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Welcome to the AdaPhysics2D wiki! This page describes how to use the engine easily.
First, you need to create a World object (in the Worlds package), and initialize it with its delta time dt
. This is the time that will be used while integrating the forces and the velocities: the smaller the better, but keep in mind that a too small value will be very intensive. In the code below, you can as well edit the fps
that stands for "frames per seconds", and it will automatically deduce the the dt
to use.
with Worlds;
procedure Main is
-- Create the World object
W1 : Worlds.World;
-- Frames per seconds desired
fps : Float := 30;
dt : Float := 1.0 / fps;
begin
-- Initialize the world with its dt
W1.Init(dt);
end Main;
Now that the world is created, you need to add entities to it. Each type of entity has its own package. For now, there is only two: Circles and Rectangles. Each package comes with a Create member function returning an access to the entity. Here's how to create an entity of each type, with its parameters, and how to add it the world we created:
with Worlds;
with Rectangles;
with Circles;
with Materials;
procedure Main is
W1 : Worlds.World;
C1 : Circles.CircleAcc;
R1 : Rectangles.RectangleAcc;
fps : Float := 30;
dt : Float := 1.0 / fps;
begin
W1.Init(dt);
-- Create a Circle
C1 := Circles.Create(
Pos => (0.0, 5.0), -- the (x, y) coordinates of the center of the circle
Vel => (0.0, 0.0), -- the (x, y) initial speed of the circle
Grav => (0.0, 9.81), -- the (x, y) force field in which of the circle is
Rad => 5.0 -- the radius of the circle
Mat => Materials.RUBBER); -- the material: further details later
-- Create a Rectangle
R1 := Rectangles.Create(
Pos => (0.0, 5.0), -- the (x, y) coordinates of the bottom left corner of the rectangle
Vel => (0.0, 0.0), -- the (x, y) initial speed of the rectangle
Grav => (0.0, 9.81), -- the (x, y) force field in which of the rectangle is
Dim => (5.0, 10.0), -- the (width, height) of the rectangle
Mat => Materials.RUBBER); -- the material: further details later
-- Add the Circle and the Rectangle to the World we created
W1.Add(C1);
W1.Add(R1);
end Main;
Now that the world is full of entities, you just need to use the Step
primitive on the World object. It will then make the entities evolve for dt
seconds. The primitive GetEntities
will return an array, a EArray
containing accesses to all the entities. You just then need to get their coordinates and render !
loop
W1.Step; -- Make the World evolve for dt seconds
declare
Ents : Worlds.EArray := W1.GetEntities; -- Get the entities array
begin
for E of Ents loop
Put(if E.EntityType = Entities.EntRectangle then "Re" else "Ci");
Put_Line(+E.Coords); -- Displays the type and coordinates of each entity at that time
end loop;
delay dt; -- Delay for dt seconds
end;
end loop;
Note however that this is a naive implementation, especially the delay dt
part. Indeed, on a real computer, the Step
primitive will take some time to execute, and this need to be accounted for for a realistic simulation.
Each entity has a defined material type. Each material has specific values for the restitution factor (the bounciness), the density (from which, with the area, the mass is deduced), and for friction factors (static and dynamic). There are some predefined materials in materials.ads, but you can create your own ! A specific material is Materials.STATIC
, which has a density of 0, which will result in an infinite mass: the entities with that material will never be affected by anything, so they'll make good borders or floors.
On a side note, you can make any material static with the SetStatic()
function.