<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1"> <meta name="keywords" content="art, JRubyArt, code, blog, ruby" /> <title>PBox2D</title> <meta name="description" content="The PBox2D class is a simple wrapper to help integrate the JBox2D world with ruby implementations of processing (JRubyArt and propane). Use the [WorldBuilder..."> <link rel="stylesheet" href="https://ruby-processing.github.io/JRubyArt/css/main.css"/> <link rel="canonical" href="http://localhost:4000/classes/pbox2d/"> <link rel="alternate" type="application/rss+xml" title="PBox2D for JRubyArt" href="http://localhost:4000/feed.xml" /> </head> <body> <header class="site-header"> <div class="wrapper"> <a class="site-title" href="/">PBox2D for JRubyArt</a> <nav class="site-nav"> <a href="#" class="menu-icon"> <svg viewBox="0 0 18 15"> <path fill="#424242" d="M18,1.484c0,0.82-0.665,1.484-1.484,1.484H1.484C0.665,2.969,0,2.304,0,1.484l0,0C0,0.665,0.665,0,1.484,0 h15.031C17.335,0,18,0.665,18,1.484L18,1.484z"/> <path fill="#424242" d="M18,7.516C18,8.335,17.335,9,16.516,9H1.484C0.665,9,0,8.335,0,7.516l0,0c0-0.82,0.665-1.484,1.484-1.484 h15.031C17.335,6.031,18,6.696,18,7.516L18,7.516z"/> <path fill="#424242" d="M18,13.516C18,14.335,17.335,15,16.516,15H1.484C0.665,15,0,14.335,0,13.516l0,0 c0-0.82,0.665-1.484,1.484-1.484h15.031C17.335,12.031,18,12.696,18,13.516L18,13.516z"/> </svg> </a> <div class="trigger"> <a class="page-link" href="/about/">About</a> <a class="page-link" href="/classes.html">Classes</a> <a class="page-link" href="/methods.html">Methods</a> <a class="page-link" href="/modules.html">Modules</a> </div> </nav> </div> </header> <div class="page-content"> <div class="wrapper"> <div class="post"> <header class="post-header"> <h1 class="post-title">PBox2D</h1> </header> <article class="post-content"> <p>The PBox2D class is a simple wrapper to help integrate the JBox2D world with ruby implementations of processing (<em>JRubyArt and propane</em>). Use the [WorldBuilder][world_builder] in your sketch setup to create an instance of this class.</p> <div class="language-ruby highlighter-rouge"><pre class="highlight"><code><span class="c1"># Ruby version of java wrapper allows us to have more</span> <span class="c1"># rubified interface, also needed for add_listener</span> <span class="k">class</span> <span class="nc">Box2D</span> <span class="o"><</span> <span class="no">Java</span><span class="o">::</span><span class="no">ProcessingBox2d</span><span class="o">::</span><span class="no">Box2DProcessing</span> <span class="n">field_accessor</span> <span class="ss">:world</span> <span class="c1"># allow access to protected variable</span> <span class="k">def</span> <span class="nf">init_options</span><span class="p">(</span><span class="n">args</span> <span class="o">=</span> <span class="p">{})</span> <span class="n">args</span> <span class="o">=</span> <span class="n">defaults</span><span class="p">.</span><span class="nf">merge</span><span class="p">(</span><span class="n">args</span><span class="p">)</span> <span class="n">set_options</span><span class="p">(</span><span class="n">args</span><span class="p">[</span><span class="ss">:scale</span><span class="p">],</span> <span class="n">args</span><span class="p">[</span><span class="ss">:gravity</span><span class="p">].</span><span class="nf">to_java</span><span class="p">(</span><span class="no">Java</span><span class="o">::</span><span class="n">float</span><span class="p">),</span> <span class="n">args</span><span class="p">[</span><span class="ss">:warm</span><span class="p">],</span> <span class="n">args</span><span class="p">[</span><span class="ss">:continuous</span><span class="p">]</span> <span class="p">)</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">step_options</span><span class="p">(</span><span class="n">args</span> <span class="o">=</span> <span class="p">{})</span> <span class="n">default_step</span><span class="p">.</span><span class="nf">merge</span><span class="p">(</span><span class="n">args</span><span class="p">)</span> <span class="n">set_step</span><span class="p">(</span><span class="n">args</span><span class="p">[</span><span class="ss">:time_step</span><span class="p">],</span> <span class="n">args</span><span class="p">[</span><span class="ss">:velocity_iter</span><span class="p">],</span> <span class="n">args</span><span class="p">[</span><span class="ss">:position_iter</span><span class="p">])</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">defaults</span> <span class="p">{</span> <span class="ss">scale: </span><span class="mi">10</span><span class="o">.</span><span class="mi">0</span><span class="p">,</span> <span class="ss">gravity: </span><span class="p">[</span><span class="mi">0</span><span class="p">,</span> <span class="o">-</span><span class="mi">10</span><span class="p">],</span> <span class="ss">warm: </span><span class="kp">true</span><span class="p">,</span> <span class="ss">continuous: </span><span class="kp">true</span> <span class="p">}</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">default_step</span> <span class="p">{</span> <span class="ss">time_step: </span><span class="mi">1</span><span class="o">.</span><span class="mi">0</span> <span class="o">/</span> <span class="mi">60</span><span class="p">,</span> <span class="ss">velocity_iter: </span><span class="mi">8</span><span class="p">,</span> <span class="ss">position_iter: </span><span class="mi">10</span> <span class="p">}</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">gravity</span><span class="p">(</span><span class="n">args</span><span class="p">)</span> <span class="n">change_gravity</span><span class="p">(</span><span class="n">args</span><span class="p">.</span><span class="nf">to_java</span><span class="p">(</span><span class="no">Java</span><span class="o">::</span><span class="n">float</span><span class="p">))</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">add_listener</span><span class="p">(</span><span class="n">listener</span><span class="p">)</span> <span class="c1"># in combination with field accessor we can access protected world</span> <span class="n">world</span><span class="p">.</span><span class="nf">setContactListener</span><span class="p">(</span><span class="n">listener</span><span class="p">)</span> <span class="k">end</span> <span class="k">def</span> <span class="nf">version</span> <span class="nb">format</span><span class="p">(</span><span class="s1">'pbox2d version %s'</span><span class="p">,</span> <span class="no">Pbox2d</span><span class="o">::</span><span class="no">VERSION</span><span class="p">)</span> <span class="k">end</span> <span class="k">end</span> </code></pre> </div> <p>The java class</p> <div class="language-java highlighter-rouge"><pre class="highlight"><code> <span class="kn">package</span> <span class="n">processing</span><span class="o">.</span><span class="na">box2d</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.common.Transform</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.common.Vec2</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.dynamics.Body</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.dynamics.BodyDef</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.dynamics.World</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.dynamics.joints.Joint</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">org.jbox2d.dynamics.joints.JointDef</span><span class="o">;</span> <span class="kn">import</span> <span class="nn">processing.core.PApplet</span><span class="o">;</span> <span class="cm">/** * Loosely based on Box2D-for-processing by Dan Shiffman * * @author Martin Prout */</span> <span class="kd">public</span> <span class="kd">abstract</span> <span class="kd">class</span> <span class="nc">Box2DProcessing</span> <span class="o">{</span> <span class="kd">private</span> <span class="kd">final</span> <span class="n">PApplet</span> <span class="n">parent</span><span class="o">;</span> <span class="kd">private</span> <span class="n">Options</span> <span class="n">options</span><span class="o">;</span> <span class="kd">private</span> <span class="n">Step</span> <span class="n">stepO</span><span class="o">;</span> <span class="kd">private</span> <span class="kd">final</span> <span class="kt">float</span> <span class="n">height</span><span class="o">;</span> <span class="kd">private</span> <span class="kd">final</span> <span class="kt">float</span> <span class="n">width</span><span class="o">;</span> <span class="cm">/** * The Box2D world (we might need public access for our ContactListener) */</span> <span class="kd">protected</span> <span class="n">World</span> <span class="n">world</span><span class="o">;</span> <span class="cm">/** * Scale between processing sketch and physics world */</span> <span class="kd">private</span> <span class="kt">float</span> <span class="n">scaleFactor</span><span class="o">;</span><span class="c1">// = 10.0f;</span> <span class="cm">/** * Adjust for processing.org unfathomable choice of y-axis direction */</span> <span class="kd">private</span> <span class="kd">final</span> <span class="kt">float</span> <span class="n">yFlip</span><span class="o">;</span><span class="c1">// = -1.0f; //flip y coordinate</span> <span class="cm">/** * Controls access to processing pre loop (via reflection) */</span> <span class="kd">private</span> <span class="kt">boolean</span> <span class="n">isActive</span> <span class="o">=</span> <span class="kc">false</span><span class="o">;</span> <span class="kd">private</span> <span class="n">Body</span> <span class="n">groundBody</span><span class="o">;</span> <span class="cm">/** * * @param p PApplet */</span> <span class="kd">public</span> <span class="nf">Box2DProcessing</span><span class="o">(</span><span class="n">PApplet</span> <span class="n">p</span><span class="o">)</span> <span class="o">{</span> <span class="n">parent</span> <span class="o">=</span> <span class="n">p</span><span class="o">;</span> <span class="n">height</span> <span class="o">=</span> <span class="n">p</span><span class="o">.</span><span class="na">height</span><span class="o">;</span> <span class="n">width</span> <span class="o">=</span> <span class="n">p</span><span class="o">.</span><span class="na">width</span><span class="o">;</span> <span class="n">yFlip</span> <span class="o">=</span> <span class="o">-</span><span class="mi">1</span><span class="o">;</span> <span class="n">setActive</span><span class="o">(</span><span class="kc">true</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * Abstract method implement on ruby side * * @param listener Custom Listener, Sketch? */</span> <span class="kd">public</span> <span class="kd">abstract</span> <span class="kt">void</span> <span class="nf">addListener</span><span class="o">(</span><span class="n">org</span><span class="o">.</span><span class="na">jbox2d</span><span class="o">.</span><span class="na">callbacks</span><span class="o">.</span><span class="na">ContactListener</span> <span class="n">listener</span><span class="o">);</span> <span class="cm">/** * * @param scale float * @param gravity float[] * @param warmStart boolean * @param continuous boolean */</span> <span class="kd">protected</span> <span class="kt">void</span> <span class="nf">setOptions</span><span class="o">(</span><span class="kt">float</span> <span class="n">scale</span><span class="o">,</span> <span class="kt">float</span><span class="o">[]</span> <span class="n">gravity</span><span class="o">,</span> <span class="kt">boolean</span> <span class="n">warmStart</span><span class="o">,</span> <span class="kt">boolean</span> <span class="n">continuous</span><span class="o">)</span> <span class="o">{</span> <span class="n">options</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Options</span><span class="o">(</span><span class="n">scale</span><span class="o">,</span> <span class="n">gravity</span><span class="o">,</span> <span class="n">warmStart</span><span class="o">,</span> <span class="n">continuous</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * * @param timeStep float * @param velocity int * @param position int */</span> <span class="kd">protected</span> <span class="kt">void</span> <span class="nf">setStep</span><span class="o">(</span><span class="kt">float</span> <span class="n">timeStep</span><span class="o">,</span> <span class="kt">int</span> <span class="n">velocity</span><span class="o">,</span> <span class="kt">int</span> <span class="n">position</span><span class="o">)</span> <span class="o">{</span> <span class="n">stepO</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Step</span><span class="o">(</span><span class="n">timeStep</span><span class="o">,</span> <span class="n">velocity</span><span class="o">,</span> <span class="n">position</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * This is the all important physics "step" function Says to move ahead one * unit in time Default */</span> <span class="kd">protected</span> <span class="kt">void</span> <span class="nf">step</span><span class="o">()</span> <span class="o">{</span> <span class="k">if</span> <span class="o">(</span><span class="n">stepO</span> <span class="o">==</span> <span class="kc">null</span><span class="o">)</span> <span class="o">{</span> <span class="n">stepO</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Step</span><span class="o">();</span> <span class="o">}</span> <span class="n">world</span><span class="o">.</span><span class="na">step</span><span class="o">(</span><span class="n">stepO</span><span class="o">.</span><span class="na">timeStep</span><span class="o">,</span> <span class="n">stepO</span><span class="o">.</span><span class="na">velIters</span><span class="o">,</span> <span class="n">stepO</span><span class="o">.</span><span class="na">posIters</span><span class="o">);</span> <span class="n">world</span><span class="o">.</span><span class="na">clearForces</span><span class="o">();</span> <span class="o">}</span> <span class="cm">/** * Create a world */</span> <span class="kd">public</span> <span class="kt">void</span> <span class="nf">createWorld</span><span class="o">()</span> <span class="o">{</span> <span class="k">if</span> <span class="o">(</span><span class="n">options</span> <span class="o">==</span> <span class="kc">null</span><span class="o">)</span> <span class="o">{</span> <span class="n">options</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Options</span><span class="o">();</span> <span class="o">}</span> <span class="n">Vec2</span> <span class="n">gravity</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Vec2</span><span class="o">(</span><span class="n">options</span><span class="o">.</span><span class="na">gravity</span><span class="o">[</span><span class="mi">0</span><span class="o">],</span> <span class="n">options</span><span class="o">.</span><span class="na">gravity</span><span class="o">[</span><span class="mi">1</span><span class="o">]);</span> <span class="n">scaleFactor</span> <span class="o">=</span> <span class="n">options</span><span class="o">.</span><span class="na">scaleFactor</span><span class="o">;</span> <span class="n">world</span> <span class="o">=</span> <span class="k">new</span> <span class="n">World</span><span class="o">(</span><span class="n">gravity</span><span class="o">);</span> <span class="n">world</span><span class="o">.</span><span class="na">setWarmStarting</span><span class="o">(</span><span class="n">options</span><span class="o">.</span><span class="na">warm</span><span class="o">);</span> <span class="n">world</span><span class="o">.</span><span class="na">setContinuousPhysics</span><span class="o">(</span><span class="n">options</span><span class="o">.</span><span class="na">continuous</span><span class="o">);</span> <span class="n">BodyDef</span> <span class="n">bodyDef</span> <span class="o">=</span> <span class="k">new</span> <span class="n">BodyDef</span><span class="o">();</span> <span class="n">groundBody</span> <span class="o">=</span> <span class="n">world</span><span class="o">.</span><span class="na">createBody</span><span class="o">(</span><span class="n">bodyDef</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * * @return Body */</span> <span class="kd">public</span> <span class="n">Body</span> <span class="nf">groundBody</span><span class="o">()</span> <span class="o">{</span> <span class="k">return</span> <span class="n">groundBody</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * Set the gravity (this can change in real-time) * * @param gravity float[] */</span> <span class="kd">protected</span> <span class="kt">void</span> <span class="nf">changeGravity</span><span class="o">(</span><span class="kt">float</span><span class="o">[]</span> <span class="n">gravity</span><span class="o">)</span> <span class="o">{</span> <span class="n">world</span><span class="o">.</span><span class="na">setGravity</span><span class="o">(</span><span class="k">new</span> <span class="n">Vec2</span><span class="o">(</span><span class="n">gravity</span><span class="o">[</span><span class="mi">0</span><span class="o">],</span> <span class="n">gravity</span><span class="o">[</span><span class="mi">1</span><span class="o">]));</span> <span class="o">}</span> <span class="cm">/** * Box2d has its own coordinate system and we have to move back and forth * between them to convert from Box2d world to processing pixel space * * @param world Vec2 * @return Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">worldToProcessing</span><span class="o">(</span><span class="n">Vec2</span> <span class="n">world</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="nf">worldToProcessing</span><span class="o">(</span><span class="n">world</span><span class="o">.</span><span class="na">x</span><span class="o">,</span> <span class="n">world</span><span class="o">.</span><span class="na">y</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * Box2d has its own coordinate system and we have to move back and forth * between them to convert from Box2d world to processing pixel space * Note reverse Y mapping (processing poxy coord system again) * @param worldX float * @param worldY float * @return Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">worldToProcessing</span><span class="o">(</span><span class="kt">float</span> <span class="n">worldX</span><span class="o">,</span> <span class="kt">float</span> <span class="n">worldY</span><span class="o">)</span> <span class="o">{</span> <span class="kt">float</span> <span class="n">pixelX</span> <span class="o">=</span> <span class="n">map</span><span class="o">(</span><span class="n">worldX</span><span class="o">,</span> <span class="mi">0</span><span class="n">f</span><span class="o">,</span> <span class="mi">1</span><span class="n">f</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">width</span> <span class="o">/</span> <span class="mi">2</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">width</span> <span class="o">/</span> <span class="mi">2</span> <span class="o">+</span> <span class="n">scaleFactor</span><span class="o">);</span> <span class="kt">float</span> <span class="n">pixelY</span> <span class="o">=</span> <span class="n">map</span><span class="o">(</span><span class="n">worldY</span><span class="o">,</span> <span class="mi">1</span><span class="n">f</span><span class="o">,</span> <span class="mi">0</span><span class="n">f</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">height</span> <span class="o">/</span> <span class="mi">2</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">height</span> <span class="o">/</span> <span class="mi">2</span> <span class="o">+</span> <span class="n">scaleFactor</span><span class="o">);</span> <span class="k">return</span> <span class="k">new</span> <span class="nf">Vec2</span><span class="o">(</span><span class="n">pixelX</span><span class="o">,</span> <span class="n">pixelY</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * convert Coordinate from pixel space to box2d world * * @param screen Vec2 * @return Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">processingToWorld</span><span class="o">(</span><span class="n">Vec2</span> <span class="n">screen</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="nf">processingToWorld</span><span class="o">(</span><span class="n">screen</span><span class="o">.</span><span class="na">x</span><span class="o">,</span> <span class="n">screen</span><span class="o">.</span><span class="na">y</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * Note reverse Y mapping (processing poxy coord system again) * @param pixelX float * @param pixelY float * @return Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">processingToWorld</span><span class="o">(</span><span class="kt">float</span> <span class="n">pixelX</span><span class="o">,</span> <span class="kt">float</span> <span class="n">pixelY</span><span class="o">)</span> <span class="o">{</span> <span class="kt">float</span> <span class="n">worldX</span> <span class="o">=</span> <span class="n">map</span><span class="o">(</span><span class="n">pixelX</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">width</span> <span class="o">/</span> <span class="mi">2</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">width</span> <span class="o">/</span> <span class="mi">2</span> <span class="o">+</span> <span class="n">scaleFactor</span><span class="o">,</span> <span class="mi">0</span><span class="n">f</span><span class="o">,</span> <span class="mi">1</span><span class="n">f</span><span class="o">);</span> <span class="kt">float</span> <span class="n">worldY</span> <span class="o">=</span> <span class="n">map</span><span class="o">(</span><span class="n">pixelY</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">height</span> <span class="o">/</span> <span class="mi">2</span><span class="o">,</span> <span class="n">parent</span><span class="o">.</span><span class="na">height</span> <span class="o">/</span> <span class="mi">2</span> <span class="o">+</span> <span class="n">scaleFactor</span><span class="o">,</span> <span class="mi">1</span><span class="n">f</span><span class="o">,</span> <span class="mi">0</span><span class="n">f</span><span class="o">);</span> <span class="k">return</span> <span class="k">new</span> <span class="nf">Vec2</span><span class="o">(</span><span class="n">worldX</span><span class="o">,</span> <span class="n">worldY</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * Scale from processing to world * * @param val float * @return float */</span> <span class="kd">public</span> <span class="kt">float</span> <span class="nf">scaleToWorld</span><span class="o">(</span><span class="kt">float</span> <span class="n">val</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="n">val</span> <span class="o">/</span> <span class="n">scaleFactor</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * Scale from world to processing * * @param val float * @return float */</span> <span class="kd">public</span> <span class="kt">float</span> <span class="nf">scaleToProcessing</span><span class="o">(</span><span class="kt">float</span> <span class="n">val</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="n">val</span> <span class="o">*</span> <span class="n">scaleFactor</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * Vector scale between two worlds * * @param v Vec2 * @return Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">vectorToWorld</span><span class="o">(</span><span class="n">Vec2</span> <span class="n">v</span><span class="o">)</span> <span class="o">{</span> <span class="n">Vec2</span> <span class="n">u</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Vec2</span><span class="o">(</span><span class="n">v</span><span class="o">.</span><span class="na">x</span> <span class="o">/</span> <span class="n">scaleFactor</span><span class="o">,</span> <span class="n">v</span><span class="o">.</span><span class="na">y</span> <span class="o">/</span> <span class="n">scaleFactor</span><span class="o">);</span> <span class="n">u</span><span class="o">.</span><span class="na">y</span> <span class="o">*=</span> <span class="n">yFlip</span><span class="o">;</span> <span class="k">return</span> <span class="n">u</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * Translate from world coords to processing as a Vec2 * * @param x float * @param y float * @return Vec */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">vectorToWorld</span><span class="o">(</span><span class="kt">float</span> <span class="n">x</span><span class="o">,</span> <span class="kt">float</span> <span class="n">y</span><span class="o">)</span> <span class="o">{</span> <span class="n">Vec2</span> <span class="n">u</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Vec2</span><span class="o">(</span><span class="n">x</span> <span class="o">/</span> <span class="n">scaleFactor</span><span class="o">,</span> <span class="n">y</span> <span class="o">/</span> <span class="n">scaleFactor</span><span class="o">);</span> <span class="n">u</span><span class="o">.</span><span class="na">y</span> <span class="o">*=</span> <span class="n">yFlip</span><span class="o">;</span> <span class="k">return</span> <span class="n">u</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * Translate from world to processing as a Vec2 * * @param v Vec * @return Vec */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">vectorToProcessing</span><span class="o">(</span><span class="n">Vec2</span> <span class="n">v</span><span class="o">)</span> <span class="o">{</span> <span class="n">Vec2</span> <span class="n">u</span> <span class="o">=</span> <span class="k">new</span> <span class="n">Vec2</span><span class="o">(</span><span class="n">v</span><span class="o">.</span><span class="na">x</span> <span class="o">*</span> <span class="n">scaleFactor</span><span class="o">,</span> <span class="n">v</span><span class="o">.</span><span class="na">y</span> <span class="o">*</span> <span class="n">scaleFactor</span><span class="o">);</span> <span class="n">u</span><span class="o">.</span><span class="na">y</span> <span class="o">*=</span> <span class="n">yFlip</span><span class="o">;</span> <span class="k">return</span> <span class="n">u</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * A common task we have to do a lot * * @param bd BodyDef * @return Body */</span> <span class="kd">public</span> <span class="n">Body</span> <span class="nf">createBody</span><span class="o">(</span><span class="n">BodyDef</span> <span class="n">bd</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="n">world</span><span class="o">.</span><span class="na">createBody</span><span class="o">(</span><span class="n">bd</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * A common task we have to do a lot * * @param jd JointDef * @return World */</span> <span class="kd">public</span> <span class="n">Joint</span> <span class="nf">createJoint</span><span class="o">(</span><span class="n">JointDef</span> <span class="n">jd</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="n">world</span><span class="o">.</span><span class="na">createJoint</span><span class="o">(</span><span class="n">jd</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * * @param b Body * @return body coord as Vec2 */</span> <span class="kd">public</span> <span class="n">Vec2</span> <span class="nf">bodyCoord</span><span class="o">(</span><span class="n">Body</span> <span class="n">b</span><span class="o">)</span> <span class="o">{</span> <span class="n">Transform</span> <span class="n">xf</span> <span class="o">=</span> <span class="n">b</span><span class="o">.</span><span class="na">getTransform</span><span class="o">();</span> <span class="k">return</span> <span class="nf">worldToProcessing</span><span class="o">(</span><span class="n">xf</span><span class="o">.</span><span class="na">p</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * * @param b Body */</span> <span class="kd">public</span> <span class="kt">void</span> <span class="nf">destroyBody</span><span class="o">(</span><span class="n">Body</span> <span class="n">b</span><span class="o">)</span> <span class="o">{</span> <span class="n">world</span><span class="o">.</span><span class="na">destroyBody</span><span class="o">(</span><span class="n">b</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * Access the processing pre loop by java reflection */</span> <span class="kd">public</span> <span class="kt">void</span> <span class="nf">pre</span><span class="o">()</span> <span class="o">{</span> <span class="n">step</span><span class="o">();</span> <span class="o">}</span> <span class="cm">/** * Recommended inclusion in a processing library */</span> <span class="kd">public</span> <span class="kt">void</span> <span class="nf">dispose</span><span class="o">()</span> <span class="o">{</span> <span class="n">setActive</span><span class="o">(</span><span class="kc">false</span><span class="o">);</span> <span class="o">}</span> <span class="cm">/** * * @return height float */</span> <span class="kd">public</span> <span class="kt">float</span> <span class="nf">height</span><span class="o">()</span> <span class="o">{</span> <span class="k">return</span> <span class="n">height</span><span class="o">;</span> <span class="o">}</span> <span class="cm">/** * * @return width float */</span> <span class="kd">public</span> <span class="kt">float</span> <span class="nf">width</span><span class="o">()</span> <span class="o">{</span> <span class="k">return</span> <span class="n">width</span><span class="o">;</span> <span class="o">}</span> <span class="kd">private</span> <span class="kt">float</span> <span class="nf">map</span><span class="o">(</span><span class="kt">float</span> <span class="n">val</span><span class="o">,</span> <span class="kt">float</span> <span class="n">startIn</span><span class="o">,</span> <span class="kt">float</span> <span class="n">endIn</span><span class="o">,</span> <span class="kt">float</span> <span class="n">startOut</span><span class="o">,</span> <span class="kt">float</span> <span class="n">endOut</span><span class="o">)</span> <span class="o">{</span> <span class="k">return</span> <span class="n">startOut</span> <span class="o">+</span> <span class="o">(</span><span class="n">endOut</span> <span class="o">-</span> <span class="n">startOut</span><span class="o">)</span> <span class="o">*</span> <span class="o">((</span><span class="n">val</span> <span class="o">-</span> <span class="n">startIn</span><span class="o">)</span> <span class="o">/</span> <span class="o">(</span><span class="n">endIn</span> <span class="o">-</span> <span class="n">startIn</span><span class="o">));</span> <span class="o">}</span> <span class="kd">private</span> <span class="kt">void</span> <span class="nf">setActive</span><span class="o">(</span><span class="kt">boolean</span> <span class="n">active</span><span class="o">)</span> <span class="o">{</span> <span class="k">if</span> <span class="o">(</span><span class="n">active</span> <span class="o">!=</span> <span class="n">isActive</span><span class="o">)</span> <span class="o">{</span> <span class="n">isActive</span> <span class="o">=</span> <span class="n">active</span><span class="o">;</span> <span class="k">if</span> <span class="o">(</span><span class="n">active</span><span class="o">)</span> <span class="o">{</span> <span class="n">parent</span><span class="o">.</span><span class="na">registerMethod</span><span class="o">(</span><span class="s">"dispose"</span><span class="o">,</span> <span class="k">this</span><span class="o">);</span> <span class="n">parent</span><span class="o">.</span><span class="na">registerMethod</span><span class="o">(</span><span class="s">"pre"</span><span class="o">,</span> <span class="k">this</span><span class="o">);</span> <span class="o">}</span> <span class="k">else</span> <span class="o">{</span> <span class="n">parent</span><span class="o">.</span><span class="na">unregisterMethod</span><span class="o">(</span><span class="s">"pre"</span><span class="o">,</span> <span class="k">this</span><span class="o">);</span> <span class="o">}</span> <span class="o">}</span> <span class="o">}</span> <span class="o">}</span> </code></pre> </div> </article> </div> </div> </div> <footer class="site-footer"> <div class="wrapper"> <h2 class="footer-heading">PBox2D for JRubyArt</h2> <div class="footer-col-wrapper"> <div class="footer-col footer-col-1"> <ul class="contact-list"> <li>PBox2D for JRubyArt</li> <li><a href="mailto:mamba2928@yahoo.co.uk">mamba2928@yahoo.co.uk</a></li> </ul> </div> <div class="footer-col footer-col-2"> <ul class="social-media-list"> <li> <a href="https://github.com/monkstone"> <span class="icon icon--github"> <svg viewBox="0 0 16 16"> <path fill="#828282" 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class="icon icon--twitter"> <svg viewBox="0 0 16 16"> <path fill="#828282" d="M15.969,3.058c-0.586,0.26-1.217,0.436-1.878,0.515c0.675-0.405,1.194-1.045,1.438-1.809 c-0.632,0.375-1.332,0.647-2.076,0.793c-0.596-0.636-1.446-1.033-2.387-1.033c-1.806,0-3.27,1.464-3.27,3.27 c0,0.256,0.029,0.506,0.085,0.745C5.163,5.404,2.753,4.102,1.14,2.124C0.859,2.607,0.698,3.168,0.698,3.767 c0,1.134,0.577,2.135,1.455,2.722C1.616,6.472,1.112,6.325,0.671,6.08c0,0.014,0,0.027,0,0.041c0,1.584,1.127,2.906,2.623,3.206 C3.02,9.402,2.731,9.442,2.433,9.442c-0.211,0-0.416-0.021-0.615-0.059c0.416,1.299,1.624,2.245,3.055,2.271 c-1.119,0.877-2.529,1.4-4.061,1.4c-0.264,0-0.524-0.015-0.78-0.046c1.447,0.928,3.166,1.469,5.013,1.469 c6.015,0,9.304-4.983,9.304-9.304c0-0.142-0.003-0.283-0.009-0.423C14.976,4.29,15.531,3.714,15.969,3.058z"/> </svg> </span> <span class="username">monkstoneT</span> </a> </li> </ul> </div> <div class="footer-col footer-col-3"> <p class="text">PBox2D is a ruby wrapper for JBox2D, so you can use the physics engine with JRubyArt or propane (NB: original ruby-processing is no longer supported). </p> </div> </div> </div> </footer> </body> </html>