axmol/test_uphone/tests/ChipmunkTest/Planet.cpp

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2010-09-13 11:08:14 +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;
static void
update(int ticks)
{
int steps = 1;
cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(space, dt);
// Update the static body spin so that it looks like it's rotating.
cpBodyUpdatePosition(staticBody, dt);
}
}
static void
planetGravityVelocityFunc(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
cpVect p = body->p;
cpVect g = cpvmult(p, -50000.0f/cpvdot(p, p));
cpBodyUpdateVelocity(body, g, damping, dt);
}
static cpVect
rand_pos(cpFloat radius)
{
cpVect v;
do {
v = cpv(frand()*(640 - 2*radius) - (320 - radius), frand()*(480 - 2*radius) - (240 - radius));
} while(cpvlength(v) < 100.0f);
return v;
}
static void
add_box()
{
const cpFloat size = 10.0f;
const cpFloat mass = 1.0f;
cpVect verts[] = {
cpv(-size,-size),
cpv(-size, size),
cpv( size, size),
cpv( size,-size),
};
cpFloat radius = cpvlength(cpv(size, size));
cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, 4, verts, cpvzero)));
body->velocity_func = planetGravityVelocityFunc;
body->p = rand_pos(radius);
body->v = cpvmult(cpv(2*frand() - 1, 2*frand() - 1), 200);
cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, 4, verts, cpvzero));
shape->e = 0.0f; shape->u = 0.7f;
}
static cpSpace *
init(void)
{
staticBody = cpBodyNew(INFINITY, INFINITY);
staticBody->w = 0.2f;
cpResetShapeIdCounter();
space = cpSpaceNew();
cpSpaceResizeActiveHash(space, 30.0f, 10000);
space->iterations = 20;
for(int i=0; i<30; i++)
add_box();
cpShape *shape = cpSpaceAddStaticShape(space, cpCircleShapeNew(staticBody, 70.0f, cpvzero));
shape->e = 1.0f; shape->u = 1.0f;
shape->layers = NOT_GRABABLE_MASK;
return space;
}
static void
destroy(void)
{
cpBodyFree(staticBody);
cpSpaceFreeChildren(space);
cpSpaceFree(space);
}
chipmunkDemo Planet = {
"Planet",
NULL,
init,
update,
destroy,
};