/* 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 "chipmunk/chipmunk.h" #include "ChipmunkDemo.h" static cpConstraint *motor; #define numBalls 5 static cpBody *balls[numBalls]; static void update(cpSpace *space, double dt) { cpFloat coef = (2.0f + ChipmunkDemoKeyboard.y)/3.0f; cpFloat rate = ChipmunkDemoKeyboard.x*30.0f*coef; cpSimpleMotorSetRate(motor, rate); cpConstraintSetMaxForce(motor, rate ? 1000000.0f : 0.0f); cpSpaceStep(space, dt); for(int i=0; i 320.0f){ cpBodySetVelocity(ball, cpvzero); cpBodySetPosition(ball, cpv(-224.0f, 200.0f)); } } } static cpBody * add_ball(cpSpace *space, cpVect pos) { cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 30, 0, cpvzero))); cpBodySetPosition(body, pos); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 30, cpvzero)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); return body; } static cpSpace * init(void) { ChipmunkDemoMessageString = "Use the arrow keys to control the machine."; cpSpace *space = cpSpaceNew(); cpSpaceSetGravity(space, cpv(0, -600)); cpBody *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // beveling all of the line segments slightly helps prevent things from getting stuck on cracks shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-256,300), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); cpVect verts[] = { cpv(-30,-80), cpv(-30, 80), cpv( 30, 64), cpv( 30,-80), }; cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY)); cpBodySetPosition(plunger, cpv(-160,-80)); shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpTransformIdentity, 0.0)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, cpShapeFilterNew(CP_NO_GROUP, 1, 1)); // add balls to hopper for(int i=0; i