physics-demo-controller.cpp
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/*
* Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <dali-physics/dali-physics.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali/devel-api/adaptor-framework/key-devel.h>
#include <dali/devel-api/events/hit-test-algorithm.h>
#include <dali/integration-api/debug.h>
#include <chipmunk/chipmunk.h>
#include <iostream>
#include <string>
#include "letter-a.h"
#include "letter-d.h"
#include "letter-i.h"
#include "letter-l.h"
#include "split-letter-d.h"
using namespace Dali;
using namespace Dali::Toolkit::Physics;
#if defined(DEBUG_ENABLED)
Debug::Filter* gPhysicsDemo = Debug::Filter::New(Debug::Concise, false, "LOG_PHYSICS_EXAMPLE");
#endif
const bool DEBUG_STATE{false};
namespace KeyModifier
{
enum Key
{
CONTROL_L = DevelKey::DALI_KEY_CONTROL_LEFT,
CONTROL_R = DevelKey::DALI_KEY_CONTROL_RIGHT,
SHIFT_L = 50,
SHIFT_R = 62,
ALT_L = 64,
ALT_R = 108,
SUPER_L = 133,
SUPER_R = 134,
MENU = 135,
};
}
const std::string LETTER_IMAGES[4] = {
DEMO_IMAGE_DIR "/dali-logo-d.png",
DEMO_IMAGE_DIR "/dali-logo-a.png",
DEMO_IMAGE_DIR "/dali-logo-l.png",
DEMO_IMAGE_DIR "/dali-logo-i.png"};
const std::string BRICK_WALL = DEMO_IMAGE_DIR "/brick-wall.jpg";
const std::string BALL_IMAGE = DEMO_IMAGE_DIR "/blocks-ball.png";
#if defined(_ARCH_ARM_)
#define DEMO_ICON_DIR "/usr/share/icons"
#else
#define DEMO_ICON_DIR DEMO_IMAGE_DIR
#endif
const std::string BALL_IMAGES[] = {DEMO_IMAGE_DIR "/blocks-ball.png",
DEMO_ICON_DIR "/dali-tests.png",
DEMO_ICON_DIR "/dali-examples.png",
DEMO_ICON_DIR "/com.samsung.dali-demo.png"};
const std::string LOGO = DEMO_IMAGE_DIR "/Logo-for-demo.png";
const std::string BRICK_URIS[4] = {
DEMO_IMAGE_DIR "/blocks-brick-1.png",
DEMO_IMAGE_DIR "/blocks-brick-2.png",
DEMO_IMAGE_DIR "/blocks-brick-3.png",
DEMO_IMAGE_DIR "/blocks-brick-4.png"};
using Verts = double*;
const Verts LETTER_VERTICES[] = {&letter_d0[0], &letter_d1[0], &letter_a[0], &letter_l[0], &letter_i[0]};
//const Verts LETTER_VERTS[4] = {&letter_d[0], &letter_a[0], &letter_l[0], &letter_i[0]};
const size_t NUMBER_OF_VERTICES[] = {
sizeof(letter_d0) / (2 * sizeof(double)),
sizeof(letter_d1) / (2 * sizeof(double)),
sizeof(letter_a) / (2 * sizeof(double)),
sizeof(letter_l) / (2 * sizeof(double)),
sizeof(letter_i) / (2 * sizeof(double))};
// Indexed by letter - index into VERTICES / NUMBER_OF_VERTICES arrays
const std::vector<int> LETTER_SHAPE_INDEXES[]{{0, 1}, {2}, {3}, {4}};
// Groups that can collide with each other:
const cpGroup BALL_GROUP{1 << 0};
const cpGroup LETTER_GROUP_1{1 << 1};
const cpGroup LETTER_GROUP_2{1 << 2};
const cpGroup LETTER_GROUP_3{1 << 3};
const cpGroup LETTER_GROUP_4{1 << 4};
const cpGroup BOUNDS_GROUP{1 << 5};
const cpBitmask COLLISION_MASK{0x3F};
const cpBitmask BALL_COLLIDES_WITH{BALL_GROUP | LETTER_GROUP_1 | LETTER_GROUP_2 | LETTER_GROUP_3 | LETTER_GROUP_4 | BOUNDS_GROUP};
const cpBitmask LETTER_1_COLLIDES_WITH{BALL_GROUP | LETTER_GROUP_2 | BOUNDS_GROUP};
const cpBitmask LETTER_2_COLLIDES_WITH{BALL_GROUP | LETTER_GROUP_1 | LETTER_GROUP_3};
const cpBitmask LETTER_3_COLLIDES_WITH{BALL_GROUP | LETTER_GROUP_2 | LETTER_GROUP_4};
const cpBitmask LETTER_4_COLLIDES_WITH{BALL_GROUP | LETTER_GROUP_3 | BOUNDS_GROUP};
static cpFloat SpringForce(cpConstraint* spring, cpFloat distance)
{
cpFloat clamp = 20.0f;
return cpfclamp(cpDampedSpringGetRestLength(spring) - distance, -clamp, clamp) *
cpDampedSpringGetStiffness(spring);
}
/**
* @brief The physics demo using Chipmunk2D APIs.
*/
class PhysicsDemoController : public ConnectionTracker
{
public:
PhysicsDemoController(Application& app)
: mApplication(app)
{
app.InitSignal().Connect(this, &PhysicsDemoController::OnInit);
app.TerminateSignal().Connect(this, &PhysicsDemoController::OnTerminate);
}
~PhysicsDemoController() override
{
}
void OnInit(Application& application)
{
mWindow = application.GetWindow();
mWindow.ResizeSignal().Connect(this, &PhysicsDemoController::OnWindowResize);
mWindow.KeyEventSignal().Connect(this, &PhysicsDemoController::OnKeyEv);
Stage::GetCurrent().KeepRendering(30);
mWindow.SetBackgroundColor(Color::DARK_SLATE_GRAY);
Window::WindowSize windowSize = mWindow.GetSize();
// Map Physics space (origin bottom left, +ve Y up)
// to DALi space (origin center, +ve Y down)
mPhysicsTransform.SetIdentityAndScale(Vector3(1.0f, -1.0f, 1.0f));
mPhysicsTransform.SetTranslation(Vector3(windowSize.GetWidth() * 0.5f,
windowSize.GetHeight() * 0.5f,
0.0f));
mPhysicsAdaptor = PhysicsAdaptor::New(mPhysicsTransform, windowSize);
mPhysicsRoot = mPhysicsAdaptor.GetRootActor();
mPhysicsRoot.TouchedSignal().Connect(this, &PhysicsDemoController::OnTouched);
mWindow.Add(mPhysicsRoot);
mPopcornTimer = Timer::New(7000);
mPopcornTimer.TickSignal().Connect(this, &PhysicsDemoController::OnPopcornTick);
mPopcornTimer.Start();
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
CreateBounds(space, windowSize);
// Ball area = 2*PI*26^2 ~= 6.28*26*26 ~= 5400
// Fill top quarter of the screen...
int numBalls = 10 + windowSize.GetWidth() * windowSize.GetHeight() / 20000;
for(int i = 0; i < numBalls; ++i)
{
mBalls.push_back(CreateBall(space));
}
//AddSprings(space);
//CreateLogo(space);
CreateLetters(space);
// For funky mouse drag
mMouseBody = cpBodyNewKinematic(); // Mouse actor is a kinematic body that is not integrated
// Process any async queued methods next frame
mPhysicsAdaptor.CreateSyncPoint();
if(DEBUG_STATE)
{
mPhysicsDebugLayer = mPhysicsAdaptor.CreateDebugLayer(mWindow);
mPhysicsAdaptor.SetDebugState(PhysicsAdaptor::DebugState::ON);
}
}
PhysicsActor CreateBall(cpSpace* space)
{
const float BALL_MASS = 10.0f;
const float BALL_RADIUS = 13.0f;
const float BALL_ELASTICITY = 0.5f;
const float BALL_FRICTION = 0.5f;
auto ball = Toolkit::ImageView::New(BALL_IMAGES[rand() % 4]);
ball[Actor::Property::NAME] = "Ball";
ball[Actor::Property::SIZE] = Vector2(26, 26); // Halve the image size
cpBody* body = cpSpaceAddBody(space, cpBodyNew(BALL_MASS, cpMomentForCircle(BALL_MASS, 0.0f, BALL_RADIUS, cpvzero)));
cpShape* shape = cpSpaceAddShape(space, cpCircleShapeNew(body, BALL_RADIUS, cpvzero));
cpShapeSetElasticity(shape, BALL_ELASTICITY);
cpShapeSetFriction(shape, BALL_FRICTION);
//cpShapeSetFilter(shape, cpShapeFilterNew(BALL_GROUP, BALL_COLLIDES_WITH, COLLISION_MASK));
ball.RegisterProperty("uBrightness", 0.0f);
PhysicsActor physicsBall = mPhysicsAdaptor.AddActorBody(ball, body);
Window::WindowSize windowSize = mWindow.GetSize();
const float fw = 0.5f * (windowSize.GetWidth() - BALL_RADIUS);
const float fh = 0.5f * (windowSize.GetHeight() - BALL_RADIUS);
// Example of setting physics property on update thread
physicsBall.AsyncSetPhysicsPosition(Vector3(Random::Range(-fw, fw), Random::Range(-fh, -fh * 0.5), 0.0f));
// Example of queuing a chipmunk method to run on the update thread
mPhysicsAdaptor.Queue([body]() {
cpBodySetVelocity(body, cpv(Random::Range(-100.0, 100.0), Random::Range(-100.0, 100.0)));
});
return physicsBall;
}
void CreateLogo(cpSpace* space)
{
const float MASS = 20.0f;
auto logo = Toolkit::ImageView::New(LOGO);
Vector2 logoSize{368, 208};
logo[Actor::Property::SIZE] = logoSize; // Double in size
cpBody* logoBody = cpSpaceAddBody(space, cpBodyNew(MASS, cpMomentForBox(MASS, logoSize.width, logoSize.height)));
cpShape* logoShape = cpSpaceAddShape(space, cpBoxShapeNew(logoBody, logoSize.width, logoSize.height, 0.0));
PhysicsActor logoActor = mPhysicsAdaptor.AddActorBody(logo, logoBody);
cpShapeSetFriction(logoShape, 0.9);
cpShapeSetElasticity(logoShape, 0.0);
Window::WindowSize windowSize = mWindow.GetSize();
Vector3 daliPos(0, -windowSize.GetHeight() / 2 + logoSize.height * 1.3, 0);
Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(daliPos);
cpBodySetPosition(logoBody, cpv(physPos.x, physPos.y));
cpBody* staticBody = cpSpaceGetStaticBody(space);
cpConstraint* spring = NewSpring(staticBody, logoBody, cpv(0, 0), cpv(0, logoSize.height / 2));
cpSpaceAddConstraint(space, spring);
}
void CreateLetters(cpSpace* space)
{
const float LETTER_MASS = 10.0f;
const float RADIUS = 85.0f;
const float ELASTICITY = 0.0f;
const float FRICTION = 0.9f;
static const cpShapeFilter FILTERS[4] = {
cpShapeFilterNew(LETTER_GROUP_1, LETTER_1_COLLIDES_WITH, COLLISION_MASK),
cpShapeFilterNew(LETTER_GROUP_2, LETTER_2_COLLIDES_WITH, COLLISION_MASK),
cpShapeFilterNew(LETTER_GROUP_3, LETTER_3_COLLIDES_WITH, COLLISION_MASK),
cpShapeFilterNew(LETTER_GROUP_4, LETTER_4_COLLIDES_WITH, COLLISION_MASK)};
static const std::string NAME[4] = {"d", "a", "l", "i"};
for(int index = 0; index < 4; ++index)
{
auto letter = Toolkit::ImageView::New(LETTER_IMAGES[index]);
letter[Actor::Property::NAME] = NAME[index];
cpBody* body = cpSpaceAddBody(space, cpBodyNew(LETTER_MASS, cpMomentForCircle(LETTER_MASS, 0.0f, RADIUS, cpvzero)));
for(size_t letterShapeIndex = 0; letterShapeIndex < LETTER_SHAPE_INDEXES[index].size(); ++letterShapeIndex)
{
size_t shapeIndex = LETTER_SHAPE_INDEXES[index][letterShapeIndex];
std::vector<cpVect> scaledVerts;
size_t numberOfElements = NUMBER_OF_VERTICES[shapeIndex];
scaledVerts.resize(numberOfElements);
for(size_t i = 0; i < numberOfElements; ++i)
{
double x = LETTER_VERTICES[shapeIndex][i * 2 + 0];
double y = LETTER_VERTICES[shapeIndex][i * 2 + 1];
scaledVerts[i] = cpv(x * 122.0f, y * 171.0f); // Verts are normalized to +-0.5
}
cpFloat bevel = 1.0;
cpShape* shape = cpSpaceAddShape(space, cpPolyShapeNew(body, numberOfElements, &scaledVerts[0], cpTransformIdentity, bevel));
cpShapeSetElasticity(shape, ELASTICITY);
cpShapeSetFriction(shape, FRICTION);
cpShapeSetFilter(shape, FILTERS[index]);
}
PhysicsActor physicsLetter = mPhysicsAdaptor.AddActorBody(letter, body);
Window::WindowSize windowSize = mWindow.GetSize();
// Image is 326x171; center of letter is guessed; each image contains only 1 image.
// Position the letters into the window
float cellW = (windowSize.GetWidth() - 170) / 4;
float cellC = -windowSize.GetWidth() * 0.5f + cellW * (0.5f + index);
float x = 85 + cellC; // - 61.0f;
Vector3 physPos = mPhysicsAdaptor.TranslateToPhysicsSpace(Vector3(x, 0, 0.0f));
// Have to set position before setting constraint
cpBodySetPosition(body, cpv(physPos.x, physPos.y));
// Add a fixed pivot at top of shape
cpBody* staticBody = cpSpaceGetStaticBody(space);
Vector3 localPivot(x, -70.0f, 0.0f);
Vector3 pivotPhys = mPhysicsAdaptor.TranslateToPhysicsSpace(localPivot);
cpSpaceAddConstraint(space, cpPivotJointNew(staticBody, body, cpv(pivotPhys.x, pivotPhys.y)));
}
}
cpConstraint* NewSpring(cpBody* body1, cpBody* body2, cpVect anchor1, cpVect anchor2)
{
const cpFloat STIFFNESS{100.0f};
const cpFloat DAMPING{0.5f};
cpConstraint* spring = cpDampedSpringNew(body1, body2, anchor1, anchor2, 0.0f, STIFFNESS, DAMPING);
cpDampedSpringSetSpringForceFunc(spring, SpringForce);
return spring;
}
void AddSprings(cpSpace* space)
{
int N = mBalls.size();
int randValue = 3 + rand() % (N / 4); // Some number of pairs
for(int i = 0; i < randValue; ++i)
{
int randIndex = rand() % N;
cpBody* body1 = mBalls[randIndex].GetBody().Get<cpBody*>();
cpBody* body2 = mBalls[(randIndex + 1) % N].GetBody().Get<cpBody*>();
cpConstraint* spring = NewSpring(body1, body2, cpv(25, 0), cpv(-25, 0));
cpSpaceAddConstraint(space, spring);
}
}
void CreateBounds(cpSpace* space, Window::WindowSize size)
{
// We're working in physics space here - coords are: origin: bottom left, +ve Y: up
int xBound = size.GetWidth();
int yBound = size.GetHeight();
cpBody* staticBody = cpSpaceGetStaticBody(space);
if(mLeftBound)
{
cpSpaceRemoveShape(space, mLeftBound);
cpSpaceRemoveShape(space, mRightBound);
cpSpaceRemoveShape(space, mTopBound);
cpSpaceRemoveShape(space, mBottomBound);
cpShapeFree(mLeftBound);
cpShapeFree(mRightBound);
cpShapeFree(mTopBound);
cpShapeFree(mBottomBound);
}
mLeftBound = AddBound(space, staticBody, cpv(0, 0), cpv(0, yBound));
mRightBound = AddBound(space, staticBody, cpv(xBound, 0), cpv(xBound, yBound));
mTopBound = AddBound(space, staticBody, cpv(0, 0), cpv(xBound, 0));
mBottomBound = AddBound(space, staticBody, cpv(0, yBound), cpv(xBound, yBound));
}
cpShape* AddBound(cpSpace* space, cpBody* staticBody, cpVect start, cpVect end)
{
cpShape* shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, start, end, 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, cpShapeFilterNew(BOUNDS_GROUP, COLLISION_MASK, COLLISION_MASK));
return shape;
}
void MoveMouseBody(cpBody* mouseBody, Vector3 position)
{
cpVect cpPosition = cpv(position.x, position.y);
cpVect newPoint = cpvlerp(cpBodyGetPosition(mouseBody), cpPosition, 0.25f);
cpBodySetVelocity(mouseBody, cpvmult(cpvsub(newPoint, cpBodyGetPosition(mouseBody)), 60.0f));
cpBodySetPosition(mouseBody, newPoint);
}
cpConstraint* AddPivotJoint(cpSpace* space, cpBody* body1, cpBody* body2, Vector3 localPivot)
{
cpVect pivot{localPivot.x, localPivot.y};
cpConstraint* joint = cpPivotJointNew2(body2, body1, cpvzero, pivot);
cpConstraintSetMaxForce(joint, 50000.0f); // Magic numbers for mouse feedback.
cpConstraintSetErrorBias(joint, cpfpow(1.0f - 0.15f, 60.0f));
cpConstraint* constraint = cpSpaceAddConstraint(space, joint);
return constraint; // Constraint & joint are the same...
}
void OnTerminate(Application& application)
{
UnparentAndReset(mPhysicsRoot);
}
void OnWindowResize(Window window, Window::WindowSize newSize)
{
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
CreateBounds(space, newSize);
}
bool OnPopcornTick()
{
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
// fire off N random balls upwards with a high impulse
int N = mBalls.size();
int randValue = 10 + rand() % (N / 2);
for(int i = 0; i < randValue; ++i)
{
int randIndex = rand() % N;
cpBody* body = mBalls[randIndex].GetBody().Get<cpBody*>();
cpBodyActivate(body);
cpBodyApplyImpulseAtLocalPoint(body, cpv(rand() % 200 - 100, -10000), cpv(0, 25));
}
return true;
}
bool OnTouched(Dali::Actor actor, const Dali::TouchEvent& touch)
{
static enum {
None,
MovePivot,
} state = None;
auto renderTask = mWindow.GetRenderTaskList().GetTask(0);
auto screenCoords = touch.GetScreenPosition(0);
// In this demo, physics space is equivalent to screen space with y inverted
auto windowSize = mWindow.GetSize();
Vector3 rayPhysicsOrigin(screenCoords.x, windowSize.GetHeight() - screenCoords.y, 0.0f);
switch(state)
{
case None:
{
if(touch.GetState(0) == Dali::PointState::STARTED)
{
state = MovePivot;
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
Vector3 localPivot;
float pickingDistance;
cpShapeFilter ballFilter{CP_NO_GROUP, 1u << 31, 1u << 31};
auto body = scopedAccessor->HitTest(rayPhysicsOrigin, rayPhysicsOrigin, ballFilter, localPivot, pickingDistance);
if(body.Empty())
{
cpShapeFilter letterFilter{CP_NO_GROUP, COLLISION_MASK, COLLISION_MASK};
body = scopedAccessor->HitTest(rayPhysicsOrigin, rayPhysicsOrigin, letterFilter, localPivot, pickingDistance);
}
if(!body.Empty())
{
mPickedBody = body.Get<cpBody*>();
mSelectedActor = mPhysicsAdaptor.GetPhysicsActor(mPickedBody);
std::cout << "PhysicsActor: " << mPhysicsAdaptor.GetRootActor().FindChildById(mSelectedActor.GetId()).GetProperty<std::string>(Actor::Property::NAME) << std::endl;
mPickedSavedState = cpBodyIsSleeping(mPickedBody);
cpBodyActivate(mPickedBody);
mPickedConstraint = AddPivotJoint(space, mPickedBody, mMouseBody, localPivot);
}
}
break;
}
case MovePivot:
{
if(touch.GetState(0) == Dali::PointState::MOTION)
{
if(mPickedBody && mPickedConstraint)
{
// Ensure we get a lock before altering constraints
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
// Move point in physics coords
MoveMouseBody(mMouseBody, rayPhysicsOrigin);
}
}
else if(touch.GetState(0) == Dali::PointState::FINISHED ||
touch.GetState(0) == Dali::PointState::INTERRUPTED)
{
if(mPickedConstraint)
{
auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
if(mPickedSavedState)
{
cpBodyActivate(mPickedBody);
}
else
{
cpBodySleep(mPickedBody);
}
cpSpaceRemoveConstraint(space, mPickedConstraint);
cpConstraintFree(mPickedConstraint);
mPickedConstraint = nullptr;
mPickedBody = nullptr;
}
state = None;
}
break;
}
}
Stage::GetCurrent().KeepRendering(30.0f);
return true;
}
void OnKeyEv(const Dali::KeyEvent& event)
{
static bool integrateState{true};
static bool debugState{DEBUG_STATE};
if(event.GetState() == KeyEvent::DOWN)
{
switch(event.GetKeyCode())
{
case KeyModifier::CONTROL_L:
case KeyModifier::CONTROL_R:
{
mCtrlDown = true;
break;
}
case KeyModifier::ALT_L:
case KeyModifier::ALT_R:
{
mAltDown = true;
break;
}
case KeyModifier::SHIFT_L:
case KeyModifier::SHIFT_R:
{
mShiftDown = true;
break;
}
default:
{
if(IsKey(event, Dali::DALI_KEY_ESCAPE) || IsKey(event, Dali::DALI_KEY_BACK))
{
mApplication.Quit();
}
else if(!event.GetKeyString().compare(" "))
{
integrateState = true ^ integrateState;
mPhysicsAdaptor.SetIntegrationState(integrateState ? PhysicsAdaptor::IntegrationState::ON : PhysicsAdaptor::IntegrationState::OFF);
}
else if(!event.GetKeyString().compare("m"))
{
debugState = true ^ debugState;
if(debugState && !mPhysicsDebugLayer)
{
mPhysicsDebugLayer = mPhysicsAdaptor.CreateDebugLayer(mWindow);
}
mPhysicsAdaptor.SetDebugState(debugState ? PhysicsAdaptor::DebugState::ON : PhysicsAdaptor::DebugState::OFF);
}
else if(!event.GetKeyString().compare("w"))
{
if(mSelectedActor)
{
Vector3 pos = mSelectedActor.GetActorPosition();
mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(0, -10, 0));
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
else if(!event.GetKeyString().compare("s"))
{
if(mSelectedActor)
{
Vector3 pos = mSelectedActor.GetActorPosition();
mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(0, 10, 0));
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
else if(!event.GetKeyString().compare("a"))
{
if(mSelectedActor)
{
Vector3 pos = mSelectedActor.GetActorPosition();
mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(-10, 0, 0));
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
else if(!event.GetKeyString().compare("d"))
{
if(mSelectedActor)
{
Vector3 pos = mSelectedActor.GetActorPosition();
mSelectedActor.AsyncSetPhysicsPosition(pos + Vector3(10, 0, 0));
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
else if(!event.GetKeyString().compare("q"))
{
// Rotate anti-clockwise
if(mSelectedActor)
{
// A negative angle should rotate anti-clockwise, which it does,
// BUT, we mirror in Y axis, so actually, it LOOKS like it rotates clockwise.
// So, we have to invert angle.
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
float angle = cpBodyGetAngle(body);
mPhysicsAdaptor.Queue([body, angle]() { cpBodySetAngle(body, angle + Math::PI / 12.0f); });
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
else if(!event.GetKeyString().compare("e"))
{
// Rotate clockwise using native physics APIs
if(mSelectedActor)
{
cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
float angle = cpBodyGetAngle(body);
mPhysicsAdaptor.Queue([body, angle]() { cpBodySetAngle(body, angle - Math::PI / 12.0f); });
mPhysicsAdaptor.Queue([body]() { cpBodyActivate(body); });
mPhysicsAdaptor.CreateSyncPoint();
}
}
break;
}
}
}
else if(event.GetState() == KeyEvent::UP)
{
switch(event.GetKeyCode())
{
case KeyModifier::CONTROL_L:
case KeyModifier::CONTROL_R:
{
mCtrlDown = false;
break;
}
case KeyModifier::ALT_L:
case KeyModifier::ALT_R:
{
mAltDown = false;
break;
}
case KeyModifier::SHIFT_L:
case KeyModifier::SHIFT_R:
{
mShiftDown = false;
break;
}
}
}
}
private:
Application& mApplication;
Window mWindow;
PhysicsAdaptor mPhysicsAdaptor;
PhysicsActor mSelectedActor;
std::vector<PhysicsActor> mBalls;
Matrix mPhysicsTransform;
Actor mPhysicsRoot;
Layer mPhysicsDebugLayer;
cpBody* mMouseBody{nullptr};
cpBody* mPickedBody{nullptr};
cpConstraint* mPickedConstraint{nullptr};
int mPickedSavedState = -1; /// 0 : Active, 1 : Sleeping
Timer mPopcornTimer;
PhysicsAdaptor::DebugState mDebugState{PhysicsAdaptor::DebugState::OFF};
cpShape* mLeftBound{nullptr};
cpShape* mRightBound{nullptr};
cpShape* mTopBound{nullptr};
cpShape* mBottomBound{nullptr};
bool mCtrlDown{false};
bool mAltDown{false};
bool mShiftDown{false};
};
int DALI_EXPORT_API main(int argc, char** argv)
{
Application application = Application::New(&argc, &argv);
PhysicsDemoController controller(application);
application.MainLoop();
return 0;
}