axmol/chipmunk/Demo/Sensors.c

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2010-09-04 18:18:14 +08:00
/* Copyright (c) 2007 Scott Lembcke
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "chipmunk.h"
#include "drawSpace.h"
#include "ChipmunkDemo.h"
static cpSpace *space;
static cpBody *staticBody;
enum {
BALL_TYPE,
BLOCKING_SENSOR_TYPE,
CATCH_SENSOR_TYPE,
} CollisionTypes;
typedef struct Emitter {
int queue;
int blocked;
cpVect position;
} Emitter;
static Emitter emitterInstance;
static int
blockerBegin(cpArbiter *arb, cpSpace *space, void *unused)
{
CP_ARBITER_GET_SHAPES(arb, a, b);
Emitter *emitter = (Emitter*)(a->data);
emitter->blocked++;
return 0; // Return values from sensors callbacks are ignored,
}
static void
blockerSeparate(cpArbiter *arb, cpSpace *space, void *unused)
{
CP_ARBITER_GET_SHAPES(arb, a, b);
Emitter *emitter = (Emitter*)(a->data);
emitter->blocked--;
}
static void
postStepRemove(cpSpace *space, cpShape *shape, void *unused)
{
cpSpaceRemoveBody(space, shape->body);
cpBodyFree(shape->body);
cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
}
static int
catcherBarBegin(cpArbiter *arb, cpSpace *space, void *unused)
{
cpShape *a, *b; cpArbiterGetShapes(arb, &a, &b);
Emitter *emitter = (Emitter*)(a->data);
emitter->queue++;
cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
return 0;
}
static cpFloat frand_unit(){return 2.0f*((cpFloat)rand()/(cpFloat)RAND_MAX) - 1.0f;}
static void
update(int ticks)
{
int steps = 1;
cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
if(!emitterInstance.blocked && emitterInstance.queue){
emitterInstance.queue--;
cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 15.0f, 0.0f, cpvzero)));
body->p = emitterInstance.position;
body->v = cpvmult(cpv(frand_unit(), frand_unit()), 100.0f);
cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 15.0f, cpvzero));
shape->collision_type = BALL_TYPE;
}
for(int i=0; i<steps; i++){
cpSpaceStep(space, dt);
}
}
static cpSpace *
init(void)
{
staticBody = cpBodyNew(INFINITY, INFINITY);
cpResetShapeIdCounter();
space = cpSpaceNew();
space->iterations = 10;
space->gravity = cpv(0, -100);
cpShape *shape;
// Data structure for our ball emitter
// We'll use two sensors for it, one to see if the emitter is blocked
// a second to catch the balls and add them back to the emitter
emitterInstance.queue = 5;
emitterInstance.blocked = 0;
emitterInstance.position = cpv(0, 150);
// Create our blocking sensor, so we know when the emitter is clear to emit another ball
shape = cpSpaceAddStaticShape(space, cpCircleShapeNew(staticBody, 15.0f, emitterInstance.position));
shape->sensor = 1;
shape->collision_type = BLOCKING_SENSOR_TYPE;
shape->data = &emitterInstance;
// Create our catch sensor to requeue the balls when they reach the bottom of the screen
shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-2000, -200), cpv(2000, -200), 15.0f));
shape->sensor = 1;
shape->collision_type = CATCH_SENSOR_TYPE;
shape->data = &emitterInstance;
cpSpaceAddCollisionHandler(space, BLOCKING_SENSOR_TYPE, BALL_TYPE, blockerBegin, NULL, NULL, blockerSeparate, NULL);
cpSpaceAddCollisionHandler(space, CATCH_SENSOR_TYPE, BALL_TYPE, catcherBarBegin, NULL, NULL, NULL, NULL);
return space;
}
static void
destroy(void)
{
cpBodyFree(staticBody);
cpSpaceFreeChildren(space);
cpSpaceFree(space);
}
chipmunkDemo Sensors = {
"Sensors",
NULL,
init,
update,
destroy,
};