/* 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. */ // TODO clean this up. #include #include #include #include "chipmunk.h" extern cpSpace *space; extern cpBody *staticBody; #define WIDTH 200 #define HEIGHT 40 // Apply an approximate bouyancy and drag force to an object. static void apply_buoyancy(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt) { int numx = 20; int numy = 4; float stepx = (float)WIDTH/(float)numx; float stepy = (float)HEIGHT/(float)numy; cpBodyResetForces(body); // glBegin(GL_POINTS); for(int x=0; xp); if(p.y < 0){ cpVect v = cpvadd(body->v, cpvmult(cpvperp(r), body->w)); cpVect f_damp = cpvmult(v, -0.0003*cpvlength(v)); cpVect f = cpvadd(cpv(0, 2.0), f_damp); cpBodyApplyForce(body, f, r); // glVertex2f(p.x, p.y); } } } // glEnd(); cpBodyUpdateVelocity(body, gravity, damping, dt); } void demo6_update(int ticks) { int steps = 1; cpFloat dt = 1.0/60.0/(cpFloat)steps; for(int i=0; ip = p; body->v = v; cpBodySetAngle(body, a); body->w = w; body->velocity_func = apply_buoyancy; cpSpaceAddBody(space, body); cpShape *shape = cpPolyShapeNew(body, 4, verts, cpvzero); shape->e = 0.0; shape->u = 0.7; cpSpaceAddShape(space, shape); } void demo6_init(void) { staticBody = cpBodyNew(INFINITY, INFINITY); cpResetShapeIdCounter(); space = cpSpaceNew(); space->iterations = 5; space->gravity = cpv(0, -100); cpSpaceResizeStaticHash(space, 40.0, 999); cpSpaceResizeActiveHash(space, 30.0, 2999); cpShape *shape; // Screen border shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f); shape->e = 1.0; shape->u = 1.0; cpSpaceAddStaticShape(space, shape); shape = cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f); shape->e = 1.0; shape->u = 1.0; cpSpaceAddStaticShape(space, shape); shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f); shape->e = 1.0; shape->u = 1.0; cpSpaceAddStaticShape(space, shape); // Reference line // Does not collide with other objects, we just want to draw it. shape = cpSegmentShapeNew(staticBody, cpv(-320,0), cpv(320,0), 0.0f); shape->collision_type = 1; cpSpaceAddStaticShape(space, shape); // Add a collision pair function to filter collisions cpSpaceAddCollisionPairFunc(space, 0, 1, NULL, NULL); // Create boxes make_box(cpv(-150, 150), cpv(200, -100), M_PI/2.0, 0.0); make_box(cpv(150, 150), cpv(0, -300), M_PI/4.0, 0.0); make_box(cpv(0, 150), cpv(0, 200), 0.0, 0.0); make_box(cpv(0, 250), cpv(50, 100), 0.0, 3.0); }