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play-clj/src/play_clj/g2d_physics.clj
2014-04-20 21:54:53 -04:00

270 lines
8.0 KiB
Clojure

(ns play-clj.g2d-physics
(:require [play-clj.core :as c]
[play-clj.math :as m]
[play-clj.utils :as u])
(:import [com.badlogic.gdx.math Vector2]
[com.badlogic.gdx.physics.box2d Body BodyDef ChainShape CircleShape
Contact ContactListener EdgeShape Fixture FixtureDef Joint JointDef
PolygonShape Transform]))
; world
(defn box-2d*
([]
(box-2d* 0 0 true))
([gravity-x gravity-y]
(box-2d* gravity-x gravity-y true))
([gravity-x gravity-y sleep?]
; use reflection to instantiate in order to avoid the static initializer
(some-> (try (Class/forName "com.badlogic.gdx.physics.box2d.World")
(catch Exception _))
.getDeclaredConstructors
first
(.newInstance
(object-array [(m/vector-2 gravity-x gravity-y) sleep?])))))
(defmacro box-2d
"Returns a [World](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/World.html).
(box-2d 0 0)"
[gravity-x gravity-y & options]
`(let [object# (box-2d* ~gravity-x ~gravity-y)]
(u/calls! object# ~@options)))
(defmacro box-2d!
"Calls a single method on a `box-2d`."
[screen k & options]
`(let [object# (u/get-obj ~screen :world)]
(u/call! object# ~k ~@options)))
; bodies
(defn ^:private body-type
[k]
(u/gdx-class :physics :box2d :BodyDef
(str "BodyType/" (u/key->pascal k) "Body")))
(defmacro body-def
"Returns a [BodyDef](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/BodyDef.html).
(body-def :dynamic)"
[k & options]
`(let [^BodyDef object# (BodyDef.)]
(set! (. object# type) ~(body-type k))
(u/fields! object# ~@options)))
(defmacro body!
"Calls a single method on a body."
[entity k & options]
`(let [^Body object# (u/get-obj ~entity :body)]
(u/call! object# ~k ~@options)))
(defn add-body!
"Creates a body from `b-def`, adds it to the `screen` and returns it.
(add-body! screen (body-def :dynamic))"
[screen b-def]
(box-2d! screen :create-body b-def))
(defn ^:private body-x
[entity]
(. (body! entity :get-position) x))
(defn ^:private body-y
[entity]
(. (body! entity :get-position) y))
(defn ^:private body-angle
[entity]
(.getRotation ^Transform (body! entity :get-transform)))
(defn body-position!
"Changes the position of the body in `entity`."
[entity x y angle]
(body! entity :set-transform x y angle))
(defn body-x!
"Changes the `x` of the body in `entity`."
[entity x]
(body-position! entity x (body-y entity) (body-angle entity)))
(defn body-y!
"Changes the `y` of the body in `entity`."
[entity y]
(body-position! entity (body-x entity) y (body-angle entity)))
(defn body-angle!
"Changes the `angle` of the body in `entity`."
[entity angle]
(body-position! entity (body-x entity) (body-y entity) angle))
(defn ^:private find-body
[body entities]
(some #(if (= body (u/get-obj % :body)) %) entities))
(defn first-entity
"Returns the first entity in a contact. May only be used in contact functions
such as :on-begin-contact."
[screen entities]
(let [^Contact contact (u/get-obj screen :contact)]
(-> contact .getFixtureA .getBody (find-body entities))))
(defn second-entity
"Returns the second entity in a contact. May only be used in contact functions
such as :on-begin-contact."
[screen entities]
(let [^Contact contact (u/get-obj screen :contact)]
(-> contact .getFixtureB .getBody (find-body entities))))
; joints
(defn ^:private joint-init
[k]
(u/gdx :physics :box2d :joints (str (u/key->pascal k) "JointDef.")))
(defmacro joint-def
"Returns a subclass of [JointDef](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/JointDef.html).
(joint-def :rope)"
[k & options]
`(let [object# (~(joint-init k))]
(u/fields! object# ~@options)))
(defmacro joint!
"Calls a single method on a joint."
[object k & options]
`(u/call! ^Joint ~object ~k ~@options))
(defn add-joint!
"Adds the `joint` to the `screen` for physics simulations and returns it."
[screen j-def]
(box-2d! screen :create-joint j-def))
; fixtures
(defmacro fixture-def
"Returns a [FixtureDef](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/FixtureDef.html)."
[& options]
`(let [^FixtureDef object# (FixtureDef.)]
(u/fields! object# ~@options)
object#))
(defmacro fixture!
"Calls a single method on a fixture."
[object k & options]
`(u/call! ^Fixture ~object ~k ~@options))
; shapes
(defn chain-shape*
[]
(ChainShape.))
(defmacro chain-shape
"Returns a [ChainShape](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/ChainShape.html)."
[& options]
`(u/calls! ^ChainShape (chain-shape*) ~@options))
(defmacro chain-shape!
"Calls a single method on a `chain-shape`."
[object k & options]
`(u/call! ^ChainShape ~object ~k ~@options))
(defn circle-shape*
([]
(CircleShape.))
([radius]
(doto ^CircleShape (circle-shape*)
(.setRadius radius)
(.setPosition (m/vector-2 radius radius)))))
(defmacro circle-shape
"Returns a [CircleShape](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/CircleShape.html)."
[radius & options]
`(u/calls! ^CircleShape (circle-shape* ~radius) ~@options))
(defmacro circle-shape!
"Calls a single method on a `circle-shape`."
[object k & options]
`(u/call! ^CircleShape ~object ~k ~@options))
(defn edge-shape*
[]
(EdgeShape.))
(defmacro edge-shape
"Returns an [EdgeShape](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/EdgeShape.html)."
[& options]
`(u/calls! ^EdgeShape (edge-shape*) ~@options))
(defmacro edge-shape!
"Calls a single method on an `edge-shape`."
[object k & options]
`(u/call! ^EdgeShape ~object ~k ~@options))
(defn polygon-shape*
[]
(PolygonShape.))
(defmacro polygon-shape
"Returns a [PolygonShape](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/physics/box2d/PolygonShape.html)."
[& options]
`(u/calls! ^PolygonShape (polygon-shape*) ~@options))
(defmacro polygon-shape!
"Calls a single method on a `polygon-shape`."
[object k & options]
`(u/call! ^PolygonShape ~object ~k ~@options))
; misc
(defmethod c/contact-listener
"com.badlogic.gdx.physics.box2d.World"
[screen
{:keys [on-begin-contact on-end-contact on-post-solve on-pre-solve]}
execute-fn!]
(reify ContactListener
(beginContact [this c]
(execute-fn! on-begin-contact :contact c))
(endContact [this c]
(execute-fn! on-end-contact :contact c))
(postSolve [this c i]
(execute-fn! on-post-solve :contact c :impulse i))
(preSolve [this c m]
(execute-fn! on-pre-solve :contact c :old-manifold m))))
(defmethod c/update-physics!
"com.badlogic.gdx.physics.box2d.World"
[{:keys [world contact-listener]} & [entities]]
(.setContactListener world contact-listener)
(when (and entities (not (.isLocked world)))
(let [arr (u/gdx-array [])]
; remove bodies that no longer exist
(.getBodies world arr)
(doseq [body arr]
(when-not (some #(= body (:body %)) entities)
(.destroyBody world body)))
; remove joints whose bodies no longer exist
(.getJoints world arr)
(doseq [^Joint joint arr]
(when (and (not (some #(= (.getBodyA joint) (:body %)) entities))
(not (some #(= (.getBodyB joint) (:body %)) entities)))
(.destroyJoint world joint))))))
(defn step!
"Runs the physics simulations for a single frame and optionally returns the
`entities` with their positions updated."
[{:keys [world time-step velocity-iterations position-iterations]
:or {time-step (/ 1 60) velocity-iterations 10 position-iterations 10}
:as screen}
& [entities]]
(.step world time-step velocity-iterations position-iterations)
(when entities
(map (fn [e]
(if (u/get-obj e :body)
(assoc e
:x (body-x e)
:y (body-y e))
e))
entities)))