/* 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 cpConstraint *motor; #define numBalls 5 static cpBody *balls[numBalls]; static void update(int ticks) { cpFloat coef = (2.0f + arrowDirection.y)/3.0f; cpFloat rate = arrowDirection.x*30.0f*coef; cpSimpleMotorSetRate(motor, rate); motor->maxForce = (rate) ? 1000000.0f : 0.0f; int steps = 2; cpFloat dt = 1.0f/60.0f/(cpFloat)steps; for(int i=0; ip.x > 320.0f){ ball->v = cpvzero; ball->p = cpv(-224.0f, 200.0f); } } } } static cpBody * add_ball(cpVect pos) { cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 30, 0, cpvzero))); body->p = pos; cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 30, cpvzero)); shape->e = 0.0f; shape->u = 0.5f; return body; } static cpSpace * init(void) { staticBody = cpBodyNew(INFINITY, INFINITY); space = cpSpaceNew(); space->gravity = cpv(0, -600); cpShape *shape; // beveling all of the line segments helps prevent things from getting stuck on cracks shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-256,240), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f)); shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1; shape->layers = NOT_GRABABLE_MASK; cpVect verts[] = { cpv(-30,-80), cpv(-30, 80), cpv( 30, 64), cpv( 30,-80), }; cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY)); plunger->p = cpv(-160,-80); shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpvzero)); shape->e = 1.0f; shape->u = 0.5f; shape->layers = 1; // add balls to hopper for(int i=0; ip = cpv(-160,-160); cpBodySetAngle(smallGear, (cpFloat)-M_PI_2); shape = cpSpaceAddShape(space, cpCircleShapeNew(smallGear, 80.0f, cpvzero)); shape->layers = 0; cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, smallGear, cpv(-160,-160), cpvzero)); // add big gear cpBody *bigGear = cpSpaceAddBody(space, cpBodyNew(40.0f, cpMomentForCircle(40.0f, 160, 0, cpvzero))); bigGear->p = cpv(80,-160); cpBodySetAngle(bigGear, (cpFloat)M_PI_2); shape = cpSpaceAddShape(space, cpCircleShapeNew(bigGear, 160.0f, cpvzero)); shape->layers = 0; cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, bigGear, cpv(80,-160), cpvzero)); // connect the plunger to the small gear. cpSpaceAddConstraint(space, cpPinJointNew(smallGear, plunger, cpv(80,0), cpv(0,0))); // connect the gears. cpSpaceAddConstraint(space, cpGearJointNew(smallGear, bigGear, (cpFloat)-M_PI_2, -2.0f)); // feeder mechanism cpFloat bottom = -300.0f; cpFloat top = 32.0f; cpBody *feeder = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForSegment(1.0f, cpv(-224.0f, bottom), cpv(-224.0f, top)))); feeder->p = cpv(-224, (bottom + top)/2.0f); cpFloat len = top - bottom; cpSpaceAddShape(space, cpSegmentShapeNew(feeder, cpv(0.0f, len/2.0f), cpv(0.0f, -len/2.0f), 20.0f)); cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, feeder, cpv(-224.0f, bottom), cpv(0.0f, -len/2.0f))); cpVect anchr = cpBodyWorld2Local(feeder, cpv(-224.0f, -160.0f)); cpSpaceAddConstraint(space, cpPinJointNew(feeder, smallGear, anchr, cpv(0.0f, 80.0f))); // motorize the second gear motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(staticBody, bigGear, 3.0f)); return space; } static void destroy(void) { cpBodyFree(staticBody); cpSpaceFreeChildren(space); cpSpaceFree(space); } chipmunkDemo Pump = { "Pump", NULL, init, update, destroy, };