513 lines
10 KiB
Go
513 lines
10 KiB
Go
package main
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import (
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"math"
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"math/rand"
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"github.com/gen2brain/raylib-go/raylib"
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box2d "github.com/neguse/go-box2d-lite/box2dlite"
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)
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// Game type
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type Game struct {
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World *box2d.World
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TimeStep float64
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}
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// NewGame - Start new game
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func NewGame() (g Game) {
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g.Init()
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return
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}
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// Init - Initialize game
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func (g *Game) Init() {
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gravity := box2d.Vec2{0.0, -10.0}
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g.World = box2d.NewWorld(gravity, 10) // 10 iterations
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}
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// Update - Update game
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func (g *Game) Update() {
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// Keys 1-9 switch demos
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switch rl.GetKeyPressed() {
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case rl.KeyOne:
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g.Demo1()
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case rl.KeyTwo:
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g.Demo2()
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case rl.KeyThree:
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g.Demo3()
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case rl.KeyFour:
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g.Demo4()
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case rl.KeyFive:
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g.Demo5()
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case rl.KeySix:
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g.Demo6()
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case rl.KeySeven:
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g.Demo7()
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case rl.KeyEight:
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g.Demo8()
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case rl.KeyNine:
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g.Demo9()
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}
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g.TimeStep = float64(rl.GetFrameTime())
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// Physics steps calculations
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g.World.Step(g.TimeStep)
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}
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// Draw - Draw game
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func (g *Game) Draw() {
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for _, b := range g.World.Bodies {
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g.DrawBody(b)
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}
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for _, j := range g.World.Joints {
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g.DrawJoint(j)
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}
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rl.DrawText("Use keys 1-9 to switch current demo", 20, 20, 10, rl.RayWhite)
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}
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// DrawBody - Draw body
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func (g *Game) DrawBody(b *box2d.Body) {
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R := box2d.Mat22ByAngle(b.Rotation)
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x := b.Position
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h := box2d.MulSV(0.5, b.Width)
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o := box2d.Vec2{400, 400}
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S := box2d.Mat22{box2d.Vec2{20.0, 0.0}, box2d.Vec2{0.0, -20.0}}
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v1 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, -h.Y}))))
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v2 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, -h.Y}))))
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v3 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{h.X, h.Y}))))
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v4 := o.Add(S.MulV(x.Add(R.MulV(box2d.Vec2{-h.X, h.Y}))))
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rl.DrawLine(int32(v1.X), int32(v1.Y), int32(v2.X), int32(v2.Y), rl.RayWhite)
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rl.DrawLine(int32(v2.X), int32(v2.Y), int32(v3.X), int32(v3.Y), rl.RayWhite)
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rl.DrawLine(int32(v3.X), int32(v3.Y), int32(v4.X), int32(v4.Y), rl.RayWhite)
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rl.DrawLine(int32(v4.X), int32(v4.Y), int32(v1.X), int32(v1.Y), rl.RayWhite)
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}
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// DrawJoint - Draw joint
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func (g *Game) DrawJoint(j *box2d.Joint) {
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b1 := j.Body1
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b2 := j.Body2
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R1 := box2d.Mat22ByAngle(b1.Rotation)
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R2 := box2d.Mat22ByAngle(b2.Rotation)
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x1 := b1.Position
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p1 := x1.Add(R1.MulV(j.LocalAnchor1))
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x2 := b2.Position
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p2 := x2.Add(R2.MulV(j.LocalAnchor2))
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o := box2d.Vec2{400, 400}
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S := box2d.Mat22{box2d.Vec2{20.0, 0.0}, box2d.Vec2{0.0, -20.0}}
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x1 = o.Add(S.MulV(x1))
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p1 = o.Add(S.MulV(p1))
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x2 = o.Add(S.MulV(x2))
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p2 = o.Add(S.MulV(p2))
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rl.DrawLine(int32(x1.X), int32(x1.Y), int32(p1.X), int32(p1.Y), rl.RayWhite)
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rl.DrawLine(int32(x2.X), int32(x2.Y), int32(p2.X), int32(p2.Y), rl.RayWhite)
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}
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// Demo1 - Single box
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func (g *Game) Demo1() {
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g.World.Clear()
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var b1, b2 box2d.Body
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b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y}
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g.World.AddBody(&b1)
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b2.Set(&box2d.Vec2{1.0, 1.0}, 200.0)
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b2.Position = box2d.Vec2{0.0, 4.0}
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g.World.AddBody(&b2)
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}
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// Demo2 - A simple pendulum
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func (g *Game) Demo2() {
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g.World.Clear()
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var b2, b1 box2d.Body
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var j box2d.Joint
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b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b1.Friction = 0.2
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b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y}
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b1.Rotation = 0.0
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g.World.AddBody(&b1)
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b2.Set(&box2d.Vec2{1.0, 1.0}, 100.0)
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b2.Friction = 0.2
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b2.Position = box2d.Vec2{9.0, 11.0}
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b2.Rotation = 0.0
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g.World.AddBody(&b2)
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j.Set(&b1, &b2, &box2d.Vec2{0.0, 11.0})
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g.World.AddJoint(&j)
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}
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// Demo3 - Varying friction coefficients
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func (g *Game) Demo3() {
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g.World.Clear()
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y}
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g.World.AddBody(&b)
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}
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{13.0, 0.25}, math.MaxFloat64)
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b.Position = box2d.Vec2{-2.0, 11.0}
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b.Rotation = -0.25
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g.World.AddBody(&b)
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}
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{0.25, 1.0}, math.MaxFloat64)
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b.Position = box2d.Vec2{5.25, 9.5}
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g.World.AddBody(&b)
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}
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{13.0, 0.25}, math.MaxFloat64)
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b.Position = box2d.Vec2{2.0, 7.0}
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b.Rotation = 0.25
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g.World.AddBody(&b)
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}
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{0.25, 1.0}, math.MaxFloat64)
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b.Position = box2d.Vec2{-5.25, 5.5}
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g.World.AddBody(&b)
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}
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frictions := []float64{0.75, 0.5, 0.35, 0.1, 0.0}
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for i := 0; i < 5; i++ {
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var b box2d.Body
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b.Set(&box2d.Vec2{0.5, 0.5}, 25.0)
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b.Friction = frictions[i]
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b.Position = box2d.Vec2{-7.5 + 2.0*float64(i), 14.0}
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g.World.AddBody(&b)
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}
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}
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// Demo4 - A vertical stack
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func (g *Game) Demo4() {
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g.World.Clear()
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b.Friction = 0.2
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b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y}
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b.Rotation = 0.0
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g.World.AddBody(&b)
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}
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for i := 0; i < 10; i++ {
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var b box2d.Body
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b.Set(&box2d.Vec2{1.0, 1.0}, 1.0)
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b.Friction = 0.2
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x := rand.Float64()*0.2 - 0.1
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b.Position = box2d.Vec2{x, 0.51 + 1.05*float64(i)}
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g.World.AddBody(&b)
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}
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}
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// Demo5 - A pyramid
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func (g *Game) Demo5() {
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g.World.Clear()
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b.Friction = 0.2
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b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y}
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b.Rotation = 0.0
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g.World.AddBody(&b)
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}
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x := box2d.Vec2{-6.0, 0.75}
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for i := 0; i < 12; i++ {
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y := x
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for j := i; j < 12; j++ {
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var b box2d.Body
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b.Set(&box2d.Vec2{1.0, 1.0}, 10.0)
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b.Friction = 0.2
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b.Position = y
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g.World.AddBody(&b)
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y = y.Add(box2d.Vec2{1.125, 0.0})
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}
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x = x.Add(box2d.Vec2{0.5625, 2.0})
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}
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}
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// Demo6 - A teeter
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func (g *Game) Demo6() {
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g.World.Clear()
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var b1, b2, b3, b4, b5 box2d.Body
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b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y}
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g.World.AddBody(&b1)
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b2.Set(&box2d.Vec2{12.0, 0.25}, 100)
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b2.Position = box2d.Vec2{0.0, 1.0}
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g.World.AddBody(&b2)
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b3.Set(&box2d.Vec2{0.5, 0.5}, 25.0)
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b3.Position = box2d.Vec2{-5.0, 2.0}
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g.World.AddBody(&b3)
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b4.Set(&box2d.Vec2{0.5, 0.5}, 25.0)
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b4.Position = box2d.Vec2{-5.5, 2.0}
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g.World.AddBody(&b4)
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b5.Set(&box2d.Vec2{1.0, 1.0}, 100)
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b5.Position = box2d.Vec2{5.5, 15.0}
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g.World.AddBody(&b5)
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{
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var j box2d.Joint
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j.Set(&b1, &b2, &box2d.Vec2{0.0, 1.0})
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g.World.AddJoint(&j)
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}
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}
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// Demo7 - A suspension bridge
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func (g *Game) Demo7() {
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g.World.Clear()
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var ba []*box2d.Body
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b.Friction = 0.2
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b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y}
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b.Rotation = 0.0
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g.World.AddBody(&b)
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ba = append(ba, &b)
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}
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const numPlunks = 15
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const mass = 50.0
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for i := 0; i < numPlunks; i++ {
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var b box2d.Body
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b.Set(&box2d.Vec2{1.0, 0.25}, mass)
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b.Friction = 0.2
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b.Position = box2d.Vec2{-8.5 + 1.25*float64(i), 5.0}
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g.World.AddBody(&b)
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ba = append(ba, &b)
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}
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// Tuning
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const frequencyHz = 2.0
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const dampingRatio = 0.7
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// Frequency in radians
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const omega = 2.0 * math.Pi * frequencyHz
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// Damping coefficient
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const d = 2.0 * mass * dampingRatio * omega
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// Spring stifness
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const k = mass * omega * omega
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// Magic formulas
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softness := 1.0 / (d + g.TimeStep*k)
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biasFactor := g.TimeStep * k / (d + g.TimeStep*k)
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for i := 0; i <= numPlunks; i++ {
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var j box2d.Joint
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j.Set(ba[i], ba[(i+1)%(numPlunks+1)], &box2d.Vec2{-9.125 + 1.25*float64(i), 5.0})
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j.Softness = softness
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j.BiasFactor = biasFactor
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g.World.AddJoint(&j)
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}
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}
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// Demo8 - Dominos
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func (g *Game) Demo8() {
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g.World.Clear()
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var b1 box2d.Body
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b1.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b1.Position = box2d.Vec2{0.0, -0.5 * b1.Width.Y}
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g.World.AddBody(&b1)
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{12.0, 0.5}, math.MaxFloat64)
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b.Position = box2d.Vec2{-1.5, 10.0}
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g.World.AddBody(&b)
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}
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for i := 0; i < 10; i++ {
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var b box2d.Body
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b.Set(&box2d.Vec2{0.2, 2.0}, 10.0)
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b.Position = box2d.Vec2{-6.0 + 1.0*float64(i), 11.125}
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b.Friction = 0.1
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g.World.AddBody(&b)
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}
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{14.0, 0.5}, math.MaxFloat64)
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b.Position = box2d.Vec2{1.0, 6.0}
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b.Rotation = 0.3
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g.World.AddBody(&b)
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}
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var b2 box2d.Body
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b2.Set(&box2d.Vec2{0.5, 3.0}, math.MaxFloat64)
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b2.Position = box2d.Vec2{-7.0, 4.0}
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g.World.AddBody(&b2)
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var b3 box2d.Body
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b3.Set(&box2d.Vec2{12.0, 0.25}, 20.0)
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b3.Position = box2d.Vec2{-0.9, 1.0}
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g.World.AddBody(&b3)
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{
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var j box2d.Joint
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j.Set(&b1, &b3, &box2d.Vec2{-2.0, 1.0})
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g.World.AddJoint(&j)
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}
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var b4 box2d.Body
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b4.Set(&box2d.Vec2{0.5, 0.5}, 10.0)
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b4.Position = box2d.Vec2{-10.0, 15.0}
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g.World.AddBody(&b4)
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{
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var j box2d.Joint
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j.Set(&b2, &b4, &box2d.Vec2{-7.0, 15.0})
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g.World.AddJoint(&j)
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}
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var b5 box2d.Body
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b5.Set(&box2d.Vec2{2.0, 2.0}, 20.0)
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b5.Position = box2d.Vec2{6.0, 2.5}
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b5.Friction = 0.1
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g.World.AddBody(&b5)
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{
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var j box2d.Joint
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j.Set(&b1, &b5, &box2d.Vec2{6.0, 2.6})
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g.World.AddJoint(&j)
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}
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var b6 box2d.Body
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b6.Set(&box2d.Vec2{2.0, 0.2}, 10.0)
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b6.Position = box2d.Vec2{6.0, 3.6}
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g.World.AddBody(&b6)
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{
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var j box2d.Joint
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j.Set(&b5, &b6, &box2d.Vec2{7.0, 3.5})
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g.World.AddJoint(&j)
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}
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}
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// Demo9 - A multi-pendulum
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func (g *Game) Demo9() {
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g.World.Clear()
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var b1 *box2d.Body
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{
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var b box2d.Body
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b.Set(&box2d.Vec2{100.0, 20.0}, math.MaxFloat64)
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b.Position = box2d.Vec2{0.0, -0.5 * b.Width.Y}
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g.World.AddBody(&b)
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b1 = &b
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}
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const mass = 10.0
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// Tuning
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const frequencyHz = 4.0
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const dampingRatio = 0.7
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// Frequency in radians
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const omega = 2.0 * math.Pi * frequencyHz
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// Damping coefficient
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const d = 2.0 * mass * dampingRatio * omega
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// Spring stiffness
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const k = mass * omega * omega
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// Magic formulas
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softness := 1.0 / (d + g.TimeStep*k)
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biasFactor := g.TimeStep * k / (d + g.TimeStep*k)
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const y = 12.0
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for i := 0; i < 15; i++ {
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x := box2d.Vec2{0.5 + float64(i), y}
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var b box2d.Body
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b.Set(&box2d.Vec2{0.75, 0.25}, mass)
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b.Friction = 0.2
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b.Position = x
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b.Rotation = 0.0
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g.World.AddBody(&b)
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var j box2d.Joint
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j.Set(b1, &b, &box2d.Vec2{float64(i), y})
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j.Softness = softness
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j.BiasFactor = biasFactor
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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()
|
|
}
|