mirror of https://github.com/axmolengine/axmol.git
166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "chipmunk.h"
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#include "drawSpace.h"
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#include "ChipmunkDemo.h"
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static cpSpace *space;
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static cpBody *staticBody;
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enum {
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BALL_TYPE,
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BLOCKING_SENSOR_TYPE,
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CATCH_SENSOR_TYPE,
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} CollisionTypes;
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typedef struct Emitter {
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int queue;
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int blocked;
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cpVect position;
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} Emitter;
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static Emitter emitterInstance;
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static int
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blockerBegin(cpArbiter *arb, cpSpace *space, void *unused)
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{
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CP_ARBITER_GET_SHAPES(arb, a, b);
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Emitter *emitter = (Emitter*)(a->data);
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emitter->blocked++;
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return 0; // Return values from sensors callbacks are ignored,
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}
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static void
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blockerSeparate(cpArbiter *arb, cpSpace *space, void *unused)
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{
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CP_ARBITER_GET_SHAPES(arb, a, b);
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Emitter *emitter = (Emitter*)(a->data);
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emitter->blocked--;
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}
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static void
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postStepRemove(cpSpace *space, cpShape *shape, void *unused)
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{
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cpSpaceRemoveBody(space, shape->body);
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cpBodyFree(shape->body);
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cpSpaceRemoveShape(space, shape);
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cpShapeFree(shape);
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}
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static int
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catcherBarBegin(cpArbiter *arb, cpSpace *space, void *unused)
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{
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cpShape *a, *b; cpArbiterGetShapes(arb, &a, &b);
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Emitter *emitter = (Emitter*)(a->data);
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emitter->queue++;
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cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
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return 0;
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}
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static cpFloat frand_unit(){return 2.0f*((cpFloat)rand()/(cpFloat)RAND_MAX) - 1.0f;}
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static void
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update(int ticks)
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{
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int steps = 1;
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cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
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if(!emitterInstance.blocked && emitterInstance.queue){
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emitterInstance.queue--;
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cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 15.0f, 0.0f, cpvzero)));
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body->p = emitterInstance.position;
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body->v = cpvmult(cpv(frand_unit(), frand_unit()), 100.0f);
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cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 15.0f, cpvzero));
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shape->collision_type = BALL_TYPE;
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}
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for(int i=0; i<steps; i++){
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cpSpaceStep(space, dt);
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}
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}
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static cpSpace *
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init(void)
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{
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staticBody = cpBodyNew(INFINITY, INFINITY);
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cpResetShapeIdCounter();
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space = cpSpaceNew();
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space->iterations = 10;
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space->gravity = cpv(0, -100);
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cpShape *shape;
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// Data structure for our ball emitter
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// We'll use two sensors for it, one to see if the emitter is blocked
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// a second to catch the balls and add them back to the emitter
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emitterInstance.queue = 5;
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emitterInstance.blocked = 0;
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emitterInstance.position = cpv(0, 150);
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// Create our blocking sensor, so we know when the emitter is clear to emit another ball
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shape = cpSpaceAddStaticShape(space, cpCircleShapeNew(staticBody, 15.0f, emitterInstance.position));
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shape->sensor = 1;
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shape->collision_type = BLOCKING_SENSOR_TYPE;
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shape->data = &emitterInstance;
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// Create our catch sensor to requeue the balls when they reach the bottom of the screen
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-2000, -200), cpv(2000, -200), 15.0f));
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shape->sensor = 1;
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shape->collision_type = CATCH_SENSOR_TYPE;
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shape->data = &emitterInstance;
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cpSpaceAddCollisionHandler(space, BLOCKING_SENSOR_TYPE, BALL_TYPE, blockerBegin, NULL, NULL, blockerSeparate, NULL);
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cpSpaceAddCollisionHandler(space, CATCH_SENSOR_TYPE, BALL_TYPE, catcherBarBegin, NULL, NULL, NULL, NULL);
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return space;
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}
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static void
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destroy(void)
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{
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cpBodyFree(staticBody);
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cpSpaceFreeChildren(space);
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cpSpaceFree(space);
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}
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chipmunkDemo Sensors = {
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"Sensors",
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NULL,
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init,
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update,
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destroy,
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};
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