PBox2D has a new name that will bring happiness to @ben_fry and also includes an updated JBox2D (2.2.1) https://t.co/TtZB1RqXAX.
— Daniel Shiffman (@shiffman) March 2, 2014
So here is the liquidy.rb example updated:-
# The Nature of Code # <http:#www.shiffman.net/teaching/nature> # Spring 2011 # Updated to use the updated library # translated to ruby-processing 2 March 2014 by Martin Prout # Box2DProcessing example load_libraries :box2d_processing, :particle_system # module PS is a wrapper for java packages, and Boundary and Particle classes include PS attr_reader :box2d, :boundaries, :systems def setup size(400,300) smooth # Initialize box2d physics and create the world @box2d = PS::Box2DProcessing.new(self) box2d.create_world # We are setting a custom gravity box2d.set_gravity(0, -20) # Create Arrays @systems = [] @boundaries = [] # Add a bunch of fixed boundaries boundaries << Boundary.new(box2d, 50, 100, 300, 5, -0.3) boundaries << Boundary.new(box2d, 250, 175, 300, 5, 0.5) end def draw background(255) # We must always step through time! box2d.step # Run all the particle systems if systems.size > 0 systems.each do |system| system.run system.add_particles(box2d, rand(0 .. 2)) end end # Display all the boundaries boundaries.each do |wall| wall.display end end def mouse_pressed # Add a new Particle System whenever the mouse is clicked systems << ParticleSystem.new(box2d, 0, mouse_x, mouse_y) end
Here is the particle_system library, particle_system.rb
module PS include_package 'org.jbox2d.collision.shapes' include_package 'org.jbox2d.common' include_package 'org.jbox2d.dynamics' include_package 'shiffman.box2d' # Box2D Particle System # <http://www.shiffman.net/teaching/nature> # Spring 2010 # translated to ruby-processing Martin Prout # A class to describe a group of Particles # An Array is used to manage the list of Particles class ParticleSystem attr_reader :particles, :x, :y def initialize(bd, num, x, y) @particles = [] # Initialize the Array @x, @y = x, y # Store the origin point num.times do particles << PS::Particle.new(bd, x, y) end end def run # Display all the particles particles.each do |p| p.display end # Particles that leave the screen, we delete them # (note they have to be deleted from both the box2d world and our list particles.delete_if { |p| p.done} end def add_particles(bd, n) n.times do particles << PS::Particle.new(bd, x, y) end end # A method to test if the particle system still has particles def dead particles.empty? end end # The Nature of Code # <http://www.shiffman.net/teaching/nature> # Spring 2012 # PBox2D example # A Particle class Particle TRAIL_SIZE = 6 # We need to keep track of a Body attr_reader :trail, :body, :box2d # Constructor def initialize(b2d, x, y) @box2d = b2d @trail = Array.new(TRAIL_SIZE, [x, y]) # Add the box to the box2d world # Here's a little trick, let's make a tiny tiny radius # This way we have collisions, but they don't overwhelm the system make_body(PS::Vec2.new(x,y), 0.2) end # This function removes the particle from the box2d world def kill_body box2d.destroy_body(body) end # Is the particle ready for deletion? def done # Let's find the screen position of the particle pos = box2d.get_body_pixel_coord(body) # Is it off the bottom of the screen? if (pos.y > $app.height + 20) kill_body return true end return false end # Drawing the box def display # We look at each body and get its screen position pos = box2d.get_body_pixel_coord(body) # Keep track of a history of screen positions in an array (TRAIL_SIZE - 1).times do |i| trail[i] = trail[i + 1] end trail[TRAIL_SIZE - 1] = [pos.x, pos.y] # Draw particle as a trail begin_shape noFill stroke_weight(2) stroke(0,150) trail.each do |v| vertex(v[0], v[1]) end end_shape end # This function adds the rectangle to the box2d world def make_body(center, r) # Define and create the body bd = PS::BodyDef.new bd.type = PS::BodyType::DYNAMIC bd.position.set(box2d.coord_pixels_to_world(center)) @body = box2d.create_body(bd) # Give it some initial random velocity body.set_linear_velocity(PS::Vec2.new(rand(-1 .. 1), rand(-1 .. 1))) # Make the body's shape a circle cs = PS::CircleShape.new cs.m_radius = box2d.scalar_pixels_to_world(r) fd = PS::FixtureDef.new fd.shape = cs fd.density = 1 fd.friction = 0 # Slippery when wet! fd.restitution = 0.5 # We could use this if we want to turn collisions off #cd.filter.groupIndex = -10 # Attach fixture to body body.create_fixture(fd) end end # The Nature of Code # <http://www.shiffman.net/teaching/nature> # Spring 2012 # PBox2D example # A fixed boundary class (now incorporates angle) class Boundary attr_reader :box2d, :b, :x, :y, :w, :h #, :a def initialize(b2d, x, y, w, h, a) @box2d = b2d @x = x @y = y @w = w @h = h # Define the polygon sd = PS::PolygonShape.new # Figure out the box2d coordinates box2dW = box2d.scalar_pixels_to_world(w/2) box2dH = box2d.scalar_pixels_to_world(h/2) # We're just a box sd.set_as_box(box2dW, box2dH) # Create the body bd = PS::BodyDef.new bd.type = PS::BodyType::STATIC bd.angle = a bd.position.set(box2d.coord_pixels_to_world(x,y)) @b = box2d.create_body(bd) # Attached the shape to the body using a Fixture b.create_fixture(sd,1) end # Draw the boundary, it doesn't move so we don't have to ask the Body for location def display fill(0) stroke(0) stroke_weight(1) rect_mode(CENTER) a = b.get_angle push_matrix translate(x,y) rotate(-a) rect(0,0,w,h) pop_matrix end end endIt occurs to me, that with a bit more work and I could create a ruby-processing library to simplify the use of JBox2D? Thus replacing need for both fisica and box2d_processing libraries. Except that Ricard Marxer and Daniel Shiffman have both created some very nice examples. See other examples here.
No comments:
Post a Comment