/* 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. */ /* * The previous WalkBot demo I designed was fairly disappointing, so I implemented * the mechanism that Theo Jansen uses in his kinetic sculptures. Brilliant. * Read more here: http://en.wikipedia.org/wiki/Theo_Jansen */ #include #include #include #include "chipmunk.h" #include "drawSpace.h" #include "ChipmunkDemo.h" static cpSpace *space; static cpBody *staticBody; static cpConstraint *motor; static void update(int ticks) { cpFloat coef = (2.0f + arrowDirection.y)/3.0f; cpFloat rate = arrowDirection.x*10.0f*coef; cpSimpleMotorSetRate(motor, rate); motor->maxForce = (rate) ? 100000.0f : 0.0f; int steps = 3; cpFloat dt = 1.0f/60.0f/(cpFloat)steps; for(int i=0; ip = cpv(offset, 0.0f); cpSpaceAddBody(space, upper_leg); cpSpaceAddShape(space, cpSegmentShapeNew(upper_leg, a, b, seg_radius)); cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, upper_leg, cpv(offset, 0.0f), cpvzero)); // lower leg a = cpvzero, b = cpv(0.0f, -1.0f*side); cpBody *lower_leg = cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b)); lower_leg->p = cpv(offset, -side); cpSpaceAddBody(space, lower_leg); shape = cpSegmentShapeNew(lower_leg, a, b, seg_radius); shape->group = 1; cpSpaceAddShape(space, shape); shape = cpCircleShapeNew(lower_leg, seg_radius*2.0f, b); shape->group = 1; shape->e = 0.0f; shape->u = 1.0f; cpSpaceAddShape(space, shape); cpSpaceAddConstraint(space, cpPinJointNew(chassis, lower_leg, cpv(offset, 0.0f), cpvzero)); cpSpaceAddConstraint(space, cpGearJointNew(upper_leg, lower_leg, 0.0f, 1.0f)); cpConstraint *constraint; cpFloat diag = sqrtf(side*side + offset*offset); constraint = cpPinJointNew(crank, upper_leg, anchor, cpv(0.0f, side)); cpPinJointSetDist(constraint, diag); cpSpaceAddConstraint(space, constraint); constraint = cpPinJointNew(crank, lower_leg, anchor, cpvzero); cpPinJointSetDist(constraint, diag); cpSpaceAddConstraint(space, constraint); } static cpSpace * init(void) { space = cpSpaceNew(); staticBody = cpBodyNew(INFINITY, INFINITY); cpResetShapeIdCounter(); space = cpSpaceNew(); space->iterations = 20; space->gravity = cpv(0,-500); cpShape *shape; cpVect a, b; // Create segments around the edge of the screen. shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; cpSpaceAddStaticShape(space, shape); shape = cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; cpSpaceAddStaticShape(space, shape); shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f); shape->e = 1.0f; shape->u = 1.0f; shape->layers = NOT_GRABABLE_MASK; cpSpaceAddStaticShape(space, shape); cpFloat offset = 30.0f; // make chassis cpFloat chassis_mass = 2.0f; a = cpv(-offset, 0.0f), b = cpv(offset, 0.0f); cpBody *chassis = cpBodyNew(chassis_mass, cpMomentForSegment(chassis_mass, a, b)); cpSpaceAddBody(space, chassis); shape = cpSegmentShapeNew(chassis, a, b, seg_radius); shape->group = 1; cpSpaceAddShape(space, shape); // make crank cpFloat crank_mass = 1.0f; cpFloat crank_radius = 13.0f; cpBody *crank = cpBodyNew(crank_mass, cpMomentForCircle(crank_mass, crank_radius, 0.0f, cpvzero)); cpSpaceAddBody(space, crank); shape = cpCircleShapeNew(crank, crank_radius, cpvzero); shape->group = 1; cpSpaceAddShape(space, shape); cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, crank, cpvzero, cpvzero)); cpFloat side = 30.0f; int num_legs = 2; for(int i=0; i