Put common physics code into separate namespace
This commit is contained in:
@@ -1,12 +1,12 @@
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package play_clj.g3d_physics;
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import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
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import clojure.lang.IFn;
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import com.badlogic.gdx.physics.bullet.collision.*;
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public class ContactListener extends com.badlogic.gdx.physics.bullet.collision.ContactListener {
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public class ContactListener3D extends ContactListener {
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IFn started, ended;
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public ContactListener(IFn started, IFn ended) {
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public ContactListener3D(IFn started, IFn ended) {
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this.started = started;
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this.ended = ended;
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}
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@@ -36,7 +36,6 @@
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(load "core_cameras")
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(load "core_graphics")
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(load "core_listeners")
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(load "core_physics")
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(load "core_utils")
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(defn ^:private reset-changed!
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@@ -1,6 +1,7 @@
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(ns play-clj.g2d-physics
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(:require [play-clj.core :as c]
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[play-clj.math :as m]
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[play-clj.physics :as p]
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[play-clj.utils :as u])
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(:import [com.badlogic.gdx.physics.box2d Body BodyDef ChainShape CircleShape
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Contact ContactListener EdgeShape Fixture FixtureDef Joint JointDef
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@@ -52,7 +53,7 @@
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`(let [^Body object# (u/get-obj ~entity :body)]
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(u/call! object# ~k ~@options)))
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(defmethod c/add-body!
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(defmethod p/add-body!
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World
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[screen b-def]
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(box-2d! screen :create-body b-def))
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@@ -69,37 +70,37 @@
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[entity]
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(.getRotation ^Transform (body! entity :get-transform)))
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(defmethod c/body-position!
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(defmethod p/body-position!
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Body
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[entity x y angle]
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(body! entity :set-transform x y angle))
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(defmethod c/body-x!
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(defmethod p/body-x!
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Body
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[entity x]
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(c/body-position! entity x (body-y entity) (body-angle entity)))
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(p/body-position! entity x (body-y entity) (body-angle entity)))
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(defmethod c/body-y!
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(defmethod p/body-y!
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Body
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[entity y]
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(c/body-position! entity (body-x entity) y (body-angle entity)))
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(p/body-position! entity (body-x entity) y (body-angle entity)))
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(defmethod c/body-angle!
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(defmethod p/body-angle!
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Body
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[entity angle]
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(c/body-position! entity (body-x entity) (body-y entity) angle))
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(p/body-position! entity (body-x entity) (body-y entity) angle))
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(defn ^:private find-body
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[body entities]
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(some #(if (= body (u/get-obj % :body)) %) entities))
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(defmethod c/first-entity
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(defmethod p/first-entity
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World
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[screen entities]
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(let [^Contact contact (u/get-obj screen :contact)]
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(-> contact .getFixtureA .getBody (find-body entities))))
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(defmethod c/second-entity
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(defmethod p/second-entity
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World
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[screen entities]
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(let [^Contact contact (u/get-obj screen :contact)]
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@@ -124,7 +125,7 @@
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[object k & options]
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`(u/call! ^Joint ~object ~k ~@options))
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(defmethod c/add-joint!
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(defmethod p/add-joint!
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World
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[screen j-def]
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(box-2d! screen :create-joint j-def))
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@@ -240,7 +241,7 @@
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(not (some #(= (.getBodyB joint) (:body %)) entities)))
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(.destroyJoint world joint))))))
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(defmethod c/step!
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(defmethod p/step!
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World
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[{:keys [^World world time-step velocity-iterations position-iterations]
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:or {time-step (/ 1 60) velocity-iterations 10 position-iterations 10}
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@@ -1,6 +1,7 @@
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(ns play-clj.g3d-physics
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(:require [play-clj.core :as c]
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[play-clj.math :as m]
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[play-clj.physics :as p]
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[play-clj.utils :as u])
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(:import [com.badlogic.gdx.math Matrix4]
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[com.badlogic.gdx.physics.bullet Bullet]
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@@ -15,7 +16,7 @@
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[com.badlogic.gdx.physics.bullet.softbody btSoftBody
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btSoftBodyRigidBodyCollisionConfiguration btSoftBodyWorldInfo
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btSoftRigidDynamicsWorld]
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[play_clj.g3d_physics ContactListener]))
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[play_clj.g3d_physics ContactListener3D]))
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(def ^:private init (delay (Bullet/init)))
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@@ -124,7 +125,7 @@
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[]
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(btSoftBodyWorldInfo.))
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(defmethod c/add-body!
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(defmethod p/add-body!
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World3D
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[screen body]
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(cond
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@@ -149,7 +150,7 @@
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(let [^btCollisionObject object (:object (u/get-obj entity :body))]
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(-> object .getWorldTransform (. val) (aget Matrix4/M23))))
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(defmethod c/body-position!
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(defmethod p/body-position!
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Body3D
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[entity x y z]
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(let [^btCollisionObject object (:object (u/get-obj entity :body))]
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@@ -157,32 +158,32 @@
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(doto (m/matrix-4*)
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(m/matrix-4! :set-translation x y z)))))
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(defmethod c/body-x!
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(defmethod p/body-x!
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Body3D
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[entity x]
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(c/body-position! entity x (body-y entity) (body-z entity)))
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(p/body-position! entity x (body-y entity) (body-z entity)))
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(defmethod c/body-y!
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(defmethod p/body-y!
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Body3D
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[entity y]
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(c/body-position! entity (body-x entity) y (body-z entity)))
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(p/body-position! entity (body-x entity) y (body-z entity)))
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(defmethod c/body-z!
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(defmethod p/body-z!
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Body3D
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[entity z]
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(c/body-position! entity (body-x entity) (body-y entity) z))
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(p/body-position! entity (body-x entity) (body-y entity) z))
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(defn ^:private find-body
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[body entities]
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(some #(if (= body (:object (u/get-obj % :body))) %) entities))
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(defmethod c/first-entity
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(defmethod p/first-entity
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World3D
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[screen entities]
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(-> (u/get-obj screen :first-body)
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(find-body entities)))
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(defmethod c/second-entity
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(defmethod p/second-entity
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World3D
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[screen entities]
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(-> (u/get-obj screen :second-body)
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@@ -267,7 +268,7 @@
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[screen
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{:keys [on-begin-contact on-end-contact]}
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execute-fn!]
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(ContactListener.
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(ContactListener3D.
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(fn [a b]
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(execute-fn! on-begin-contact :first-body a :second-body b))
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(fn [a b]
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@@ -304,7 +305,7 @@
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(bullet-3d! screen :remove-soft-body body))
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(.dispose body)))))
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(defmethod c/step!
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(defmethod p/step!
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World3D
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[{:keys [delta-time max-sub-steps time-step]
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:or {max-sub-steps 5 time-step (/ 1 60)}
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@@ -1,4 +1,5 @@
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(in-ns 'play-clj.core)
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(ns play-clj.physics
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(:require [play-clj.utils :as u]))
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(defmulti step!
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"Runs the physics simulations for a single frame and optionally returns the
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