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