mirror of https://github.com/axmolengine/axmol.git
128 lines
3.1 KiB
C++
128 lines
3.1 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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static void
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update(int ticks)
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{
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int steps = 1;
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cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
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for(int i=0; i<steps; i++){
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cpSpaceStep(space, dt);
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// Update the static body spin so that it looks like it's rotating.
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cpBodyUpdatePosition(staticBody, dt);
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}
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}
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static void
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planetGravityVelocityFunc(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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cpVect p = body->p;
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cpVect g = cpvmult(p, -50000.0f/cpvdot(p, p));
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cpBodyUpdateVelocity(body, g, damping, dt);
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}
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static cpVect
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rand_pos(cpFloat radius)
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{
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cpVect v;
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do {
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v = cpv(frand()*(640 - 2*radius) - (320 - radius), frand()*(480 - 2*radius) - (240 - radius));
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} while(cpvlength(v) < 100.0f);
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return v;
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}
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static void
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add_box()
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{
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const cpFloat size = 10.0f;
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const cpFloat mass = 1.0f;
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cpVect verts[] = {
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cpv(-size,-size),
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cpv(-size, size),
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cpv( size, size),
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cpv( size,-size),
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};
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cpFloat radius = cpvlength(cpv(size, size));
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cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, 4, verts, cpvzero)));
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body->velocity_func = planetGravityVelocityFunc;
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body->p = rand_pos(radius);
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body->v = cpvmult(cpv(2*frand() - 1, 2*frand() - 1), 200);
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cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, 4, verts, cpvzero));
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shape->e = 0.0f; shape->u = 0.7f;
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}
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static cpSpace *
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init(void)
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{
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staticBody = cpBodyNew(INFINITY, INFINITY);
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staticBody->w = 0.2f;
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cpResetShapeIdCounter();
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space = cpSpaceNew();
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cpSpaceResizeActiveHash(space, 30.0f, 10000);
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space->iterations = 20;
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for(int i=0; i<30; i++)
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add_box();
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cpShape *shape = cpSpaceAddStaticShape(space, cpCircleShapeNew(staticBody, 70.0f, cpvzero));
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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return space;
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}
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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 Planet = {
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"Planet",
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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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