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to_pos

Function to_pos 

Source
pub fn to_pos(v: Vec2) -> Pos
Expand description

Convert a vector to a world position. no-op in single precision.

Examples found in repository?
examples/demo_scenes.rs (line 12)
10fn add_static_box(world: &mut World, x: f32, y: f32, hx: f32, hy: f32) -> i32 {
11    let mut body_def = default_body_def();
12    body_def.position = m::to_pos(m::Vec2 { x, y });
13    let id = create_body(world, &body_def);
14    let def = default_shape_def();
15    let poly = make_box(hx, hy);
16    create_polygon_shape(world, id, &def, &poly);
17    get_body_full_id(world, id)
18}
19
20fn add_box(world: &mut World, x: f32, y: f32, hx: f32, hy: f32) -> i32 {
21    let mut body_def = default_body_def();
22    body_def.type_ = BodyType::Dynamic;
23    body_def.position = m::to_pos(m::Vec2 { x, y });
24    let id = create_body(world, &body_def);
25    let mut def = default_shape_def();
26    def.density = 1.0;
27    def.material.friction = 0.3;
28    let poly = make_box(hx, hy);
29    create_polygon_shape(world, id, &def, &poly);
30    get_body_full_id(world, id)
31}
32
33fn add_circle(world: &mut World, x: f32, y: f32, r: f32, density: f32) -> i32 {
34    let mut body_def = default_body_def();
35    body_def.type_ = BodyType::Dynamic;
36    body_def.position = m::to_pos(m::Vec2 { x, y });
37    let id = create_body(world, &body_def);
38    let mut def = default_shape_def();
39    def.density = density;
40    def.material.friction = 0.3;
41    def.material.restitution = 0.2;
42    let circle = box2d_rust::collision::Circle {
43        center: m::VEC2_ZERO,
44        radius: r,
45    };
46    create_circle_shape(world, id, &def, &circle);
47    get_body_full_id(world, id)
48}
More examples
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examples/benchmark/scenes/rain.rs (lines 114-117)
103fn create_group(world: &mut World, row_index: i32, column_index: i32) {
104    debug_assert!(row_index < RAIN_ROW_COUNT && column_index < RAIN_COLUMN_COUNT);
105
106    RAIN_DATA.with(|rd| {
107        let mut rd = rd.borrow_mut();
108
109        let group_index = (row_index * RAIN_COLUMN_COUNT + column_index) as usize;
110
111        let span = rd.grid_count as f32 * rd.grid_size;
112        let group_distance = 1.0 * span / RAIN_COLUMN_COUNT as f32;
113
114        let mut position = to_pos(Vec2 {
115            x: -0.5 * span + group_distance * (column_index as f32 + 0.5),
116            y: 40.0 + 45.0 * row_index as f32,
117        });
118
119        let scale = 1.0;
120        let joint_friction = 0.05;
121        let joint_hertz = 5.0;
122        let joint_damping = 0.5;
123
124        for i in 0..RAIN_GROUP_SIZE {
125            create_human(
126                &mut rd.groups[group_index][i as usize],
127                world,
128                position,
129                scale,
130                joint_friction,
131                joint_hertz,
132                joint_damping,
133                i + 1,
134                0,
135                false,
136            );
137            position = offset_pos(position, Vec2 { x: 0.5, y: 0.0 });
138        }
139    });
140}
examples/benchmark/scenes/pyramids.rs (line 53)
20pub fn create_joint_grid(world: &mut World) {
21    world_enable_sleeping(world, false);
22
23    let n: i32 = if BENCHMARK_DEBUG { 20 } else { 100 };
24
25    let mut bodies: Vec<BodyId> = Vec::with_capacity((n * n) as usize);
26
27    let mut shape_def = default_shape_def();
28    shape_def.density = 1.0;
29    shape_def.filter.category_bits = 2;
30    shape_def.filter.mask_bits = (!2u32) as u64;
31
32    let circle = Circle {
33        center: Vec2 { x: 0.0, y: 0.0 },
34        radius: 0.4,
35    };
36
37    let mut joint_def = default_revolute_joint_def();
38    joint_def.base.draw_scale = 0.4;
39
40    let mut body_def = default_body_def();
41
42    for k in 0..n {
43        for i in 0..n {
44            let fk = k as f32;
45            let fi = i as f32;
46
47            if k >= n / 2 - 3 && k <= n / 2 + 3 && i == 0 {
48                body_def.type_ = BodyType::Static;
49            } else {
50                body_def.type_ = BodyType::Dynamic;
51            }
52
53            body_def.position = to_pos(Vec2 { x: fk, y: -fi });
54
55            let body = create_body(world, &body_def);
56            create_circle_shape(world, body, &shape_def, &circle);
57
58            let index = bodies.len();
59
60            if i > 0 {
61                joint_def.base.body_id_a = bodies[index - 1];
62                joint_def.base.body_id_b = body;
63                joint_def.base.local_frame_a.p = Vec2 { x: 0.0, y: -0.5 };
64                joint_def.base.local_frame_b.p = Vec2 { x: 0.0, y: 0.5 };
65                create_revolute_joint(world, &joint_def);
66            }
67
68            if k > 0 {
69                joint_def.base.body_id_a = bodies[index - n as usize];
70                joint_def.base.body_id_b = body;
71                joint_def.base.local_frame_a.p = Vec2 { x: 0.5, y: 0.0 };
72                joint_def.base.local_frame_b.p = Vec2 { x: -0.5, y: 0.0 };
73                create_revolute_joint(world, &joint_def);
74            }
75
76            bodies.push(body);
77        }
78    }
79}
80
81// (CreateLargePyramid)
82pub fn create_large_pyramid(world: &mut World) {
83    world_enable_sleeping(world, false);
84
85    let base_count: i32 = if BENCHMARK_DEBUG { 20 } else { 100 };
86
87    {
88        let mut body_def = default_body_def();
89        body_def.position = to_pos(Vec2 { x: 0.0, y: -1.0 });
90        let ground_id = create_body(world, &body_def);
91
92        let box_shape = make_box(100.0, 1.0);
93        let shape_def = default_shape_def();
94        create_polygon_shape(world, ground_id, &shape_def, &box_shape);
95    }
96
97    let mut body_def = default_body_def();
98    body_def.type_ = BodyType::Dynamic;
99
100    let mut shape_def = default_shape_def();
101    shape_def.density = 1.0;
102
103    let a = 0.5;
104    let box_shape = make_square(a);
105
106    let shift = 1.0 * a;
107
108    for i in 0..base_count {
109        let y = (2.0 * i as f32 + 1.0) * shift;
110
111        for j in i..base_count {
112            let x = (i as f32 + 1.0) * shift + 2.0 * (j - i) as f32 * shift - a * base_count as f32;
113
114            body_def.position = to_pos(Vec2 { x, y });
115
116            let body_id = create_body(world, &body_def);
117            create_polygon_shape(world, body_id, &shape_def, &box_shape);
118        }
119    }
120}
121
122// (static CreateSmallPyramid)
123fn create_small_pyramid(
124    world: &mut World,
125    base_count: i32,
126    extent: f32,
127    center_x: f32,
128    base_y: f32,
129) {
130    let mut body_def = default_body_def();
131    body_def.type_ = BodyType::Dynamic;
132
133    let shape_def = default_shape_def();
134
135    let box_shape = make_square(extent);
136
137    for i in 0..base_count {
138        let y = (2.0 * i as f32 + 1.0) * extent + base_y;
139
140        for j in i..base_count {
141            let x = (i as f32 + 1.0) * extent + 2.0 * (j - i) as f32 * extent + center_x - 0.5;
142            body_def.position = to_pos(Vec2 { x, y });
143
144            let body_id = create_body(world, &body_def);
145            create_polygon_shape(world, body_id, &shape_def, &box_shape);
146        }
147    }
148}
149
150// (CreateManyPyramids)
151pub fn create_many_pyramids(world: &mut World) {
152    world_enable_sleeping(world, false);
153
154    let base_count = 10;
155    let extent = 0.5;
156    let row_count: i32 = if BENCHMARK_DEBUG { 5 } else { 20 };
157    let column_count: i32 = if BENCHMARK_DEBUG { 5 } else { 20 };
158
159    let body_def = default_body_def();
160    let ground_id = create_body(world, &body_def);
161
162    let ground_delta_y = 2.0 * extent * (base_count as f32 + 1.0);
163    let ground_width = 2.0 * extent * column_count as f32 * (base_count as f32 + 1.0);
164    let shape_def = default_shape_def();
165
166    let mut ground_y = 0.0;
167
168    for _ in 0..row_count {
169        let segment = Segment {
170            point1: Vec2 {
171                x: -0.5 * ground_width,
172                y: ground_y,
173            },
174            point2: Vec2 {
175                x: 0.5 * ground_width,
176                y: ground_y,
177            },
178        };
179        create_segment_shape(world, ground_id, &shape_def, &segment);
180        ground_y += ground_delta_y;
181    }
182
183    let base_width = 2.0 * extent * base_count as f32;
184    let mut base_y = 0.0;
185
186    for _ in 0..row_count {
187        for j in 0..column_count {
188            let center_x =
189                -0.5 * ground_width + j as f32 * (base_width + 2.0 * extent) + 2.0 * extent;
190            create_small_pyramid(world, base_count, extent, center_x, base_y);
191        }
192
193        base_y += ground_delta_y;
194    }
195}
196
197// (CreateCompounds)
198// Lifted from samples/sample_benchmark.cpp BenchmarkBarrel (e_compoundShape
199// branch). Each dynamic body is a compound of two triangular polygon shapes.
200pub fn create_compounds(world: &mut World) {
201    {
202        let grid_size = 1.0;
203
204        let body_def = default_body_def();
205        let ground_id = create_body(world, &body_def);
206
207        let shape_def = default_shape_def();
208
209        let y = 0.0;
210        let mut x = -40.0 * grid_size;
211        for _ in 0..81 {
212            let box_shape = make_offset_box(
213                0.55 * grid_size,
214                0.5 * grid_size,
215                Vec2 { x, y },
216                ROT_IDENTITY,
217            );
218            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
219            x += grid_size;
220        }
221
222        let mut y = grid_size;
223        let x = -40.0 * grid_size;
224        for _ in 0..100 {
225            let box_shape = make_offset_box(
226                0.5 * grid_size,
227                0.55 * grid_size,
228                Vec2 { x, y },
229                ROT_IDENTITY,
230            );
231            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
232            y += grid_size;
233        }
234
235        let mut y = grid_size;
236        let x = 40.0 * grid_size;
237        for _ in 0..100 {
238            let box_shape = make_offset_box(
239                0.5 * grid_size,
240                0.55 * grid_size,
241                Vec2 { x, y },
242                ROT_IDENTITY,
243            );
244            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
245            y += grid_size;
246        }
247
248        let segment = Segment {
249            point1: Vec2 {
250                x: -800.0,
251                y: -80.0,
252            },
253            point2: Vec2 { x: 800.0, y: -80.0 },
254        };
255        create_segment_shape(world, ground_id, &shape_def, &segment);
256    }
257
258    let column_count: i32 = if BENCHMARK_DEBUG { 10 } else { 20 };
259    let row_count: i32 = if BENCHMARK_DEBUG { 40 } else { 150 };
260
261    let left_points = [
262        Vec2 { x: -1.0, y: 0.0 },
263        Vec2 { x: 0.5, y: 1.0 },
264        Vec2 { x: 0.0, y: 2.0 },
265    ];
266    let left_hull = compute_hull(&left_points);
267    let left = make_polygon(&left_hull, 0.0);
268
269    let right_points = [
270        Vec2 { x: 1.0, y: 0.0 },
271        Vec2 { x: -0.5, y: 1.0 },
272        Vec2 { x: 0.0, y: 2.0 },
273    ];
274    let right_hull = compute_hull(&right_points);
275    let right = make_polygon(&right_hull, 0.0);
276
277    let mut body_def = default_body_def();
278    body_def.type_ = BodyType::Dynamic;
279
280    let mut shape_def = default_shape_def();
281    shape_def.density = 1.0;
282    shape_def.material.friction = 0.5;
283
284    // Match the sample exactly: centery is computed before shift is reset for
285    // the compound branch.
286    let shift = 2.0;
287    let extray = 0.25;
288    let mut side = 0.25;
289    let centerx = shift * column_count as f32 / 2.0 - 1.0;
290    let centery = 1.15 / 2.0;
291    let y_start = 5.0;
292
293    for i in 0..column_count {
294        let x = i as f32 * shift - centerx;
295
296        for j in 0..row_count {
297            let y = j as f32 * (shift + extray) + centery + y_start;
298
299            body_def.position = to_pos(Vec2 { x: x + side, y });
300            side = -side;
301
302            let body_id = create_body(world, &body_def);
303            create_polygon_shape(world, body_id, &shape_def, &left);
304            create_polygon_shape(world, body_id, &shape_def, &right);
305        }
306    }
307}
examples/benchmark/scenes/machines.rs (line 77)
39pub fn create_spinner(world: &mut World) {
40    let ground_id;
41    {
42        let body_def = default_body_def();
43        ground_id = create_body(world, &body_def);
44
45        let q = make_rot(-2.0 * PI / SPINNER_POINT_COUNT as f32);
46        let mut p = Vec2 { x: 40.0, y: 0.0 };
47        let mut points: Vec<Vec2> = Vec::with_capacity(SPINNER_POINT_COUNT);
48        for _ in 0..SPINNER_POINT_COUNT {
49            points.push(Vec2 {
50                x: p.x,
51                y: p.y + 32.0,
52            });
53            p = rotate_vector(q, p);
54        }
55
56        // C: b2SurfaceMaterial material = { 0 }; material.friction = 0.1f;
57        let material = SurfaceMaterial {
58            friction: 0.1,
59            restitution: 0.0,
60            rolling_resistance: 0.0,
61            tangent_speed: 0.0,
62            user_material_id: 0,
63            custom_color: 0,
64        };
65
66        let mut chain_def = default_chain_def();
67        chain_def.points = points;
68        chain_def.is_loop = true;
69        chain_def.materials = vec![material];
70
71        create_chain(world, ground_id, &chain_def);
72    }
73
74    {
75        let mut body_def = default_body_def();
76        body_def.type_ = BodyType::Dynamic;
77        body_def.position = to_pos(Vec2 { x: 0.0, y: 12.0 });
78        body_def.enable_sleep = false;
79
80        let spinner_id = create_body(world, &body_def);
81
82        let box_shape = make_rounded_box(0.4, 20.0, 0.2);
83        let mut shape_def = default_shape_def();
84        shape_def.material.friction = 0.0;
85        create_polygon_shape(world, spinner_id, &shape_def, &box_shape);
86
87        let motor_speed = 5.0;
88        let max_motor_torque = f32::MAX;
89        let mut joint_def = default_revolute_joint_def();
90        joint_def.base.body_id_a = ground_id;
91        joint_def.base.body_id_b = spinner_id;
92        joint_def.base.local_frame_a.p = body_get_local_point(world, ground_id, body_def.position);
93        joint_def.enable_motor = true;
94        joint_def.motor_speed = motor_speed;
95        joint_def.max_motor_torque = max_motor_torque;
96
97        let joint_id = create_revolute_joint(world, &joint_def);
98        SPINNER_ID.with(|id| id.set(joint_id));
99    }
100
101    let capsule = Capsule {
102        center1: Vec2 { x: -0.25, y: 0.0 },
103        center2: Vec2 { x: 0.25, y: 0.0 },
104        radius: 0.25,
105    };
106    let circle = Circle {
107        center: Vec2 { x: 0.0, y: 0.0 },
108        radius: 0.35,
109    };
110    let square = make_square(0.35);
111
112    let mut body_def = default_body_def();
113    body_def.type_ = BodyType::Dynamic;
114    let mut shape_def = default_shape_def();
115    shape_def.material.friction = 0.1;
116    shape_def.material.restitution = 0.1;
117    shape_def.density = 0.25;
118
119    let body_count: i32 = if BENCHMARK_DEBUG { 499 } else { 2 * 3038 };
120
121    let mut x = -23.0;
122    let mut y = 2.0;
123    for i in 0..body_count {
124        body_def.position = to_pos(Vec2 { x, y });
125        let body_id = create_body(world, &body_def);
126
127        let remainder = i % 3;
128        if remainder == 0 {
129            create_capsule_shape(world, body_id, &shape_def, &capsule);
130        } else if remainder == 1 {
131            create_circle_shape(world, body_id, &shape_def, &circle);
132        } else if remainder == 2 {
133            create_polygon_shape(world, body_id, &shape_def, &square);
134        }
135
136        x += 0.5;
137
138        if x >= 23.0 {
139            x = -23.0;
140            y += 0.5;
141        }
142    }
143}
144
145// (StepSpinner)
146pub fn step_spinner(world: &mut World, _step_count: i32) -> f32 {
147    let joint_id = SPINNER_ID.with(|id| id.get());
148    revolute_joint_get_angle(world, joint_id)
149}
150
151// (CreateSmash)
152pub fn create_smash(world: &mut World) {
153    world_set_gravity(world, VEC2_ZERO);
154
155    {
156        let box_shape = make_box(4.0, 4.0);
157
158        let mut body_def = default_body_def();
159        body_def.type_ = BodyType::Dynamic;
160        body_def.position = to_pos(Vec2 { x: -20.0, y: 0.0 });
161        body_def.linear_velocity = Vec2 { x: 40.0, y: 0.0 };
162        let body_id = create_body(world, &body_def);
163
164        let mut shape_def = default_shape_def();
165        shape_def.density = 8.0;
166        create_polygon_shape(world, body_id, &shape_def, &box_shape);
167    }
168
169    let d = 0.4;
170    let box_shape = make_square(0.5 * d);
171
172    let mut body_def = default_body_def();
173    body_def.type_ = BodyType::Dynamic;
174    body_def.is_awake = false;
175
176    let shape_def = default_shape_def();
177
178    let columns: i32 = if BENCHMARK_DEBUG { 20 } else { 120 };
179    let rows: i32 = if BENCHMARK_DEBUG { 10 } else { 80 };
180
181    for i in 0..columns {
182        for j in 0..rows {
183            body_def.position = to_pos(Vec2 {
184                x: i as f32 * d + 30.0,
185                y: (j as f32 - rows as f32 / 2.0) * d,
186            });
187            let body_id = create_body(world, &body_def);
188            create_polygon_shape(world, body_id, &shape_def, &box_shape);
189        }
190    }
191}
192
193// (CreateTumbler)
194pub fn create_tumbler(world: &mut World) {
195    let ground_id;
196    {
197        let body_def = default_body_def();
198        ground_id = create_body(world, &body_def);
199    }
200
201    {
202        let mut body_def = default_body_def();
203        body_def.type_ = BodyType::Dynamic;
204        body_def.position = to_pos(Vec2 { x: 0.0, y: 10.0 });
205        let body_id = create_body(world, &body_def);
206
207        let mut shape_def = default_shape_def();
208        shape_def.density = 50.0;
209
210        let polygon = make_offset_box(0.5, 10.0, Vec2 { x: 10.0, y: 0.0 }, ROT_IDENTITY);
211        create_polygon_shape(world, body_id, &shape_def, &polygon);
212        let polygon = make_offset_box(0.5, 10.0, Vec2 { x: -10.0, y: 0.0 }, ROT_IDENTITY);
213        create_polygon_shape(world, body_id, &shape_def, &polygon);
214        let polygon = make_offset_box(10.0, 0.5, Vec2 { x: 0.0, y: 10.0 }, ROT_IDENTITY);
215        create_polygon_shape(world, body_id, &shape_def, &polygon);
216        let polygon = make_offset_box(10.0, 0.5, Vec2 { x: 0.0, y: -10.0 }, ROT_IDENTITY);
217        create_polygon_shape(world, body_id, &shape_def, &polygon);
218
219        let motor_speed = 25.0;
220
221        let mut joint_def = default_revolute_joint_def();
222        joint_def.base.body_id_a = ground_id;
223        joint_def.base.body_id_b = body_id;
224        joint_def.base.local_frame_a.p = Vec2 { x: 0.0, y: 10.0 };
225        joint_def.base.local_frame_b.p = Vec2 { x: 0.0, y: 0.0 };
226        joint_def.motor_speed = (PI / 180.0) * motor_speed;
227        joint_def.max_motor_torque = 1e8;
228        joint_def.enable_motor = true;
229
230        create_revolute_joint(world, &joint_def);
231    }
232
233    let grid_count: i32 = if BENCHMARK_DEBUG { 20 } else { 45 };
234
235    let polygon = make_box(0.125, 0.125);
236    let mut body_def = default_body_def();
237    body_def.type_ = BodyType::Dynamic;
238    let shape_def = default_shape_def();
239
240    let mut y = -0.2 * grid_count as f32 + 10.0;
241    for _ in 0..grid_count {
242        let mut x = -0.2 * grid_count as f32;
243
244        for _ in 0..grid_count {
245            body_def.position = to_pos(Vec2 { x, y });
246            let body_id = create_body(world, &body_def);
247
248            create_polygon_shape(world, body_id, &shape_def, &polygon);
249
250            x += 0.4;
251        }
252
253        y += 0.4;
254    }
255}
256
257// (CreateWasher)
258pub fn create_washer(world: &mut World) {
259    let kinematic = true;
260
261    {
262        let body_def = default_body_def();
263        // groundId is only used to anchor the (disabled) revolute joint branch.
264        let _ground_id = create_body(world, &body_def);
265    }
266
267    {
268        let motor_speed = 25.0;
269
270        let mut body_def = default_body_def();
271        body_def.position = to_pos(Vec2 { x: 0.0, y: 10.0 });
272
273        if kinematic {
274            body_def.type_ = BodyType::Kinematic;
275            body_def.angular_velocity = (PI / 180.0) * motor_speed;
276            body_def.linear_velocity = Vec2 {
277                x: 0.001,
278                y: -0.002,
279            };
280        } else {
281            body_def.type_ = BodyType::Dynamic;
282        }
283
284        let body_id = create_body(world, &body_def);
285
286        let shape_def = default_shape_def();
287
288        let r0 = 14.0;
289        let r1 = 16.0;
290        let r2 = 18.0;
291
292        let angle = PI / 18.0;
293        let q = Rot {
294            c: angle.cos(),
295            s: angle.sin(),
296        };
297        let qo = Rot {
298            c: (0.1 * angle).cos(),
299            s: (0.1 * angle).sin(),
300        };
301        let mut u1 = Vec2 { x: 1.0, y: 0.0 };
302        for i in 0..36 {
303            let u2 = if i == 35 {
304                Vec2 { x: 1.0, y: 0.0 }
305            } else {
306                rotate_vector(q, u1)
307            };
308
309            {
310                let a1 = inv_rotate_vector(qo, u1);
311                let a2 = rotate_vector(qo, u2);
312
313                let p1 = mul_sv(r1, a1);
314                let p2 = mul_sv(r2, a1);
315                let p3 = mul_sv(r1, a2);
316                let p4 = mul_sv(r2, a2);
317
318                let points = [p1, p2, p3, p4];
319                let hull = compute_hull(&points);
320
321                let polygon = make_polygon(&hull, 0.0);
322                create_polygon_shape(world, body_id, &shape_def, &polygon);
323            }
324
325            if i % 9 == 0 {
326                let p1 = mul_sv(r0, u1);
327                let p2 = mul_sv(r1, u1);
328                let p3 = mul_sv(r0, u2);
329                let p4 = mul_sv(r1, u2);
330
331                let points = [p1, p2, p3, p4];
332                let hull = compute_hull(&points);
333
334                let polygon = make_polygon(&hull, 0.0);
335                create_polygon_shape(world, body_id, &shape_def, &polygon);
336            }
337
338            u1 = u2;
339        }
340    }
341
342    let grid_count: i32 = if BENCHMARK_DEBUG { 20 } else { 90 };
343    let a = 0.1;
344
345    let polygon = make_square(a);
346    let mut body_def = default_body_def();
347    body_def.type_ = BodyType::Dynamic;
348    let mut shape_def = default_shape_def();
349    shape_def.enable_hit_events = true;
350
351    let mut y = -1.1 * a * grid_count as f32 + 10.0;
352    for _ in 0..grid_count {
353        let mut x = -1.1 * a * grid_count as f32;
354
355        for _ in 0..grid_count {
356            body_def.position = to_pos(Vec2 { x, y });
357            let body_id = create_body(world, &body_def);
358
359            create_polygon_shape(world, body_id, &shape_def, &polygon);
360
361            x += 2.1 * a;
362        }
363
364        y += 2.1 * a;
365    }
366}
367
368// (CreateJunkyard)
369pub fn create_junkyard(world: &mut World) {
370    {
371        let grid_size = 1.0;
372
373        let body_def = default_body_def();
374        let ground_id = create_body(world, &body_def);
375
376        let shape_def = default_shape_def();
377
378        let y = 0.0;
379        let mut x = -80.0 * grid_size;
380        for _ in 0..161 {
381            let box_shape = make_offset_box(
382                0.55 * grid_size,
383                0.5 * grid_size,
384                Vec2 { x, y },
385                ROT_IDENTITY,
386            );
387            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
388            x += grid_size;
389        }
390
391        let mut y = grid_size;
392        let x = -80.0 * grid_size;
393        for _ in 0..50 {
394            let box_shape = make_offset_box(
395                0.5 * grid_size,
396                0.55 * grid_size,
397                Vec2 { x, y },
398                ROT_IDENTITY,
399            );
400            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
401            y += grid_size;
402        }
403
404        let mut y = grid_size;
405        let x = 80.0 * grid_size;
406        for _ in 0..50 {
407            let box_shape = make_offset_box(
408                0.5 * grid_size,
409                0.55 * grid_size,
410                Vec2 { x, y },
411                ROT_IDENTITY,
412            );
413            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
414            y += grid_size;
415        }
416    }
417
418    let column_count = 200;
419    let row_count: i32 = if BENCHMARK_DEBUG { 2 } else { 40 };
420
421    let radius = 0.25;
422    let polygon;
423    {
424        // Fibonacci sphere algorithm
425        let phi = PI * (5.0f32.sqrt() - 1.0);
426        let mut points = [Vec2 { x: 0.0, y: 0.0 }; 5];
427
428        for (i, point) in points.iter_mut().enumerate() {
429            let theta = phi * i as f32;
430            let cs = compute_cos_sin(theta);
431            point.x = radius * cs.cosine;
432            point.y = radius * cs.sine;
433        }
434
435        let hull = compute_hull(&points);
436        polygon = make_polygon(&hull, 0.0);
437    }
438
439    let mut body_def = default_body_def();
440    body_def.type_ = BodyType::Dynamic;
441    let shape_def = default_shape_def();
442
443    let mut side = -0.1;
444    let y_start = 15.0;
445
446    for i in 0..column_count {
447        let x = 1.5 * (2.0 * i as f32 - column_count as f32) * radius;
448
449        for j in 0..row_count {
450            let y = 4.0 * j as f32 * radius + y_start;
451
452            body_def.position = to_pos(Vec2 { x: x + side, y });
453            side = -side;
454
455            let body_id = create_body(world, &body_def);
456            create_polygon_shape(world, body_id, &shape_def, &polygon);
457        }
458    }
459
460    body_def.type_ = BodyType::Kinematic;
461    body_def.position = to_pos(VEC2_ZERO);
462    let pusher_id = create_body(world, &body_def);
463    JUNKYARD_PUSHER_ID.with(|id| id.set(pusher_id));
464    let box_shape = make_offset_box(2.0, 4.0, Vec2 { x: 0.0, y: 4.0 }, ROT_IDENTITY);
465    create_polygon_shape(world, pusher_id, &shape_def, &box_shape);
466}
467
468// (StepJunkyard)
469pub fn step_junkyard(world: &mut World, step_count: i32) -> f32 {
470    let time_step = 1.0 / 60.0;
471    let time = time_step * step_count as f32;
472    let cs = compute_cos_sin(0.2 * time);
473    let target = WorldTransform {
474        p: to_pos(Vec2 {
475            x: 60.0 * cs.sine,
476            y: 0.0,
477        }),
478        q: ROT_IDENTITY,
479    };
480    let pusher_id = JUNKYARD_PUSHER_ID.with(|id| id.get());
481    body_set_target_transform(world, pusher_id, target, time_step, true);
482    0.0
483}