/* 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 #include #include #include "chipmunk.h" #include "drawSpace.h" #include "ChipmunkDemo.h" static cpSpace *space; static cpBody *staticBody; static void update(int ticks) { int steps = 2; cpFloat dt = 1.0f/60.0f/(cpFloat)steps; for(int i=0; iiterations = 20; cpSpaceResizeActiveHash(space, 30.0f, 2999); cpSpaceResizeStaticHash(space, 30.0f, 999); space->gravity = cpv(0, -300); cpBody *body; cpShape *shape; // Vertexes for the dominos. int num = 4; cpVect verts[] = { cpv(-3,-20), cpv(-3, 20), cpv( 3, 20), cpv( 3,-20), }; // Add a floor. shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-600,-240), cpv(600,-240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; // Shared friction constant. cpFloat u = 0.6f; // Add the dominoes. Skim over this. It doesn't do anything fancy, and it's hard to follow. int n = 9; for(int i=1; i<=n; i++){ cpVect offset = cpv(-i*60/2.0f, (n - i)*52); for(int j=0; jp = cpvadd(cpv(j*60, -220), offset); shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = u; body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero))); body->p = cpvadd(cpv(j*60, -197), offset); cpBodySetAngle(body, (cpFloat)M_PI/2.0f); shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = u; if(j == (i - 1)) continue; body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero))); body->p = cpvadd(cpv(j*60 + 30, -191), offset); cpBodySetAngle(body, (cpFloat)M_PI/2.0f); shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = u; } body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero))); body->p = cpvadd(cpv(-17, -174), offset); shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = u; body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero))); body->p = cpvadd(cpv((i - 1)*60 + 17, -174), offset); shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = u; } // Give the last domino a little tap. // body->w = -1; // body->v = cpv(-body->w*20, 0); return space; } static void destroy(void) { cpBodyFree(staticBody); cpSpaceFreeChildren(space); cpSpaceFree(space); } chipmunkDemo PyramidTopple = { "Pyramid Topple", NULL, init, update, destroy, };