mirror of https://github.com/axmolengine/axmol.git
182 lines
5.5 KiB
C
182 lines
5.5 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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/*
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* The previous WalkBot demo I designed was fairly disappointing, so I implemented
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* the mechanism that Theo Jansen uses in his kinetic sculptures. Brilliant.
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* Read more here: http://en.wikipedia.org/wiki/Theo_Jansen
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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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static cpConstraint *motor;
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static void
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update(int ticks)
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{
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cpFloat coef = (2.0f + arrowDirection.y)/3.0f;
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cpFloat rate = arrowDirection.x*10.0f*coef;
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cpSimpleMotorSetRate(motor, rate);
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motor->maxForce = (rate) ? 100000.0f : 0.0f;
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int steps = 3;
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cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
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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 cpFloat seg_radius = 3.0f;
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static void
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make_leg(cpFloat side, cpFloat offset, cpBody *chassis, cpBody *crank, cpVect anchor)
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{
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cpVect a, b;
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cpShape *shape;
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cpFloat leg_mass = 1.0f;
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// make leg
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a = cpvzero, b = cpv(0.0f, side);
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cpBody *upper_leg = cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b));
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upper_leg->p = cpv(offset, 0.0f);
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cpSpaceAddBody(space, upper_leg);
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cpSpaceAddShape(space, cpSegmentShapeNew(upper_leg, a, b, seg_radius));
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cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, upper_leg, cpv(offset, 0.0f), cpvzero));
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// lower leg
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a = cpvzero, b = cpv(0.0f, -1.0f*side);
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cpBody *lower_leg = cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b));
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lower_leg->p = cpv(offset, -side);
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cpSpaceAddBody(space, lower_leg);
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shape = cpSegmentShapeNew(lower_leg, a, b, seg_radius);
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shape->group = 1;
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cpSpaceAddShape(space, shape);
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shape = cpCircleShapeNew(lower_leg, seg_radius*2.0f, b);
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shape->group = 1;
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shape->e = 0.0f; shape->u = 1.0f;
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cpSpaceAddShape(space, shape);
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cpSpaceAddConstraint(space, cpPinJointNew(chassis, lower_leg, cpv(offset, 0.0f), cpvzero));
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cpSpaceAddConstraint(space, cpGearJointNew(upper_leg, lower_leg, 0.0f, 1.0f));
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cpConstraint *constraint;
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cpFloat diag = sqrtf(side*side + offset*offset);
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constraint = cpPinJointNew(crank, upper_leg, anchor, cpv(0.0f, side));
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cpPinJointSetDist(constraint, diag);
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cpSpaceAddConstraint(space, constraint);
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constraint = cpPinJointNew(crank, lower_leg, anchor, cpvzero);
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cpPinJointSetDist(constraint, diag);
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cpSpaceAddConstraint(space, constraint);
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}
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static cpSpace *
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init(void)
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{
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space = cpSpaceNew();
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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 = 20;
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space->gravity = cpv(0,-500);
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cpShape *shape;
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cpVect a, b;
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// Create segments around the edge of the screen.
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shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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cpSpaceAddStaticShape(space, shape);
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shape = cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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cpSpaceAddStaticShape(space, shape);
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shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f);
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shape->e = 1.0f; shape->u = 1.0f;
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shape->layers = NOT_GRABABLE_MASK;
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cpSpaceAddStaticShape(space, shape);
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cpFloat offset = 30.0f;
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// make chassis
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cpFloat chassis_mass = 2.0f;
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a = cpv(-offset, 0.0f), b = cpv(offset, 0.0f);
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cpBody *chassis = cpBodyNew(chassis_mass, cpMomentForSegment(chassis_mass, a, b));
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cpSpaceAddBody(space, chassis);
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shape = cpSegmentShapeNew(chassis, a, b, seg_radius);
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shape->group = 1;
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cpSpaceAddShape(space, shape);
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// make crank
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cpFloat crank_mass = 1.0f;
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cpFloat crank_radius = 13.0f;
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cpBody *crank = cpBodyNew(crank_mass, cpMomentForCircle(crank_mass, crank_radius, 0.0f, cpvzero));
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cpSpaceAddBody(space, crank);
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shape = cpCircleShapeNew(crank, crank_radius, cpvzero);
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shape->group = 1;
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cpSpaceAddShape(space, shape);
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cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, crank, cpvzero, cpvzero));
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cpFloat side = 30.0f;
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int num_legs = 2;
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for(int i=0; i<num_legs; i++){
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make_leg(side, offset, chassis, crank, cpvmult(cpvforangle((cpFloat)(2*i+0)/(cpFloat)num_legs*(cpFloat)M_PI), crank_radius));
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make_leg(side, -offset, chassis, crank, cpvmult(cpvforangle((cpFloat)(2*i+1)/(cpFloat)num_legs*(cpFloat)M_PI), crank_radius));
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}
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motor = cpSimpleMotorNew(chassis, crank, 6.0f);
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cpSpaceAddConstraint(space, motor);
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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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cpSpaceFreeChildren(space);
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cpSpaceFree(space);
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}
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chipmunkDemo TheoJansen = {
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"Theo Jansen Machine",
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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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