mirror of https://github.com/axmolengine/axmol.git
189 lines
6.0 KiB
C++
189 lines
6.0 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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static cpConstraint *motor;
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#define numBalls 5
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static cpBody *balls[numBalls];
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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*30.0f*coef;
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cpSimpleMotorSetRate(motor, rate);
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motor->maxForce = (rate) ? 1000000.0f : 0.0f;
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int steps = 2;
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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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for(int i=0; i<numBalls; i++){
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cpBody *ball = balls[i];
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if(ball->p.x > 320.0f){
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ball->v = cpvzero;
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ball->p = cpv(-224.0f, 200.0f);
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}
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}
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}
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}
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static cpBody *
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add_ball(cpVect pos)
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{
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cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 30, 0, cpvzero)));
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body->p = pos;
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cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 30, cpvzero));
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shape->e = 0.0f; shape->u = 0.5f;
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return body;
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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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space = cpSpaceNew();
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space->gravity = cpv(0, -600);
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cpShape *shape;
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// beveling all of the line segments helps prevent things from getting stuck on cracks
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-256,240), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f));
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shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
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shape->layers = NOT_GRABABLE_MASK;
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cpVect verts[] = {
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cpv(-30,-80),
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cpv(-30, 80),
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cpv( 30, 64),
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cpv( 30,-80),
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};
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cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY));
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plunger->p = cpv(-160,-80);
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shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpvzero));
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shape->e = 1.0f; shape->u = 0.5f; shape->layers = 1;
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// add balls to hopper
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for(int i=0; i<numBalls; i++)
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balls[i] = add_ball(cpv(-224,80 + 64*i));
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// add small gear
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cpBody *smallGear = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 80, 0, cpvzero)));
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smallGear->p = cpv(-160,-160);
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cpBodySetAngle(smallGear, (cpFloat)-M_PI_2);
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shape = cpSpaceAddShape(space, cpCircleShapeNew(smallGear, 80.0f, cpvzero));
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shape->layers = 0;
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cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, smallGear, cpv(-160,-160), cpvzero));
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// add big gear
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cpBody *bigGear = cpSpaceAddBody(space, cpBodyNew(40.0f, cpMomentForCircle(40.0f, 160, 0, cpvzero)));
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bigGear->p = cpv(80,-160);
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cpBodySetAngle(bigGear, (cpFloat)M_PI_2);
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shape = cpSpaceAddShape(space, cpCircleShapeNew(bigGear, 160.0f, cpvzero));
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shape->layers = 0;
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cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, bigGear, cpv(80,-160), cpvzero));
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// connect the plunger to the small gear.
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cpSpaceAddConstraint(space, cpPinJointNew(smallGear, plunger, cpv(80,0), cpv(0,0)));
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// connect the gears.
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cpSpaceAddConstraint(space, cpGearJointNew(smallGear, bigGear, (cpFloat)-M_PI_2, -2.0f));
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// feeder mechanism
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cpFloat bottom = -300.0f;
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cpFloat top = 32.0f;
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cpBody *feeder = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForSegment(1.0f, cpv(-224.0f, bottom), cpv(-224.0f, top))));
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feeder->p = cpv(-224, (bottom + top)/2.0f);
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cpFloat len = top - bottom;
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cpSpaceAddShape(space, cpSegmentShapeNew(feeder, cpv(0.0f, len/2.0f), cpv(0.0f, -len/2.0f), 20.0f));
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cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, feeder, cpv(-224.0f, bottom), cpv(0.0f, -len/2.0f)));
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cpVect anchr = cpBodyWorld2Local(feeder, cpv(-224.0f, -160.0f));
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cpSpaceAddConstraint(space, cpPinJointNew(feeder, smallGear, anchr, cpv(0.0f, 80.0f)));
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// motorize the second gear
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motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(staticBody, bigGear, 3.0f));
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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 Pump = {
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"Pump",
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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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