/* 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; typedef struct OneWayPlatform { cpVect n; // direction objects may pass through cpArray *passThruList; // list of objects passing through } OneWayPlatform; static OneWayPlatform platformInstance; static int preSolve(cpArbiter *arb, cpSpace *space, void *ignore) { CP_ARBITER_GET_SHAPES(arb, a, b); OneWayPlatform *platform = (OneWayPlatform*)(a->data); if(cpArrayContains(platform->passThruList, b)){ // The object is in the pass thru list, ignore it until separates. return 0; } else { cpFloat dot = cpvdot(cpArbiterGetNormal(arb, 0), platform->n); if(dot < 0){ // Add the object to the pass thrru list cpArrayPush(platform->passThruList, b); return 0; } else { return 1; } } } static void separate(cpArbiter *arb, cpSpace *space, void *ignore) { CP_ARBITER_GET_SHAPES(arb, a, b); // remove the object from the pass thru list cpArrayDeleteObj(((OneWayPlatform *)a->data)->passThruList, b); } static void update(int ticks) { int steps = 1; cpFloat dt = 1.0f/60.0f/(cpFloat)steps; for(int i=0; iiterations = 10; space->gravity = cpv(0, -100); cpBody *body; cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; // Add our one way segment shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-100), cpv(160,-100), 10.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->collision_type = 1; shape->layers = NOT_GRABABLE_MASK; // We'll use the data pointer for the OneWayPlatform struct platformInstance.n = cpv(0, 1); // let objects pass upwards platformInstance.passThruList = cpArrayNew(0); shape->data = &platformInstance; // Add a ball to make things more interesting cpFloat radius = 15.0f; body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero))); body->p = cpv(0, -200); body->v = cpv(0, 170); shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); shape->e = 0.0f; shape->u = 0.9f; shape->collision_type = 2; cpSpaceAddCollisionHandler(space, 1, 2, NULL, preSolve, NULL, separate, NULL); return space; } static void destroy(void) { cpBodyFree(staticBody); cpSpaceFreeChildren(space); cpSpaceFree(space); cpArrayFree(platformInstance.passThruList); } chipmunkDemo OneWay = { "One Way Platforms", NULL, init, update, destroy, };