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/*
* Graphyx
* copyright (c) 2009 Jakob Odersky
* made available under the MIT License
*/
package graphyx.tests
import sims._
import sims.geometry._
import sims.collision._
import sims.dynamics._
import sims.dynamics.joints._
object General1 extends Test{
override val title = "General1"
val world = new World
def init() = {
val b0 = new Circle(0.1,1).asBody
b0.fixed = true
val b1 = (new Circle(0.1,1) {pos = Vector2D(0,1)}).asBody
//b0.linearVelocity = Vector2D(0,0.4)
b0.monitor = true
b1.monitor = true
val circles = for (i <- (0 until 10).toList) yield (new Circle(0.1,1) {pos = Vector2D(0, 1.2 + 0.2 * i)}).asBody
//for (c <- circles) world += c
//world.gravity = Vector2D.Null
// world += b0
//world += b1
world.monitors += ("Veclocity = ", _.linearVelocity.length.toString)
val b2 = (new Rectangle(0.1,0.15,1) {pos = Vector2D(1,0)}).asBody
b2.fixed = true
b2.rotation = 2
val b3 = (new Circle(0.1,1) {pos = Vector2D(1,1.1)}).asBody
//world += b2
//world += b3
val b4 = (new Rectangle(0.1,0.15,1) {pos = Vector2D(2,0)}).asBody
b4.fixed = true
b4.rotation = 2
val b5 = (new Rectangle(0.1,0.15,1) {pos = Vector2D(2,1.2)}).asBody
//world += b4
//world += b5
val bn = (new RegularPolygon(5,0.1,1) {pos = Vector2D(3,0)}).asBody
//world += bn
//Make cannon and balls
val hull = new Body(
new Rectangle(0.1,0.5,1) {pos = Vector2D(0.1, 0.5)},
new Rectangle(0.1,0.5,1) {pos = Vector2D(0.5, 0.5)},
new Rectangle(0.1,0.1,1) {pos = Vector2D(0.3, 0.1)}
)
hull.fixed = true
hull.rotation -= Math.Pi / 4
val ball = new Body(
new Circle(0.1,20) {pos = Vector2D(0.3, 0.3)}
)
val ball2 = new Body(
new Circle(0.1,20) {pos = Vector2D(0.3, 0.5)}
)
world += hull
world += ball
world += ball2
//Swing
val anchor = (new Circle(0.05,1) {pos = Vector2D(25,10)}).asBody
anchor.fixed = true
val block = (new RegularPolygon(9,0.5,2) {pos = Vector2D(25,1)}).asBody
val joint = new DistanceJoint(anchor, block)
world += anchor
world += block
world += joint
//Make stack
val stack = for (i <- (0 until 10).toList) yield (new Circle(0.1,1) {pos = Vector2D(30, 0.2 + 0.2 * i)}).asBody
for (e <- stack) world += e
/*
val springBoardHull = new Body(
new Rectangle(0.1,0.5,1) {pos = Vector2D(-1.1, 0.5)},
new Rectangle(0.1,0.5,1) {pos = Vector2D(-1.5, 0.5)},
new Rectangle(0.1,0.1,1) {pos = Vector2D(-1.3, 0.1)}
)
springBoardHull.fixed = true
world += springBoardHull
val springBoard = new Body(
new Circle(0.1,20) {pos = Vector2D(-1.3, 0.5)}
)
world += springBoard
val spring = new SpringJoint(springBoardHull, Vector2D(-1.3, 0.1), springBoard, springBoard.pos, 2000)
spring.damping = 10
world += spring
*/
val ground = (new Rectangle(1000,0.5,1) {pos = Vector2D(0, -0.4)}).asBody
ground.fixed = true
world += ground
world += (new Circle(0.1,1) {pos = Vector2D(2,2)}) ~ (new Circle(0.1,1) {pos = Vector2D(2,2.2)})
}
enableEvent = true
override def fireEvent() = blastBomb
def blastBomb() = {
val bombPos = Vector2D(0, 0)
val bombRadius = 1
val bombImpulse = 10
val region = new Circle(bombRadius, 0) {pos = bombPos}
val detector = world.detector.asInstanceOf[GridDetector]
val collisions = for (s <- world.shapes; if detector.colliding(collision.Pair(region, s))) yield detector.collision(collision.Pair(region, s))
for (c <- collisions) {
if (c.shape1 != region)
for(p <- c.points) c.shape1.body.applyImpulse((p - bombPos).unit * bombImpulse, p)
if (c.shape2 != region)
for(p <- c.points) c.shape2.body.applyImpulse((p - bombPos).unit * bombImpulse, p)
}
}
}
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