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/* Copyright (c) 2007 Scott Lembcke
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2021-12-28 21:27:32 +08:00
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*
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2021-06-17 14:22:52 +08:00
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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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2021-12-28 21:27:32 +08:00
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*
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2021-06-17 14:22:52 +08:00
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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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2021-12-28 21:27:32 +08:00
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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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/*
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* The previous WalkBot demo I designed was fairly disappointing, so I implemented
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* the mechanism that Theo Jansen uses in his kinetic sculptures. Brilliant.
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* Read more here: http://en.wikipedia.org/wiki/Theo_Jansen
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*/
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2021-12-28 21:27:32 +08:00
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2021-06-17 14:22:52 +08:00
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#include "chipmunk/chipmunk.h"
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#include "ChipmunkDemo.h"
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static cpConstraint* motor;
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static void update(cpSpace* space, double dt)
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{
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cpFloat coef = (2.0f + ChipmunkDemoKeyboard.y) / 3.0f;
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cpFloat rate = ChipmunkDemoKeyboard.x * 10.0f * coef;
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cpSimpleMotorSetRate(motor, rate);
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cpConstraintSetMaxForce(motor, (rate) ? 100000.0f : 0.0f);
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cpSpaceStep(space, dt);
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}
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static cpFloat seg_radius = 3.0f;
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static void make_leg(cpSpace* space, cpFloat side, cpFloat offset, cpBody* chassis, cpBody* crank, cpVect anchor)
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{
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cpVect a, b;
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cpShape* shape;
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cpFloat leg_mass = 1.0f;
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// make leg
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a = cpvzero, b = cpv(0.0f, side);
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cpBody* upper_leg = cpSpaceAddBody(space, cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b, 0.0f)));
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cpBodySetPosition(upper_leg, cpv(offset, 0.0f));
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(upper_leg, a, b, seg_radius));
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cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES));
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cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, upper_leg, cpv(offset, 0.0f), cpvzero));
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// lower leg
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a = cpvzero, b = cpv(0.0f, -1.0f * side);
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cpBody* lower_leg = cpSpaceAddBody(space, cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b, 0.0f)));
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cpBodySetPosition(lower_leg, cpv(offset, -side));
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(lower_leg, a, b, seg_radius));
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cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES));
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shape = cpSpaceAddShape(space, cpCircleShapeNew(lower_leg, seg_radius * 2.0f, b));
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cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES));
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cpShapeSetElasticity(shape, 0.0f);
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cpShapeSetFriction(shape, 1.0f);
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cpSpaceAddConstraint(space, cpPinJointNew(chassis, lower_leg, cpv(offset, 0.0f), cpvzero));
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cpSpaceAddConstraint(space, cpGearJointNew(upper_leg, lower_leg, 0.0f, 1.0f));
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cpConstraint* constraint;
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cpFloat diag = cpfsqrt(side * side + offset * offset);
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constraint = cpSpaceAddConstraint(space, cpPinJointNew(crank, upper_leg, anchor, cpv(0.0f, side)));
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cpPinJointSetDist(constraint, diag);
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constraint = cpSpaceAddConstraint(space, cpPinJointNew(crank, lower_leg, anchor, cpvzero));
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cpPinJointSetDist(constraint, diag);
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}
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static cpSpace* init(void)
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{
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ChipmunkDemoMessageString = "Use the arrow keys to control the machine.";
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cpSpace* space = cpSpaceNew();
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cpSpaceSetIterations(space, 20);
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cpSpaceSetGravity(space, cpv(0, -500));
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cpBody* staticBody = cpSpaceGetStaticBody(space);
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cpShape* shape;
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cpVect a, b;
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// Create segments around the edge of the screen.
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(-320, 240), 0.0f));
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cpShapeSetElasticity(shape, 1.0f);
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cpShapeSetFriction(shape, 1.0f);
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320, -240), cpv(320, 240), 0.0f));
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cpShapeSetElasticity(shape, 1.0f);
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cpShapeSetFriction(shape, 1.0f);
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320, -240), cpv(320, -240), 0.0f));
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cpShapeSetElasticity(shape, 1.0f);
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cpShapeSetFriction(shape, 1.0f);
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cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
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cpFloat offset = 30.0f;
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// make chassis
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cpFloat chassis_mass = 2.0f;
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a = cpv(-offset, 0.0f), b = cpv(offset, 0.0f);
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cpBody* chassis = cpSpaceAddBody(space, cpBodyNew(chassis_mass, cpMomentForSegment(chassis_mass, a, b, 0.0f)));
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shape = cpSpaceAddShape(space, cpSegmentShapeNew(chassis, a, b, seg_radius));
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cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES));
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// make crank
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cpFloat crank_mass = 1.0f;
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cpFloat crank_radius = 13.0f;
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cpBody* crank =
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cpSpaceAddBody(space, cpBodyNew(crank_mass, cpMomentForCircle(crank_mass, crank_radius, 0.0f, cpvzero)));
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shape = cpSpaceAddShape(space, cpCircleShapeNew(crank, crank_radius, cpvzero));
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cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES));
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cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, crank, cpvzero, cpvzero));
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cpFloat side = 30.0f;
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int num_legs = 2;
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for (int i = 0; i < num_legs; i++)
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{
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make_leg(space, side, offset, chassis, crank,
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cpvmult(cpvforangle((cpFloat)(2 * i + 0) / (cpFloat)num_legs * CP_PI), crank_radius));
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make_leg(space, side, -offset, chassis, crank,
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cpvmult(cpvforangle((cpFloat)(2 * i + 1) / (cpFloat)num_legs * CP_PI), crank_radius));
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}
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motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(chassis, crank, 6.0f));
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return space;
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}
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static void destroy(cpSpace* space)
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{
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ChipmunkDemoFreeSpaceChildren(space);
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cpSpaceFree(space);
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}
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2021-06-23 14:25:44 +08:00
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ChipmunkDemo TheoJansen = {
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"Theo Jansen Machine", 1.0 / 180.0, init, update, ChipmunkDemoDefaultDrawImpl, destroy,
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};
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