efl/src/examples/edje/physics_actions.edc

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/* This example demostrates physics actions, like applying impulses and forces
* to a body.
*
* There are two ways of interacting with bodies. One is using the wanted
* action in a program. E.g.:
*
* action: PHYSICS_VEL_SET 0 -200 0;
* target: "part_name";
*
* The other way is via script. The same action described above would be
* physics_set_velocity(PART:"part_name", 0, -200, 0);
*
* This a very extensive example, because it illustrate the usage of all
* the possible actions in the both ways.
*
* It can be tested with edje_player slave mode
* $ edje_player -S -p physics_actions.edj
*
* signal up impulse -> will throw both balls up
* signal down impulse -> will throw both balls down
* signal left impulse -> will throw blue ball to the left
* signal right impulse -> will throw red ball to the right
* signal clockwise impulse -> will roll blue ball in clockwise
* signal counterclockwise impulse -> will roll blue ball in counterclockwise
* signal up force -> will apply a force up in blue ball
* signal down force -> will apply a force down in blue ball
* signal left force -> will apply a force left in blue ball
* signal right force -> will apply a force right in blue ball
* signal clockwise torque -> will apply a clockwise torque in blue ball
* signal counterclockwise torque -> will apply a counterclockwise torque
* in blue ball
* signal clear force -> will clear all forces applied over blue ball
* signal up velocity -> will set a velocity up in blue ball
* signal down velocity -> will set a velocity down in blue ball
* signal left velocity -> will set a velocity left in blue ball
* signal right velocity -> will set a velocity right in blue ball
* signal clockwise velocity -> will set a clockwise velocity in blue ball
* signal counterclockwise velocity -> will set a counterclockwise velocity
* in blue ball
* signal stop velocity -> will stop the blue ball
* signal clockwise rotation -> will rotate blue ball 90o degrees clockwise
* signal counterclockwise rotation -> will rotate blue ball 90o degrees
* counterclockwise
*
* message 1 FLOAT_SET 3 50 -100 0 -> apply an impulse on blue ball with
* x = 50, y = -100, z = 0, for example
* message 2 FLOAT_SET 3 0 0 8.2 -> apply a torque impulse on blue ball with
* x = 4, y = 0, z = 0.8, for example
* message 3 FLOAT_SET 3 80 100.4 0 -> apply a force on blue ball with
* x = 80, y = 100.4, z = 0, for example
* message 4 FLOAT_SET 3 0 0 -5.6 -> apply a torque on blue ball with
* x = 0, y = 0, z = -5.6, for example
* message 5 STRING "blue_circle" -> clear all forces of part.
* It will clear all forces (linear and torque) over "blue_circle",
* for example.
* message 6 STRING "blue_circle" -> return a message with all forces applied
* over the part.
* message 7 STRING "blue_circle" -> return a message with all torques applied
* over the part.
* message 8 FLOAT_SET 3 300 -103.2 0 -> set linear velocity of the blue ball
* with x = 300, y = -103.2, z = 150, for example
* message 9 STRING "blue_circle" -> return a message with part's linear
* velocity.
* message 10 FLOAT_SET 3 0 0 150 -> set angular velocity of the blue ball
* with x = 0, y = 0, z = 150, for example
* message 11 STRING "blue_circle" -> return a message with part's angular
* velocity.
* message 12 STRING "blue_circle" -> stop the part.
* message 13 FLOAT_SET 4 0.707 0 0 0.707 -> set blue ball rotation with
* quaternion w = 0.707, x = 0, y = 0, z = 0.707
* message 14 STRING "blue_circle" -> return a message with part's rotation
*/
#define ID_IMPULSE (1)
#define ID_TORQUE_IMPULSE (2)
#define ID_FORCE (3)
#define ID_TORQUE (4)
#define ID_FORCES_CLEAR (5)
#define ID_FORCES_GET (6)
#define ID_TORQUES_GET (7)
#define ID_VEL_SET (8)
#define ID_VEL_GET (9)
#define ID_ANG_VEL_SET (10)
#define ID_ANG_VEL_GET (11)
#define ID_STOP (12)
#define ID_ROT_SET (13)
#define ID_ROT_GET (14)
collections {
images {
image: "bubble-blue.png" COMP;
}
group {
name: "example_group";
script {
public message(Msg_Type:type, id, ...) {
if ((id == ID_IMPULSE) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_impulse(PART:"blue_circle", x, y, z);
}
else if ((id == ID_TORQUE_IMPULSE) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_torque_impulse(PART:"blue_circle", x, y, z);
}
else if ((id == ID_FORCE) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_force(PART:"blue_circle", x, y, z);
}
else if ((id == ID_TORQUE) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_torque(PART:"blue_circle", x, y, z);
}
else if ((id == ID_FORCES_CLEAR) && (type == MSG_STRING)) {
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_clear_forces(pid);
}
else if ((id == ID_FORCES_GET) && (type == MSG_STRING)) {
new Float:x, Float:y, Float:z;
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_get_forces(pid, x, y, z);
send_message(MSG_FLOAT_SET, id, x, y, z);
}
else if ((id == ID_TORQUES_GET) && (type == MSG_STRING)) {
new Float:x, Float:y, Float:z;
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_get_torques(pid, x, y, z);
send_message(MSG_FLOAT_SET, id, x, y, z);
}
else if ((id == ID_VEL_SET) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_set_velocity(PART:"blue_circle", x, y, z);
}
else if ((id == ID_VEL_GET) && (type == MSG_STRING)) {
new Float:x, Float:y, Float:z;
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_get_velocity(pid, x, y, z);
send_message(MSG_FLOAT_SET, id, x, y, z);
}
else if ((id == ID_ANG_VEL_SET) && (type == MSG_FLOAT_SET)) {
new Float:x, Float:y, Float:z;
new n = numargs();
if (n < 5) return;
x = getfarg(2);
y = getfarg(3);
z = getfarg(4);
physics_set_ang_velocity(PART:"blue_circle", x, y, z);
}
else if ((id == ID_ANG_VEL_GET) && (type == MSG_STRING)) {
new Float:x, Float:y, Float:z;
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_get_ang_velocity(pid, x, y, z);
send_message(MSG_FLOAT_SET, id, x, y, z);
}
else if ((id == ID_STOP) && (type == MSG_STRING)) {
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_stop(pid);
}
else if ((id == ID_ROT_SET) && (type == MSG_FLOAT_SET)) {
new Float:w, Float:x, Float:y, Float:z;
new n = numargs();
if (n < 6) return;
w = getfarg(2);
x = getfarg(3);
y = getfarg(4);
z = getfarg(5);
physics_set_rotation(PART:"blue_circle", w, x, y, z);
}
else if ((id == ID_ROT_GET) && (type == MSG_STRING)) {
new Float:w, Float:x, Float:y, Float:z;
new pid, name[1024];
getsarg(2, name, sizeof(name));
pid = get_part_id(name);
if (!pid) return;
physics_get_rotation(pid, w, x, y, z);
send_message(MSG_FLOAT_SET, id, w, x, y, z);
}
}
}
parts {
part {
name: "background";
type: RECT;
physics_body: NONE;
description {
state: "default" 0.0;
color: 255 255 255 255; /* white */
rel1.relative: 0.0 0.0;
rel2.relative: 1.0 1.0;
}
}
part {
name: "blue_circle";
type: IMAGE;
physics_body: RIGID_SPHERE;
description {
state: "default" 0.0;
rel1.relative: 0.35 0.1;
rel2.relative: 0.55 0.2;
aspect: 1 1;
image {
normal: "bubble-blue.png";
}
physics {
restitution: 0.85;
friction: 1.0;
}
}
}
part {
name: "red_circle";
type: IMAGE;
physics_body: RIGID_SPHERE;
description {
state: "default" 0.0;
color: 255 0 0 255; /* light red */
rel1.relative: 0.65 0.1;
rel2.relative: 0.85 0.2;
aspect: 1 1;
image {
normal: "bubble-blue.png";
}
physics {
restitution: 0.85;
friction: 1.0;
}
}
}
part {
name: "floor";
type: RECT;
physics_body: BOUNDARY_BOTTOM;
description {
state: "default" 0.0;
visible: 0;
physics {
restitution: 0.6;
friction: 1.0;
}
}
}
part {
name: "right_wall";
type: RECT;
physics_body: BOUNDARY_RIGHT;
description {
state: "default" 0.0;
visible: 0;
physics {
restitution: 0.3;
}
}
}
part {
name: "left_wall";
type: RECT;
physics_body: BOUNDARY_LEFT;
description {
state: "default" 0.0;
visible: 0;
physics {
restitution: 0.3;
}
}
}
part {
name: "roof";
type: RECT;
physics_body: BOUNDARY_TOP;
description {
state: "default" 0.0;
visible: 0;
physics {
restitution: 0.2;
}
}
}
}
programs {
program {
name: "impulse_up";
signal: "up";
source: "impulse";
action: PHYSICS_IMPULSE 0 -300 0;
target: "blue_circle";
target: "red_circle";
}
program {
name: "impulse_down";
signal: "down";
source: "impulse";
action: PHYSICS_IMPULSE 0 300 0;
target: "red_circle";
target: "blue_circle";
}
program {
name: "impulse_left";
signal: "left";
source: "impulse";
action: PHYSICS_IMPULSE -300 0 0;
target: "blue_circle";
}
program {
name: "impulse_right";
signal: "right";
source: "impulse";
action: PHYSICS_IMPULSE 300 0 0;
target: "red_circle";
}
program {
name: "impulse_clockwise";
signal: "clockwise";
source: "impulse";
action: PHYSICS_TORQUE_IMPULSE 0 0 4;
target: "blue_circle";
}
program {
name: "impulse_counterclockwise";
signal: "counterclockwise";
source: "impulse";
action: PHYSICS_TORQUE_IMPULSE 0 0 -4;
target: "blue_circle";
}
program {
name: "force_up";
signal: "up";
source: "force";
action: PHYSICS_FORCE 0 -300 0;
target: "blue_circle";
}
program {
name: "force_down";
signal: "down";
source: "force";
action: PHYSICS_FORCE 0 300 0;
target: "blue_circle";
}
program {
name: "force_left";
signal: "left";
source: "force";
action: PHYSICS_FORCE -300 0 0;
target: "blue_circle";
}
program {
name: "force_right";
signal: "right";
source: "force";
action: PHYSICS_FORCE 300 0 0;
target: "blue_circle";
}
program {
name: "torque_clockwise";
signal: "clockwise";
source: "torque";
action: PHYSICS_TORQUE 0 0 4;
target: "blue_circle";
}
program {
name: "torque_counterclockwise";
signal: "counterclockwise";
source: "torque";
action: PHYSICS_TORQUE 0 0 -4;
target: "blue_circle";
}
program {
name: "forces_clear";
signal: "clear";
source: "force";
action: PHYSICS_FORCES_CLEAR;
target: "blue_circle";
}
program {
name: "velocity_up";
signal: "up";
source: "velocity";
action: PHYSICS_VEL_SET 0 -200 0;
target: "blue_circle";
}
program {
name: "velocity_down";
signal: "down";
source: "velocity";
action: PHYSICS_VEL_SET 0 200 0;
target: "blue_circle";
}
program {
name: "velocity_left";
signal: "left";
source: "velocity";
action: PHYSICS_VEL_SET -200 0 0;
target: "blue_circle";
}
program {
name: "velocity_right";
signal: "right";
source: "velocity";
action: PHYSICS_VEL_SET 200 0 0;
target: "blue_circle";
}
program {
name: "velocity_clockwise";
signal: "clockwise";
source: "velocity";
action: PHYSICS_ANG_VEL_SET 0 0 80;
target: "blue_circle";
}
program {
name: "velocity_counterclockwise";
signal: "counterclockwise";
source: "velocity";
action: PHYSICS_ANG_VEL_SET 0 0 -80;
target: "blue_circle";
}
program {
name: "stop";
signal: "stop";
source: "velocity";
action: PHYSICS_STOP;
target: "blue_circle";
}
program {
name: "rotation_clockwise";
signal: "clockwise";
source: "rotation";
action: PHYSICS_ROT_SET 0.707 0 0 0.707;
target: "blue_circle";
}
program {
name: "rotation_counterclockwise";
signal: "counterclockwise";
source: "rotation";
action: PHYSICS_ROT_SET 0.707 0 0 -0.707;
target: "blue_circle";
}
program {
name: "customize";
signal: "custom";
script {
new Float: mass, Float:rest, Float:fric;
new Float: linear, Float:angular;
new val;
custom_state(PART:"red_circle", "default", 0.0);
set_state_val(PART:"red_circle", STATE_COLOR, 0, 0, 0, 255);
set_state_val(PART:"red_circle", STATE_PHYSICS_MASS, 4.5);
set_state_val(PART:"red_circle", STATE_PHYSICS_RESTITUTION, 0.1);
set_state_val(PART:"red_circle", STATE_PHYSICS_FRICTION, 0.345);
set_state_val(PART:"red_circle", STATE_PHYSICS_DAMPING, 0.3,
0.1);
set_state_val(PART:"red_circle", STATE_PHYSICS_SLEEP, 34.1,
12.83);
set_state_val(PART:"red_circle", STATE_PHYSICS_LIGHT_ON, 1);
set_state_val(PART:"red_circle",
STATE_PHYSICS_IGNORE_PART_POS, 1);
set_state_val(PART:"red_circle", STATE_PHYSICS_Z, -40);
set_state_val(PART:"red_circle", STATE_PHYSICS_DEPTH, 80);
set_state(PART:"red_circle", "custom", 0.0);
get_state_val(PART:"red_circle", STATE_PHYSICS_MASS, mass);
get_state_val(PART:"red_circle", STATE_PHYSICS_RESTITUTION,
rest);
get_state_val(PART:"red_circle", STATE_PHYSICS_FRICTION,
fric);
send_message(MSG_STRING_FLOAT_SET, 1, "Mass", mass);
send_message(MSG_STRING_FLOAT_SET, 1, "Friction", fric);
send_message(MSG_STRING_FLOAT_SET, 1, "Restitution", rest);
get_state_val(PART:"red_circle", STATE_PHYSICS_DAMPING,
linear, angular);
send_message(MSG_STRING_FLOAT_SET, 1, "Damping", linear,
angular);
get_state_val(PART:"red_circle", STATE_PHYSICS_SLEEP,
linear, angular);
send_message(MSG_STRING_FLOAT_SET, 1, "Sleep", linear,
angular);
get_state_val(PART:"red_circle", STATE_PHYSICS_LIGHT_ON, val);
send_message(MSG_STRING_INT, 1, "Light On", val);
get_state_val(PART:"red_circle",
STATE_PHYSICS_IGNORE_PART_POS, val);
send_message(MSG_STRING_INT, 1, "Ignore Part Pos", val);
get_state_val(PART:"red_circle", STATE_PHYSICS_Z, val);
send_message(MSG_STRING_INT, 1, "Z", val);
get_state_val(PART:"red_circle", STATE_PHYSICS_DEPTH, val);
send_message(MSG_STRING_INT, 1, "Depth", val);
}
}
}
}
}