axmol/chipmunk/Demo/Tumble.c

134 lines
3.7 KiB
C

/* 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 <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "chipmunk.h"
#include "drawSpace.h"
#include "ChipmunkDemo.h"
static cpSpace *space;
static cpBody *staticBody;
static void
update(int ticks)
{
int steps = 3;
cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
for(int i=0; i<steps; i++){
cpSpaceStep(space, dt);
// Manually update the position of the static shape so that
// the box rotates.
cpBodyUpdatePosition(staticBody, dt);
// Because the box was added as a static shape and we moved it
// we need to manually rehash the static spatial hash.
cpSpaceRehashStatic(space);
}
}
static cpSpace *
init(void)
{
staticBody = cpBodyNew(INFINITY, INFINITY);
cpResetShapeIdCounter();
space = cpSpaceNew();
cpSpaceResizeActiveHash(space, 40.0f, 999);
cpSpaceResizeStaticHash(space, 40.0f, 99);
space->gravity = cpv(0, -600);
cpBody *body;
cpShape *shape;
// Vertexes for the bricks
int num = 4;
cpVect verts[] = {
cpv(-30,-15),
cpv(-30, 15),
cpv( 30, 15),
cpv( 30,-15),
};
// Set up the static box.
cpVect a = cpv(-200, -200);
cpVect b = cpv(-200, 200);
cpVect c = cpv( 200, 200);
cpVect d = cpv( 200, -200);
shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, a, b, 0.0f));
shape->e = 1.0f; shape->u = 1.0f;
shape->layers = NOT_GRABABLE_MASK;
shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, b, c, 0.0f));
shape->e = 1.0f; shape->u = 1.0f;
shape->layers = NOT_GRABABLE_MASK;
shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, c, d, 0.0f));
shape->e = 1.0f; shape->u = 1.0f;
shape->layers = NOT_GRABABLE_MASK;
shape = cpSpaceAddStaticShape(space, cpSegmentShapeNew(staticBody, d, a, 0.0f));
shape->e = 1.0f; shape->u = 1.0f;
shape->layers = NOT_GRABABLE_MASK;
// Give the box a little spin.
// Because staticBody is never added to the space, we will need to
// update it ourselves. (see above).
// NOTE: Normally you would want to add the segments as normal and not static shapes.
// I'm just doing it to demonstrate the cpSpaceRehashStatic() function.
staticBody->w = 0.4f;
// Add the bricks.
for(int i=0; i<3; i++){
for(int j=0; j<7; j++){
body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero)));
body->p = cpv(i*60 - 150, j*30 - 150);
shape = cpSpaceAddShape(space, cpPolyShapeNew(body, num, verts, cpvzero));
shape->e = 0.0f; shape->u = 0.7f;
}
}
return space;
}
static void
destroy(void)
{
cpBodyFree(staticBody);
cpSpaceFreeChildren(space);
cpSpaceFree(space);
}
chipmunkDemo Tumble = {
"Tumble",
NULL,
init,
update,
destroy,
};