summaryrefslogtreecommitdiff
path: root/examples
diff options
context:
space:
mode:
authorDavid Steele <david.steele@samsung.com>2023-08-23 18:50:42 +0100
committerDavid Steele <david.steele@samsung.com>2023-08-31 19:06:22 +0100
commit86c6cab5e9fcb2e798ccd606cd3e547c422f5336 (patch)
treefd9a5b620d0f512dc3603f0ca74c8887221b7b19 /examples
parent0fb7eb9844f083c4edb33d1fe1ae3585cbb58659 (diff)
downloaddali-demo-86c6cab5e9fcb2e798ccd606cd3e547c422f5336.tar.gz
dali-demo-86c6cab5e9fcb2e798ccd606cd3e547c422f5336.tar.bz2
dali-demo-86c6cab5e9fcb2e798ccd606cd3e547c422f5336.zip
Updated chipmunk demo to use Dali physics adaptor
Added dependency on dali-physics-3d for bullet-example Change-Id: Ifaf5dd7dce079549012f25a094473aef2fe0f08a
Diffstat (limited to 'examples')
-rw-r--r--examples/chipmunk-physics/README.md7
-rw-r--r--examples/chipmunk-physics/frame-callback.cpp65
-rw-r--r--examples/chipmunk-physics/frame-callback.h58
-rw-r--r--examples/chipmunk-physics/physics-actor.cpp98
-rw-r--r--examples/chipmunk-physics/physics-actor.h106
-rw-r--r--examples/chipmunk-physics/physics-demo-controller.cpp307
-rw-r--r--examples/chipmunk-physics/physics-impl.cpp289
-rw-r--r--examples/chipmunk-physics/physics-impl.h175
-rw-r--r--examples/chipmunk-physics/shaders/rendering-textured-shape.frag29
-rw-r--r--examples/chipmunk-physics/shaders/rendering-textured-shape.vert26
10 files changed, 229 insertions, 931 deletions
diff --git a/examples/chipmunk-physics/README.md b/examples/chipmunk-physics/README.md
index 78adff1d..287fa274 100644
--- a/examples/chipmunk-physics/README.md
+++ b/examples/chipmunk-physics/README.md
@@ -1,6 +1,11 @@
# Chipmunk Physics Example
This is an example showing how to use Chipmunk2D physics library to create and control physics objects in DALi.
-It creates a ball and a pyramid brick wall which can be moved using touch and key events.
+It creates a set of balls which act under gravity
![](./chipmunk.gif)
+
+"wasd" keys move the last touched actor up/down/left/right.
+"qe" keys rotate the last touched actor in Z axis
+"p" key resets the position/forces on the last touched actor to the origin
+Space key toggles the integration state.
diff --git a/examples/chipmunk-physics/frame-callback.cpp b/examples/chipmunk-physics/frame-callback.cpp
deleted file mode 100644
index 129b6d75..00000000
--- a/examples/chipmunk-physics/frame-callback.cpp
+++ /dev/null
@@ -1,65 +0,0 @@
-/*
- * 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 "frame-callback.h"
-#include <dali/devel-api/threading/mutex.h>
-#include <dali/devel-api/update/update-proxy.h>
-#include <dali/integration-api/debug.h>
-#include <dali/public-api/math/vector3.h>
-#include "physics-impl.h"
-
-using Dali::Quaternion;
-using Dali::Vector3;
-
-#if defined(DEBUG_ENABLED)
-extern Debug::Filter* gPhysicsDemo;
-#endif
-
-FrameCallback::FrameCallback(PhysicsImpl& physicsImpl)
-: mPhysicsImpl(physicsImpl)
-{
-}
-
-bool FrameCallback::Update(Dali::UpdateProxy& updateProxy, float elapsedSeconds)
-{
- static int numCalls = 0;
-
- numCalls++;
- if(numCalls % 30 == 0)
- {
- DALI_LOG_INFO(gPhysicsDemo, Debug::Concise, "Physics frame update\n");
- }
-
- Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
- static float frameTime = 0;
- frameTime += elapsedSeconds;
- do
- {
- mPhysicsImpl.Integrate(mPhysicsTimeStep);
- frameTime -= mPhysicsTimeStep;
- } while(frameTime > 0);
-
- for(auto&& actor : mPhysicsImpl.mPhysicsActors)
- {
- // Get position, orientation from physics world.
- Vector3 position = actor.second.GetActorPosition();
- updateProxy.BakePosition(actor.first, position);
- Quaternion rotation = actor.second.GetActorRotation();
- updateProxy.BakeOrientation(actor.first, rotation);
- }
-
- return true;
-}
diff --git a/examples/chipmunk-physics/frame-callback.h b/examples/chipmunk-physics/frame-callback.h
deleted file mode 100644
index c45f0194..00000000
--- a/examples/chipmunk-physics/frame-callback.h
+++ /dev/null
@@ -1,58 +0,0 @@
-#ifndef PHYSICS_DEMO_FRAME_CALLBACK_H
-#define PHYSICS_DEMO_FRAME_CALLBACK_H
-
-/*
- * 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/public-api/adaptor-framework/window.h>
-#include <dali/devel-api/update/frame-callback-interface.h>
-#include <map>
-#include <chrono>
-
-class PhysicsImpl;
-
-class FrameCallback : public Dali::FrameCallbackInterface
-{
-public:
- /**
- * Constructor
- */
- explicit FrameCallback(PhysicsImpl& physicsImpl);
-
- /**
- * Set the physics time step
- * @param timeStep (in seconds)
- */
- void SetPhysicsTimeStep(float timeStep)
- {
- mPhysicsTimeStep = timeStep;
- }
-
-private:
- /**
- * Called each frame.
- * @param[in] updateProxy Used to set world matrix and size
- * @param[in] elapsedSeconds Time since last frame
- * @return Whether we should keep rendering.
- */
- bool Update(Dali::UpdateProxy& updateProxy, float elapsedSeconds) override;
-
-private: // Member variables
- PhysicsImpl& mPhysicsImpl;
- float mPhysicsTimeStep{1.0/180.0};
-};
-
-#endif //PHYSICS_DEMO_FRAME_CALLBACK_H
diff --git a/examples/chipmunk-physics/physics-actor.cpp b/examples/chipmunk-physics/physics-actor.cpp
deleted file mode 100644
index 07f14a32..00000000
--- a/examples/chipmunk-physics/physics-actor.cpp
+++ /dev/null
@@ -1,98 +0,0 @@
-/*
- * 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 "physics-actor.h"
-#include "physics-impl.h"
-#include <dali/public-api/common/constants.h>
-#include <dali/public-api/math/vector3.h>
-#include <dali/public-api/math/quaternion.h>
-
-using Dali::Vector3;
-using Dali::Quaternion;
-using Dali::Radian;
-
-void PhysicsActor::ClearForces()
-{
- printf("Not Implemented\n");
- //mBody->clearForces();
- // No similar API
-}
-
-Dali::Vector3 PhysicsActor::GetPhysicsPosition()
-{
- cpVect cpPosition = cpBodyGetPosition(mBody);
- return Vector3(cpPosition.x, cpPosition.y, 0.0f);
-}
-
-void PhysicsActor::SetPhysicsPosition(Dali::Vector3 actorPosition)
-{
- Dali::Mutex::ScopedLock lock(mImpl->mMutex);
- Vector3 physicsPosition = mImpl->TranslateToPhysicsSpace(actorPosition);
- cpBodySetPosition(mBody, cpv(physicsPosition.x, physicsPosition.y));
-}
-
-void PhysicsActor::SetPhysicsVelocity(Dali::Vector3 actorVelocity)
-{
- Dali::Mutex::ScopedLock lock(mImpl->mMutex);
- Vector3 physicsVelocity = mImpl->ConvertVectorToPhysicsSpace(actorVelocity);
- cpBodySetVelocity(mBody, cpv(physicsVelocity.x, physicsVelocity.y));
-}
-
-void PhysicsActor::SetPhysicsAngularVelocity(Dali::Vector3 velocity)
-{
- Dali::Mutex::ScopedLock lock(mImpl->mMutex);
- printf("Not Implemented\n");
- //mBody->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
-}
-
-Quaternion PhysicsActor::GetPhysicsRotation()
-{
- return Quaternion{};
-}
-
-void PhysicsActor::SetPhysicsRotation(Dali::Quaternion rotation)
-{
- Dali::Mutex::ScopedLock lock(mImpl->mMutex);
-
- Vector3 axis;
- Radian angle;
- rotation.ToAxisAngle(axis, angle);
-
- //btQuaternion orn = btQuaternion(btVector3(axis.x, -axis.y, axis.z), btScalar(float(-angle)));
- //btTransform& transform = mBody->getWorldTransform();
- //transform.setRotation(orn);
- printf("Not Implemented\n");
-}
-
-
-Vector3 PhysicsActor::GetActorPosition()
-{
- cpVect cpPosition = cpBodyGetPosition(mBody);
- return mImpl->TranslateFromPhysicsSpace(Vector3(cpPosition.x, cpPosition.y, 0.0f));
-}
-
-Vector3 PhysicsActor::GetActorVelocity()
-{
- cpVect cpVelocity = cpBodyGetVelocity(mBody);
- return mImpl->ConvertVectorFromPhysicsSpace(Vector3(cpVelocity.x, cpVelocity.y, 0.0f));
-}
-
-Quaternion PhysicsActor::GetActorRotation()
-{
- cpFloat angle = cpBodyGetAngle(mBody);
- return Quaternion(Radian(angle), -Vector3::ZAXIS);
-}
diff --git a/examples/chipmunk-physics/physics-actor.h b/examples/chipmunk-physics/physics-actor.h
deleted file mode 100644
index aeaa6127..00000000
--- a/examples/chipmunk-physics/physics-actor.h
+++ /dev/null
@@ -1,106 +0,0 @@
-#ifndef DALI_PHYSICS_DEMO_PHYSICS_ACTOR_H
-#define DALI_PHYSICS_DEMO_PHYSICS_ACTOR_H
-/*
- * 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 <chipmunk/chipmunk.h>
-#include <cstdint>
-#include <dali/dali.h>
-#include <iosfwd>
-
-// Forward declarations
-class PhysicsImpl;
-
-/**
- * Class that associates an actor with a physics body. (Initially, rigid body)
- */
-class PhysicsActor
-{
-public:
- PhysicsActor() = default;
- PhysicsActor(Dali::Actor& actor, cpBody* body, PhysicsImpl* impl, Dali::Property::Index brightnessId)
- : mImpl(impl),
- mActorId(actor.GetProperty<int>(Dali::Actor::Property::ID)),
- mBody(body),
- mBrightnessIndex(brightnessId)
- {
- cpBodySetUserData(mBody, this);
- }
-
- PhysicsActor(const PhysicsActor& rhs)=delete;
- PhysicsActor& operator=(const PhysicsActor& rhs)=delete;
-
- PhysicsActor(const PhysicsActor&& rhs)
- {
- if(this != &rhs)
- {
- mImpl = rhs.mImpl;
- mActorId = rhs.mActorId;
- mBody = rhs.mBody;
- cpBodySetUserData(mBody, this);
- mBrightnessIndex = rhs.mBrightnessIndex;
- }
- }
-
- PhysicsActor& operator=(const PhysicsActor&& rhs)
- {
- if(this != &rhs)
- {
- mActorId = rhs.mActorId;
- mBody = rhs.mBody;
- mImpl = rhs.mImpl;
- mBrightnessIndex = rhs.mBrightnessIndex;
- cpBodySetUserData(mBody, this);
- }
- return *this;
- }
-
- uint32_t GetId()
- {
- return mActorId;
- }
-
- cpBody* GetBody()
- {
- return mBody;
- }
-
- Dali::Property::Index GetBrightnessIndex()
- {
- return mBrightnessIndex;
- }
-
- Dali::Vector3 GetPhysicsPosition();
- Dali::Quaternion GetPhysicsRotation();
-
- void SetPhysicsPosition(Dali::Vector3 actorPosition);
- void SetPhysicsVelocity(Dali::Vector3 actorVelocity);
- void SetPhysicsAngularVelocity(Dali::Vector3 actorVelocity);
- void SetPhysicsRotation(Dali::Quaternion actorRotation);
- Dali::Vector3 GetActorPosition();
- Dali::Vector3 GetActorVelocity();
- Dali::Quaternion GetActorRotation();
- void ClearForces();
-
-private:
- PhysicsImpl* mImpl{nullptr};
- uint32_t mActorId{0};
- cpBody* mBody{nullptr};
- Dali::Property::Index mBrightnessIndex{Dali::Property::INVALID_INDEX};
-};
-
-#endif // DALI_PHYSICS_DEMO_PHYSICS_ACTOR_H
diff --git a/examples/chipmunk-physics/physics-demo-controller.cpp b/examples/chipmunk-physics/physics-demo-controller.cpp
index 377322a8..6baf71b9 100644
--- a/examples/chipmunk-physics/physics-demo-controller.cpp
+++ b/examples/chipmunk-physics/physics-demo-controller.cpp
@@ -15,7 +15,7 @@
*/
#include <dali-toolkit/dali-toolkit.h>
-#include <dali/dali.h>
+#include <dali-physics/dali-physics.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
@@ -25,18 +25,18 @@
#include <iostream>
#include <string>
-
-#include "generated/rendering-textured-shape-frag.h"
-#include "generated/rendering-textured-shape-vert.h"
-#include "physics-actor.h"
-#include "physics-impl.h"
+#include <chipmunk/chipmunk.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
+#define GRABBABLE_MASK_BIT (1u << 31)
+cpShapeFilter NOT_GRABBABLE_FILTER = {CP_NO_GROUP, ~GRABBABLE_MASK_BIT, ~GRABBABLE_MASK_BIT};
+
namespace KeyModifier
{
enum Key
@@ -84,25 +84,39 @@ public:
mWindow.SetBackgroundColor(Color::DARK_SLATE_GRAY);
Window::WindowSize windowSize = mWindow.GetSize();
- mPhysicsRoot = mPhysicsImpl.Initialize(mWindow);
+ // 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);
+ 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 quarter of the screen...
int numBalls = 10 + windowSize.GetWidth() * windowSize.GetHeight() / 20000;
-
for(int i = 0; i < numBalls; ++i)
{
- CreateBall();
+ CreateBall(space);
}
// For funky mouse drag
- mMouseBody = mPhysicsImpl.AddMouseBody();
+ mMouseBody = cpBodyNewKinematic(); // Mouse actor is a kinematic body that is not integrated
+
+ // Process any async queued methods next frame
+ mPhysicsAdaptor.CreateSyncPoint();
}
- void CreateBall()
+ void CreateBall(cpSpace* space)
{
const float BALL_MASS = 10.0f;
const float BALL_RADIUS = 26.0f;
@@ -111,13 +125,81 @@ public:
auto ball = Toolkit::ImageView::New(BALL_IMAGE);
- auto& physicsBall = mPhysicsImpl.AddBall(ball, BALL_MASS, BALL_RADIUS, BALL_ELASTICITY, BALL_FRICTION);
+ 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);
+
+ ball.RegisterProperty("uBrightness", 0.0f);
+
+ PhysicsActor physicsBall = mPhysicsAdaptor.AddActorBody(ball, body);
+
Window::WindowSize windowSize = mWindow.GetSize();
- const float s = BALL_RADIUS;
- const float fw = windowSize.GetWidth() - BALL_RADIUS;
- const float fh = windowSize.GetHeight() - BALL_RADIUS;
- physicsBall.SetPhysicsPosition(Vector3(Random::Range(s, fw), Random::Range(s, fh), 0.0f));
- physicsBall.SetPhysicsVelocity(Vector3(Random::Range(-100.0, 100.0), Random::Range(-100.0, 100.0), 0.0f));
+
+ 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), 0.0f));
+
+ // 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)));
+ });
+ }
+
+ 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, NOT_GRABBABLE_FILTER);
+ 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)
@@ -127,21 +209,24 @@ public:
void OnWindowResize(Window window, Window::WindowSize newSize)
{
- mPhysicsImpl.CreateWorldBounds(newSize);
+ auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
+ cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
+
+ CreateBounds(space, newSize);
}
bool OnTouched(Dali::Actor actor, const Dali::TouchEvent& touch)
{
static enum {
None,
- MoveCameraXZ,
MovePivot,
} state = None;
- auto renderTask = mWindow.GetRenderTaskList().GetTask(0);
- auto screenCoords = touch.GetScreenPosition(0);
- Vector3 origin, direction;
- Dali::HitTestAlgorithm::BuildPickingRay(renderTask, screenCoords, origin, direction);
+ 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)
{
@@ -149,30 +234,23 @@ public:
{
if(touch.GetState(0) == Dali::PointState::STARTED)
{
- if(mCtrlDown)
- {
- state = MoveCameraXZ;
- // local to top left
- //cameraY = touch.GetLocalPosition(0).y;
- // Could move on fixed plane, e.g. y=0.
- // position.Y corresponds to a z value depending on perspective
- // position.X scales to an x value depending on perspective
- }
- else
+ state = MovePivot;
+
+ auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
+ cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
+
+ Vector3 localPivot;
+ float pickingDistance;
+
+ auto body = scopedAccessor->HitTest(rayPhysicsOrigin, rayPhysicsOrigin, localPivot, pickingDistance);
+ if(!body.Empty())
{
- state = MovePivot;
- Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
+ mPickedBody = body.Get<cpBody*>();
+ mSelectedActor = mPhysicsAdaptor.GetPhysicsActor(mPickedBody);
- Vector3 localPivot;
- float pickingDistance;
- auto body = mPhysicsImpl.HitTest(screenCoords, origin, direction, localPivot, pickingDistance);
- if(body)
- {
- mPickedBody = body;
- mPhysicsImpl.HighlightBody(mPickedBody, true);
- mPickedSavedState = mPhysicsImpl.ActivateBody(mPickedBody);
- mPickedConstraint = mPhysicsImpl.AddPivotJoint(mPickedBody, mMouseBody, localPivot);
- }
+ mPickedSavedState = cpBodyIsSleeping(mPickedBody);
+ cpBodyActivate(mPickedBody);
+ mPickedConstraint = AddPivotJoint(space, mPickedBody, mMouseBody, localPivot);
}
}
break;
@@ -183,23 +261,11 @@ public:
{
if(mPickedBody && mPickedConstraint)
{
- if(!mShiftDown)
- {
- // Move point in XY plane, projected into scene
- Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
+ // Ensure we get a lock before altering constraints
+ auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
- Vector3 position = mPhysicsImpl.TranslateToPhysicsSpace(Vector3(screenCoords));
- mPhysicsImpl.MoveMouseBody(mMouseBody, position);
- }
- else
- {
- // Move point in XZ plane
- // Above vanishing pt, it's on top plane of frustum; below vanishing pt it's on bottom plane.
- // Kind of want to project onto the plane using initial touch xy, rather than top/bottom.
- // Whole new projection code needed.
-
- // Cheat!
- }
+ // Move point in physics coords
+ MoveMouseBody(mMouseBody, rayPhysicsOrigin);
}
}
else if(touch.GetState(0) == Dali::PointState::FINISHED ||
@@ -207,11 +273,20 @@ public:
{
if(mPickedConstraint)
{
- mPhysicsImpl.HighlightBody(mPickedBody, false);
+ auto scopedAccessor = mPhysicsAdaptor.GetPhysicsAccessor();
+ cpSpace* space = scopedAccessor->GetNative().Get<cpSpace*>();
- Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
- mPhysicsImpl.RestoreBodyState(mPickedBody, mPickedSavedState);
- mPhysicsImpl.ReleaseConstraint(mPickedConstraint);
+ if(mPickedSavedState)
+ {
+ cpBodyActivate(mPickedBody);
+ }
+ else
+ {
+ cpBodySleep(mPickedBody);
+ }
+
+ cpSpaceRemoveConstraint(space, mPickedConstraint);
+ cpConstraintFree(mPickedConstraint);
mPickedConstraint = nullptr;
mPickedBody = nullptr;
}
@@ -219,23 +294,9 @@ public:
}
break;
}
- case MoveCameraXZ:
- {
- if(touch.GetState(0) == Dali::PointState::MOTION)
- {
- // Move camera in XZ plane
- //float y = cameraY; // touch point in Y. Move camera in an XZ plane on this point.
- }
- else if(touch.GetState(0) == Dali::PointState::FINISHED ||
- touch.GetState(0) == Dali::PointState::INTERRUPTED)
- {
- state = None;
- }
- break;
- }
}
- //std::cout<<"Touch State: "<<state<<std::endl;
+
Stage::GetCurrent().KeepRendering(30.0f);
return true;
@@ -243,6 +304,8 @@ public:
void OnKeyEv(const Dali::KeyEvent& event)
{
+ static bool integrateState{true};
+
if(event.GetState() == KeyEvent::DOWN)
{
switch(event.GetKeyCode())
@@ -273,11 +336,80 @@ public:
}
else if(!event.GetKeyString().compare(" "))
{
- mPhysicsImpl.ToggleIntegrateState();
+ integrateState = true^integrateState;
+ mPhysicsAdaptor.SetIntegrationState(integrateState?
+ PhysicsAdaptor::IntegrationState::ON:
+ PhysicsAdaptor::IntegrationState::OFF);
+
}
- else if(!event.GetKeyString().compare("m"))
+ else if(!event.GetKeyString().compare("w"))
{
- mPhysicsImpl.ToggleDebugState();
+ 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)
+ {
+ Quaternion quaternion = mSelectedActor.GetActorRotation();
+ quaternion *= Quaternion(Degree(-15.0f), Vector3::ZAXIS);
+ mSelectedActor.AsyncSetPhysicsRotation(quaternion);
+ cpBody* body = mSelectedActor.GetBody().Get<cpBody*>();
+ 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;
}
@@ -313,13 +445,20 @@ private:
Application& mApplication;
Window mWindow;
- PhysicsImpl mPhysicsImpl;
+ PhysicsAdaptor mPhysicsAdaptor;
+ PhysicsActor mSelectedActor;
+ Matrix mPhysicsTransform;
Actor mPhysicsRoot;
cpBody* mMouseBody{nullptr};
cpBody* mPickedBody{nullptr};
cpConstraint* mPickedConstraint{nullptr};
int mPickedSavedState = -1; /// 0 : Active, 1 : Sleeping
+ cpShape* mLeftBound{nullptr};
+ cpShape* mRightBound{nullptr};
+ cpShape* mTopBound{nullptr};
+ cpShape* mBottomBound{nullptr};
+
bool mCtrlDown{false};
bool mAltDown{false};
bool mShiftDown{false};
diff --git a/examples/chipmunk-physics/physics-impl.cpp b/examples/chipmunk-physics/physics-impl.cpp
deleted file mode 100644
index 1916ee0f..00000000
--- a/examples/chipmunk-physics/physics-impl.cpp
+++ /dev/null
@@ -1,289 +0,0 @@
-/*
- * 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 "physics-impl.h"
-#include "physics-actor.h"
-
-#include <devel-api/common/stage.h>
-#include <iostream>
-#include <map>
-#include <utility>
-
-using Dali::Actor;
-using Dali::Layer;
-using Dali::Stage;
-using Dali::Vector2;
-using Dali::Vector3;
-using Dali::Window;
-using namespace Dali::DevelStage;
-
-#define GRABBABLE_MASK_BIT (1u << 31)
-cpShapeFilter GRAB_FILTER = {CP_NO_GROUP, GRABBABLE_MASK_BIT, GRABBABLE_MASK_BIT};
-cpShapeFilter NOT_GRABBABLE_FILTER = {CP_NO_GROUP, ~GRABBABLE_MASK_BIT, ~GRABBABLE_MASK_BIT};
-
-Actor PhysicsImpl::Initialize(Window window)
-{
- mWindow = window;
- mSpace = cpSpaceNew();
- cpSpaceSetIterations(mSpace, 30);
- cpSpaceSetSleepTimeThreshold(mSpace, 0.5f);
- cpSpaceSetGravity(mSpace, cpv(0, -200));
-
- auto windowSize = window.GetSize();
- CreateWorldBounds(windowSize);
-
- // Create an actor that can handle mouse events.
- mPhysicsRoot = Layer::New();
- mPhysicsRoot[Actor::Property::SIZE] = Vector2(windowSize.GetWidth(), windowSize.GetHeight());
- mPhysicsRoot[Actor::Property::ANCHOR_POINT] = Dali::AnchorPoint::CENTER;
- mPhysicsRoot[Actor::Property::PARENT_ORIGIN] = Dali::ParentOrigin::CENTER;
-
- mFrameCallback = new FrameCallback(*this);
- AddFrameCallback(Stage::GetCurrent(), *mFrameCallback, window.GetRootLayer());
- Stage::GetCurrent().KeepRendering(30);
-
- return mPhysicsRoot;
-}
-
-Layer PhysicsImpl::CreateDebug(Vector2 windowSize)
-{
- return Layer();
-}
-
-void PhysicsImpl::CreateWorldBounds(Window::WindowSize size)
-{
- // Physics origin is 0,0,0 in DALi coords.
- // But, Y is inverted, so bottom is -ve, top is +ve.
- // Perform this correction when applying position to actor.
- // But, can't use actors in update, so cache transform.
- SetTransform(Vector2(size.GetWidth(), size.GetHeight()));
-
- int xBound = size.GetWidth() / 2;
- int yBound = size.GetHeight() / 2;
-
- cpBody* staticBody = cpSpaceGetStaticBody(mSpace);
-
- if(mLeftBound)
- {
- cpSpaceRemoveShape(mSpace, mLeftBound);
- cpSpaceRemoveShape(mSpace, mRightBound);
- cpSpaceRemoveShape(mSpace, mTopBound);
- cpSpaceRemoveShape(mSpace, mBottomBound);
- cpShapeFree(mLeftBound);
- cpShapeFree(mRightBound);
- cpShapeFree(mTopBound);
- cpShapeFree(mBottomBound);
- }
- mLeftBound = AddBound(staticBody, cpv(-xBound, -yBound), cpv(-xBound, yBound));
- mRightBound = AddBound(staticBody, cpv(xBound, -yBound), cpv(xBound, yBound));
- mTopBound = AddBound(staticBody, cpv(-xBound, -yBound), cpv(xBound, -yBound));
- mBottomBound = AddBound(staticBody, cpv(-xBound, yBound), cpv(xBound, yBound));
-}
-
-void PhysicsImpl::SetTransform(Vector2 worldSize)
-{
- mWorldOffset.x = worldSize.x * 0.5f;
- mWorldOffset.y = worldSize.y * 0.5f;
- // y is always inverted.
-}
-
-cpShape* PhysicsImpl::AddBound(cpBody* staticBody, cpVect start, cpVect end)
-{
- cpShape* shape = cpSpaceAddShape(mSpace, cpSegmentShapeNew(staticBody, start, end, 0.0f));
- cpShapeSetElasticity(shape, 1.0f);
- cpShapeSetFriction(shape, 1.0f);
- cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
- return shape;
-}
-
-PhysicsActor& PhysicsImpl::AddBall(::Actor actor, float mass, float radius, float elasticity, float friction)
-{
- Dali::Mutex::ScopedLock lock(mMutex);
- cpBody* body = cpSpaceAddBody(mSpace, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero)));
- cpBodySetPosition(body, cpv(0, 0));
- cpBodySetVelocity(body, cpv(0, 0));
-
- cpShape* shape = cpSpaceAddShape(mSpace, cpCircleShapeNew(body, radius, cpvzero));
- cpShapeSetElasticity(shape, elasticity);
- cpShapeSetFriction(shape, friction);
-
- int id = actor[Actor::Property::ID];
- Dali::Property::Index index = actor.RegisterProperty("uBrightness", 0.0f);
- mPhysicsActors.insert(std::make_pair(id, PhysicsActor{actor, body, this, index}));
- actor[Actor::Property::PARENT_ORIGIN] = Dali::ParentOrigin::TOP_LEFT;
- actor[Actor::Property::ANCHOR_POINT] = Dali::AnchorPoint::CENTER;
- mPhysicsRoot.Add(actor);
- return mPhysicsActors.at(id);
-}
-
-PhysicsActor& PhysicsImpl::AddBrick(Dali::Actor actor, float mass, float elasticity, float friction, Vector3 size)
-{
- Dali::Mutex::ScopedLock lock(mMutex);
- cpBody* body = cpSpaceAddBody(mSpace, cpBodyNew(mass, cpMomentForBox(mass, size.width, size.height)));
- cpBodySetPosition(body, cpv(0, 0));
- cpBodySetVelocity(body, cpv(0, 0));
-
- cpShape* shape = cpSpaceAddShape(mSpace, cpBoxShapeNew(body, size.width, size.height, 0.0f));
- cpShapeSetFriction(shape, friction);
- cpShapeSetElasticity(shape, elasticity);
-
- int id = actor[Actor::Property::ID];
- Dali::Property::Index index = actor.RegisterProperty("uBrightness", 0.0f);
- mPhysicsActors.insert(std::make_pair(id, PhysicsActor{actor, body, this, index}));
- actor[Actor::Property::PARENT_ORIGIN] = Dali::ParentOrigin::TOP_LEFT;
- actor[Actor::Property::ANCHOR_POINT] = Dali::AnchorPoint::CENTER;
- mPhysicsRoot.Add(actor);
- return mPhysicsActors.at(id);
-}
-
-cpBody* PhysicsImpl::AddMouseBody()
-{
- Dali::Mutex::ScopedLock lock(mMutex);
- auto kinematicBody = cpBodyNewKinematic(); // Mouse actor is a kinematic body that is not integrated
- return kinematicBody;
-}
-
-PhysicsActor* PhysicsImpl::GetPhysicsActor(cpBody* body)
-{
- return reinterpret_cast<PhysicsActor*>(cpBodyGetUserData(body));
-}
-
-void PhysicsImpl::HighlightBody(cpBody* body, bool highlight)
-{
- auto physicsActor = GetPhysicsActor(body);
- if(physicsActor)
- {
- Actor actor = mPhysicsRoot.FindChildById(physicsActor->GetId());
- if(actor)
- {
- actor[physicsActor->GetBrightnessIndex()] = highlight ? 1.0f : 0.0f;
- }
- }
-}
-
-// Convert from root actor local space to physics space
-Vector3 PhysicsImpl::TranslateToPhysicsSpace(Vector3 vector)
-{
- // root actor origin is top left, DALi Y is inverted.
- // Physics origin is center. Y: 0->1 => 0.5=>-0.5
- return Vector3(vector.x - mWorldOffset.x, mWorldOffset.y - vector.y, vector.z);
-}
-
-// Convert from physics space to root actor local space
-Vector3 PhysicsImpl::TranslateFromPhysicsSpace(Vector3 vector)
-{
- return Vector3(vector.x + mWorldOffset.x, mWorldOffset.y - vector.y, vector.z);
-}
-
-// Convert a vector from dali space to physics space
-Vector3 PhysicsImpl::ConvertVectorToPhysicsSpace(Vector3 vector)
-{
- // root actor origin is top left, DALi Y is inverted.
- // @todo Add space config scale.
- return Vector3(vector.x, -vector.y, vector.z);
-}
-
-// Convert a vector physics space to root actor local space
-Vector3 PhysicsImpl::ConvertVectorFromPhysicsSpace(Vector3 vector)
-{
- return Vector3(vector.x, -vector.y, vector.z);
-}
-
-void PhysicsImpl::Integrate(float timestep)
-{
- if(mPhysicsIntegrateState)
- {
- cpSpaceStep(mSpace, timestep);
- }
- // if(mDynamicsWorld->getDebugDrawer() && mPhysicsDebugState)
- // {
- // mDynamicsWorld->debugDrawWorld();
- // }
-}
-
-cpBody* PhysicsImpl::HitTest(Vector2 screenCoords, Vector3 origin, Vector3 direction, Vector3& localPivot, float& distanceFromCamera)
-{
- Vector3 spacePosition = TranslateToPhysicsSpace(Vector3{screenCoords});
- cpVect mousePosition = cpv(spacePosition.x, spacePosition.y);
- cpFloat radius = 5.0f;
- cpPointQueryInfo info = {0};
- cpShape* shape = cpSpacePointQueryNearest(mSpace, mousePosition, radius, GRAB_FILTER, &info);
-
- cpBody* body{nullptr};
-
- if(shape && cpBodyGetMass(cpShapeGetBody(shape)) < INFINITY)
- {
- // Use the closest point on the surface if the click is outside the shape.
- cpVect nearest = (info.distance > 0.0f ? info.point : mousePosition);
- body = cpShapeGetBody(shape);
- cpVect local = cpBodyWorldToLocal(body, nearest);
- localPivot.x = local.x;
- localPivot.y = local.y;
- localPivot.z = 0.0;
- }
- return body;
-}
-
-cpConstraint* PhysicsImpl::AddPivotJoint(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(mSpace, joint);
- return constraint; // Constraint & joint are the same...
-}
-
-void PhysicsImpl::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));
- // Normally, kinematic body's position would be calculated by engine.
- // For mouse, though, we want to set it.
- cpBodySetPosition(mouseBody, newPoint);
-}
-
-void PhysicsImpl::MoveConstraint(cpConstraint* constraint, Vector3 newPosition)
-{
-}
-
-void PhysicsImpl::ReleaseConstraint(cpConstraint* constraint)
-{
- cpSpaceRemoveConstraint(mSpace, constraint);
- cpConstraintFree(constraint);
-}
-
-int PhysicsImpl::ActivateBody(cpBody* body)
-{
- int oldState = cpBodyIsSleeping(body);
- cpBodyActivate(body);
-
- return oldState;
-}
-
-void PhysicsImpl::RestoreBodyState(cpBody* body, int oldState)
-{
- if(oldState)
- {
- cpBodyActivate(body);
- }
- else
- {
- cpBodySleep(body);
- }
-}
diff --git a/examples/chipmunk-physics/physics-impl.h b/examples/chipmunk-physics/physics-impl.h
deleted file mode 100644
index 9420fa4b..00000000
--- a/examples/chipmunk-physics/physics-impl.h
+++ /dev/null
@@ -1,175 +0,0 @@
-#ifndef DALI_PHYSICS_DEMO_PHYSICS_IMPL_H
-#define DALI_PHYSICS_DEMO_PHYSICS_IMPL_H
-/*
- * 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/dali.h>
-#include <dali/devel-api/threading/mutex.h>
-#include <dali/devel-api/common/stage-devel.h>
-
-#include <map>
-#include <chipmunk/chipmunk.h>
-
-#include "physics-actor.h"
-#include "frame-callback.h"
-
-
-class PhysicsImpl : public Dali::ConnectionTracker
-{
-public:
- Dali::Actor Initialize(Dali::Window window);
-
- /**
- * Create a layer & debug renderer
- */
- Dali::Layer CreateDebug(Dali::Vector2 windowSize);
-
- /**
- * Converts a point in RootActor local coords (e.g. gesture)
- * into physics space coords.
- * @param vector The point to convert
- * @return The converted point
- */
- Dali::Vector3 TranslateToPhysicsSpace(Dali::Vector3 vector);
-
- /**
- * Converts a point in physics space coords.
- * into RootActor local coords
- * @param vector The point to convert
- * @return The converted point
- */
- Dali::Vector3 TranslateFromPhysicsSpace(Dali::Vector3 vector);
-
- /**
- * Converts a vector in DALi space into physics space.
- * @param vector The vector to convert
- * @return The converted vector
- */
- Dali::Vector3 ConvertVectorToPhysicsSpace(Dali::Vector3 vector);
-
- /**
- * Converts a vector in physics space to DALi space
- * @param vector The vector to convert
- * @return The converted vector
- */
- Dali::Vector3 ConvertVectorFromPhysicsSpace(Dali::Vector3 vector);
-
- /**
- * Set up the transform from world space to physics space
- * @param[in] worldSize The 2d bounding box of the world in screen space
- */
- void SetTransform(Dali::Vector2 worldSize);
-
- /**
- * Run the physics integration over the given timestep.
- * @param timeStep
- */
- void Integrate(float timeStep);
-
- /**
- * Toggle the integration state. If it's turned on, physics will run
- * during the frame callback.
- */
- void ToggleIntegrateState()
- {
- mPhysicsIntegrateState ^= true;
- }
-
- /**
- * Toggle the debug state. If debug is turned on, use the physics engine
- * debug to show wireframes.
- */
- void ToggleDebugState()
- {
- mPhysicsDebugState ^= true;
- }
-
- void CreateWorldBounds(Dali::Window::WindowSize size);
- cpShape* AddBound(cpBody* staticBody, cpVect start, cpVect end);
- PhysicsActor& AddBall(Dali::Actor actor, float mass, float radius, float elasticity, float friction);
- PhysicsActor& AddBrick(Dali::Actor actor,float mass, float elasticity, float friction, Dali::Vector3 size);
-
- cpBody* AddMouseBody();
-
- /**
- * @param[in] screenCoords The touch point in screen coordinates
- * @param[in] origin The camera origin in DALi world space
- * @param[in] direction The ray direction in DALi world space
- * @param[out] localPivot The hit point local to the body
- * @param[out] distanceFromCamera The distance of the pick point from the camera
- * @return nullptr if no dynamic body found, otherwise a valid ptr to the hit body.
- */
- cpBody* HitTest(Dali::Vector2 screenCoords, Dali::Vector3 origin, Dali::Vector3 direction,
- Dali::Vector3& localPivot, float& distanceFromCamera);
-
- cpConstraint* AddPivotJoint(cpBody* body1, cpBody* body2, Dali::Vector3 localPivot);
-
- void MoveMouseBody(cpBody* mouseBody, Dali::Vector3 position);
-
- void MoveConstraint(cpConstraint* constraint, Dali::Vector3 newPosition);
-
- void ReleaseConstraint(cpConstraint* constraint);
-
- /**
- * Ensure that the physics body does not go to sleep
- * @param[in] body The physics body
- * @return The old state
- */
- int ActivateBody(cpBody* body);
-
- /**
- * Restore the state of the physics body
- * @param[in] body The physics body
- * @param[in] oldState The previous state to restore
- */
- void RestoreBodyState(cpBody* body, int oldState);
-
- /**
- * Get the physics actor associated with the given body
- * @param[in] body The physics body
- * @return the associated physics actor
- */
- PhysicsActor* GetPhysicsActor(cpBody* body);
-
- /**
- * Set the highlight state of the actor associated with the physics body
- * @param[in] body The physics body
- * @param[in] highlight Whether to turn the highlight on or off.
- */
- void HighlightBody(cpBody* body, bool highlight);
-
-
-public:
- std::map<uint32_t, PhysicsActor> mPhysicsActors;
- bool mPhysicsIntegrateState{true};
- bool mPhysicsDebugState{true};
-
- cpSpace* mSpace{nullptr};
- cpShape* mLeftBound{nullptr};
- cpShape* mRightBound{nullptr};
- cpShape* mTopBound{nullptr};
- cpShape* mBottomBound{nullptr};
-
- Dali::Window mWindow;
- Dali::Mutex mMutex;
-
- Dali::Actor mPhysicsRoot;
- Dali::Vector2 mWorldOffset;
- FrameCallback* mFrameCallback{nullptr};
-};
-
-#endif // DALI_PHYSICS_DEMO_PHYSICS_IMPL_H
diff --git a/examples/chipmunk-physics/shaders/rendering-textured-shape.frag b/examples/chipmunk-physics/shaders/rendering-textured-shape.frag
deleted file mode 100644
index 42bf9473..00000000
--- a/examples/chipmunk-physics/shaders/rendering-textured-shape.frag
+++ /dev/null
@@ -1,29 +0,0 @@
-uniform sampler2D uTexture;
-uniform mediump float uBrightness;
-varying mediump vec2 vTexCoord;
-varying mediump vec3 vIllumination;
-
-mediump vec3 redistribute_rgb(mediump vec3 color)
-{
- mediump float threshold = 0.9999999;
- mediump float m = max(max(color.r, color.g), color.b);
- if(m <= threshold)
- {
- return color;
- }
- mediump float total = color.r + color.g + color.b;
- if( total >= 3.0 * threshold)
- {
- return vec3(threshold);
- }
- mediump float x = (3.0 * threshold - total) / (3.0 * m - total);
- mediump float gray = threshold - x * m;
- return vec3(gray) + vec3(x)*color;
-}
-
-void main()
-{
- mediump vec4 texColor = texture2D( uTexture, vTexCoord );
- mediump vec3 pcol=texColor.rgb*(1.0+uBrightness);
- gl_FragColor = vec4( redistribute_rgb(pcol), texColor.a);
-} \ No newline at end of file
diff --git a/examples/chipmunk-physics/shaders/rendering-textured-shape.vert b/examples/chipmunk-physics/shaders/rendering-textured-shape.vert
deleted file mode 100644
index 4c41f546..00000000
--- a/examples/chipmunk-physics/shaders/rendering-textured-shape.vert
+++ /dev/null
@@ -1,26 +0,0 @@
-attribute mediump vec3 aPosition; // DALi shader builtin
-//attribute mediump vec2 aTexCoord; // DALi shader builtin
-uniform mediump mat4 uMvpMatrix; // DALi shader builtin
-uniform mediump mat4 uViewMatrix; // DALi shader builtin
-uniform mediump mat4 uModelView; // DALi shader builtin
-uniform mediump vec3 uSize; // DALi shader builtin
-varying mediump vec3 vIllumination;
-varying mediump vec2 vTexCoord;
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 1.0);
- mediump vec3 normal = normalize(vertexPosition.xyz);
-
- vertexPosition.xyz *= uSize;
- vec4 pos = uModelView * vertexPosition;
-
- vec4 lightPosition = vec4(400.0, 0.0, 100.0, 1.0);
- vec4 mvLightPos = uViewMatrix * lightPosition;
- vec3 vectorToLight = normalize(mvLightPos.xyz - pos.xyz);
- float lightDiffuse = max(dot(vectorToLight, normal), 0.0);
-
- vIllumination = vec3(lightDiffuse * 0.5 + 0.5);
- vTexCoord = aPosition.xy*2.0;
- gl_Position = uMvpMatrix * vertexPosition;
-} \ No newline at end of file