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You should have ruby-processing and the pbox2d gem installed, from your processing sketch require
pbox2d
require 'pbox2d'
# A list we'll use to track fixed objects
attr_reader :box2d, :boundaries, :boxes
You then need to create an instance of Box2D
in the setup
def setup
size(400,300)
@box2d = WorldBuilder.build(app: self, gravity: [0, -20])
Since version 0.2.0 the design of the pbox2d
is somewhat different from the Dan Shiffman version, to give a cleaner more ruby like experience. Most options can now be set using either init_options
(gravity etc) or step_options
(time_step). Like all good ruby the code says it all, see code extract below from the Box2D class, where warm stands for warm_starting and continuous stands for continuous_physics for the sake of brevity:-
def init_options(args = {})
scale = args[:scale] || 10.0
gravity = args[:gravity] || [0, -10.0]
warm = args[:warm] || true
continuous = args[:continuous] || true
set_options(scale, gravity.to_java(Java::float), warm, continuous) # java method
end
def step_options(args = {})
time_step = args[:time_step] || 1.0 / 60
velocity = args[:velocity_iter] || 8
position = args[:position_iter] || 10
set_step(time_step, velocity, position) # java method
end
Because of the peculiar choice by the processing guys down is up (dimensions in pixels) jbox2d doesn't like to live in the pixel world (where up is really up), and prefers meters or feet and inches (whatever). What this means is that there is a need to scale between the two worlds using world_to_processing
and processing_to_world
methods provided. You should study the included example sketches.