/* 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 cpBody * addBall(cpVect pos, cpVect boxOffset) { cpFloat radius = 15.0f; cpFloat mass = 1.0f; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); body->p = cpvadd(pos, boxOffset); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); shape->e = 0.0f; shape->u = 0.7f; return body; } static cpBody * addLever(cpVect pos, cpVect boxOffset) { cpFloat mass = 1.0f; cpVect a = cpv(0, 15); cpVect b = cpv(0, -15); cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); body->p = cpvadd(pos, cpvadd(boxOffset, cpv(0, -15))); cpShape *shape = cpSpaceAddShape(space, cpSegmentShapeNew(body, a, b, 5.0f)); shape->e = 0.0f; shape->u = 0.7f; return body; } static cpBody * addBar(cpVect pos, cpVect boxOffset) { cpFloat mass = 2.0f; cpVect a = cpv(0, 30); cpVect b = cpv(0, -30); cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); body->p = cpvadd(pos, boxOffset); cpShape *shape = cpSpaceAddShape(space, cpSegmentShapeNew(body, a, b, 5.0f)); shape->e = 0.0f; shape->u = 0.7f; return body; } static cpBody * addWheel(cpVect pos, cpVect boxOffset) { cpFloat radius = 15.0f; cpFloat mass = 1.0f; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); body->p = cpvadd(pos, boxOffset); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); shape->e = 0.0f; shape->u = 0.7f; shape->group = 1; // use a group to keep the car parts from colliding return body; } static cpBody * addChassis(cpVect pos, cpVect boxOffset) { int num = 4; cpVect verts[] = { cpv(-40,-15), cpv(-40, 15), cpv( 40, 15), cpv( 40,-15), }; cpFloat mass = 5.0f; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, num, verts, cpvzero))); body->p = cpvadd(pos, boxOffset); cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero)); shape->e = 0.0f; shape->u = 0.7f; shape->group = 1; // use a group to keep the car parts from colliding return body; } static cpSpace * init(void) { staticBody = cpBodyNew(INFINITY, INFINITY); space = cpSpaceNew(); space->iterations = 10; space->gravity = cpv(0, -100); cpShape *shape; 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(-320,120), cpv(320,120), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,0), cpv(320,0), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-120), cpv(320,-120), 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; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-240), cpv(-160,240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(0,-240), cpv(0,240), 0.0f)); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(160,-240), cpv(160,240), 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; cpVect boxOffset; cpBody *body1, *body2; cpVect posA = cpv( 50, 60); cpVect posB = cpv(110, 60); #define POS_A cpvadd(boxOffset, posA) #define POS_B cpvadd(boxOffset, posB) // Pin Joints - Link shapes with a solid bar or pin. // Keeps the anchor points the same distance apart from when the joint was created. boxOffset = cpv(-320, -240); body1 = addBall(posA, boxOffset); body2 = addBall(posB, boxOffset); cpSpaceAddConstraint(space, cpPinJointNew(body1, body2, cpv(15,0), cpv(-15,0))); // Slide Joints - Like pin joints but with a min/max distance. // Can be used for a cheap approximation of a rope. boxOffset = cpv(-160, -240); body1 = addBall(posA, boxOffset); body2 = addBall(posB, boxOffset); cpSpaceAddConstraint(space, cpSlideJointNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 40.0f)); // Pivot Joints - Holds the two anchor points together. Like a swivel. boxOffset = cpv(0, -240); body1 = addBall(posA, boxOffset); body2 = addBall(posB, boxOffset); cpSpaceAddConstraint(space, cpPivotJointNew(body1, body2, cpvadd(boxOffset, cpv(80,60)))); // cpPivotJointNew() takes it's anchor parameter in world coordinates. The anchors are calculated from that // cpPivotJointNew2() lets you specify the two anchor points explicitly // Groove Joints - Like a pivot joint, but one of the anchors is a line segment that the pivot can slide in boxOffset = cpv(160, -240); body1 = addBall(posA, boxOffset); body2 = addBall(posB, boxOffset); cpSpaceAddConstraint(space, cpGrooveJointNew(body1, body2, cpv(30,30), cpv(30,-30), cpv(-30,0))); // Damped Springs boxOffset = cpv(-320, -120); body1 = addBall(posA, boxOffset); body2 = addBall(posB, boxOffset); cpSpaceAddConstraint(space, cpDampedSpringNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 5.0f, 0.3f)); // Damped Rotary Springs boxOffset = cpv(-160, -120); body1 = addBar(posA, boxOffset); body2 = addBar(posB, boxOffset); // Add some pin joints to hold the circles in place. cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A)); cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B)); cpSpaceAddConstraint(space, cpDampedRotarySpringNew(body1, body2, 0.0f, 3000.0f, 60.0f)); // Rotary Limit Joint boxOffset = cpv(0, -120); body1 = addLever(posA, boxOffset); body2 = addLever(posB, boxOffset); // Add some pin joints to hold the circles in place. cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A)); cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B)); // Hold their rotation within 90 degrees of each other. cpSpaceAddConstraint(space, cpRotaryLimitJointNew(body1, body2, -(cpFloat)M_PI_2, (cpFloat)M_PI_2)); // Ratchet Joint - A rotary ratchet, like a socket wrench boxOffset = cpv(160, -120); body1 = addLever(posA, boxOffset); body2 = addLever(posB, boxOffset); // Add some pin joints to hold the circles in place. cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A)); cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B)); // Ratchet every 90 degrees cpSpaceAddConstraint(space, cpRatchetJointNew(body1, body2, 0.0f, (cpFloat)M_PI_2)); // Gear Joint - Maintain a specific angular velocity ratio boxOffset = cpv(-320, 0); body1 = addBar(posA, boxOffset); body2 = addBar(posB, boxOffset); // Add some pin joints to hold the circles in place. cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A)); cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B)); // Force one to sping 2x as fast as the other cpSpaceAddConstraint(space, cpGearJointNew(body1, body2, 0.0f, 2.0f)); // Simple Motor - Maintain a specific angular relative velocity boxOffset = cpv(-160, 0); body1 = addBar(posA, boxOffset); body2 = addBar(posB, boxOffset); // Add some pin joints to hold the circles in place. cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A)); cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B)); // Make them spin at 1/2 revolution per second in relation to each other. cpSpaceAddConstraint(space, cpSimpleMotorNew(body1, body2, (cpFloat)M_PI)); // Make a car with some nice soft suspension boxOffset = cpv(0, 0); cpBody *wheel1 = addWheel(posA, boxOffset); cpBody *wheel2 = addWheel(posB, boxOffset); cpBody *chassis = addChassis(cpv(80, 100), boxOffset); cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel1, cpv(-30, -10), cpv(-30, -40), cpvzero)); cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel2, cpv( 30, -10), cpv( 30, -40), cpvzero)); cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel1, cpv(-30, 0), cpvzero, 50.0f, 20.0f, 1.5f)); cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel2, cpv( 30, 0), cpvzero, 50.0f, 20.0f, 1.5f)); return space; } static void update(int ticks) { cpSpaceStep(space, 1.0f/60.0f); } static void destroy(void) { cpBodyFree(staticBody); cpSpaceFreeChildren(space); cpSpaceFree(space); } chipmunkDemo Joints = { "Joints and Constraints", NULL, init, update, destroy, };