mirror of https://github.com/axmolengine/axmol.git
116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
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/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "chipmunk.h"
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#include "drawSpace.h"
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#include "ChipmunkDemo.h"
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static cpSpace *space;
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static cpBody *staticBody;
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// Init is called by the demo code to set up the demo.
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static cpSpace *
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init(void)
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{
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// Create an infinite mass body to attach ground segments and other static geometry to.
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// We won't be adding this body to the space, because we don't want it to be simulated at all.
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// Adding bodies to the space simulates them. (fall under the influence of gravity, etc)
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// We want the static body to stay right where it is at all times.
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staticBody = cpBodyNew(INFINITY, INFINITY);
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// Create a space, a space is a simulation world. It simulates the motions of rigid bodies,
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// handles collisions between them, and simulates the joints between them.
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space = cpSpaceNew();
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// Lets set some parameters of the space:
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// More iterations make the simulation more accurate but slower
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space->iterations = 10;
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// These parameters tune the efficiency of the collision detection.
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// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpSpace
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cpSpaceResizeStaticHash(space, 30.0f, 1000);
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cpSpaceResizeActiveHash(space, 30.0f, 1000);
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// Give it some gravity
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space->gravity = cpv(0, -100);
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// Create A ground segment along the bottom of the screen
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cpShape *ground = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f);
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// Set some parameters of the shape.
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// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpShape
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ground->e = 1.0f; ground->u = 1.0f;
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ground->layers = NOT_GRABABLE_MASK; // Used by the Demo mouse grabbing code
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// Add the shape to the space as a static shape
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// If a shape never changes position, add it as static so Chipmunk knows it only needs to
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// calculate collision information for it once when it is added.
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// Do not change the postion of a static shape after adding it.
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cpSpaceAddStaticShape(space, ground);
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// Add a moving circle object.
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cpFloat radius = 15.0f;
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cpFloat mass = 10.0f;
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// This time we need to give a mass and moment of inertia when creating the circle.
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cpBody *ballBody = cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero));
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// Set some parameters of the body:
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// For more info: http://code.google.com/p/chipmunk-physics/wiki/cpBody
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ballBody->p = cpv(0, -240 + radius+5);
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// Add the body to the space so it will be simulated and move around.
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cpSpaceAddBody(space, ballBody);
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// Add a circle shape for the ball.
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// Shapes are always defined relative to the center of gravity of the body they are attached to.
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// When the body moves or rotates, the shape will move with it.
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// Additionally, all of the cpSpaceAdd*() functions return the thing they added so you can create and add in one go.
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cpShape *ballShape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
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ballShape->e = 0.0f; ballShape->u = 0.9f;
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return space;
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}
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// Update is called by the demo code each frame.
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static void
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update(int ticks)
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{
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// Chipmunk allows you to use a different timestep each frame, but it works much better when you use a fixed timestep.
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// An excellent article on why fixed timesteps for game logic can be found here: http://gafferongames.com/game-physics/fix-your-timestep/
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cpSpaceStep(space, 1.0f/60.0f);
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}
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// destroy is called by the demo code to free all the memory we've allocated
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static void
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destroy(void)
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{
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cpBodyFree(staticBody);
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cpSpaceFreeChildren(space);
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cpSpaceFree(space);
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}
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chipmunkDemo Simple = {
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"Simple",
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NULL,
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init,
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update,
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destroy,
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};
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