, &box2d.Vec2{7.0, 3.5}) g.World.AddJoint(&j) } } // Demo9 - A multi-pendulum func (g *Game) Demo9() { g.World.Clear() var b1 *box2d.Body { var b box2d.Body b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64) b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y} g.World.AddBody(&b) b1 = &b } const mass = 10.0 // Tuning const frequencyHz = 4.0 const dampingRatio = 0.7 // Frequency in radians const omega = 2.0 * math.Pi * frequencyHz // Damping coefficient const d = 2.0 * mass * dampingRatio * omega // Spring stiffness const k = mass * omega * omega // Magic formulas softness := 1.0 / (d + g.TimeStep*k) biasFactor := g.TimeStep * k / (d + g.TimeStep*k) const y = 12.0 for i := 0; i < 15; i++ { x := box2d.Vec2{0.5 + float64(i), y} var b box2d.Body b.Set(&box2d.Vec2{0.75, 0.25}, mass) b.Friction = 0.2 b.Position = x b.Rotation = 0.0 g.World.AddBody(&b) var j box2d.Joint j.Set(b1, &b, &box2d.Vec2{float64(i), y}) j.Softness = softness j.BiasFactor = biasFactor g.World.AddJoint(&j) b1 = &b } } func main() { rl.InitWindow(800, 450, "raylib [physics] example - box2d") rl.SetTargetFPS(60) game := NewGame() game.Demo1() for !rl.WindowShouldClose() { rl.BeginDrawing() rl.ClearBackground(rl.Black) game.Update() game.Draw() rl.EndDrawing() } rl.CloseWindow() }