예제 #1
0
/* Simple test of cpConstraintIsGearJoint().
*/
void test_cpConstraintIsGearJoint(void)
{
	cpConstraint *isGear = cpGearJointNew(body1, body2, 1, 1); 
	cpConstraint *isNotGear = cpGrooveJointNew(body1, body2, cpv(0, 0), cpv(0, 0), cpv(3, 3));

	CU_ASSERT(cpConstraintIsGearJoint(isGear));
	CU_ASSERT_FALSE(cpConstraintIsGearJoint(isNotGear));
}
예제 #2
0
/* Simple test of cpConstraintIsDampedSpring().
*/
void test_cpConstraintIsDampedSpring(void)
{
	cpConstraint *isDampedSpring = cpDampedSpringNew(body1, body2, cpv(0,0), cpv(0,0), 1, 1, 1);
	cpConstraint *isNotDampedSpring = cpGrooveJointNew(body1, body2, cpv(0, 0), cpv(0, 0), cpv(3, 3));

	CU_ASSERT(cpConstraintIsDampedSpring(isDampedSpring));
	CU_ASSERT_FALSE(cpConstraintIsDampedSpring(isNotDampedSpring));
}
예제 #3
0
파일: constraint.c 프로젝트: SIEGE/siege
SGPhysicsConstraint* SG_CALL sgPhysicsConstraintCreateGroove(SGPhysicsBody* body1, SGPhysicsBody* body2, float x1, float y1, float x2, float y2, float xa, float ya)
{
    SGPhysicsConstraint* constr = sgPhysicsConstraintCreate(body1, body2, SG_CONSTRAINT_GROOVE);
    if(!constr) return NULL;

    constr->handle = cpGrooveJointNew(body1->handle, body2->handle, cpv(x1, y1), cpv(x2, y2), cpv(xa, ya));
    _postCreate(constr);

    return constr;
}
예제 #4
0
파일: world.c 프로젝트: fjolnir/Dynamo
WorldConstraint_t *worldConstr_createGrooveJoint(WorldEntity_t *a, WorldEntity_t *b, vec2_t aGrooveStart, vec2_t aGrooveEnd,
        vec2_t aAnchorB)
{
    dynamo_assert(a->world == b->world, "Entities are not in the same world");
    WorldConstraint_t *ret = obj_create_autoreleased(&Class_WorldConstraint);
    ret->world = a->world;
    ret->a = obj_retain(a);
    ret->b = obj_retain(b);
    ret->type = kWorldJointType_Groove;
    ret->cpConstraint = cpGrooveJointNew(a->cpBody, b->cpBody, VEC2_TO_CPV(aGrooveStart), VEC2_TO_CPV(aGrooveEnd),
                                         VEC2_TO_CPV(aAnchorB));
    cpSpaceAddConstraint(ret->world->cpSpace, ret->cpConstraint);
    return ret;
}
예제 #5
0
bool PhysicsJointGroove::createConstraints()
{
    do {
        auto joint = cpGrooveJointNew(_bodyA->getCPBody(),
            _bodyB->getCPBody(),
            PhysicsHelper::point2cpv(_grooveA),
            PhysicsHelper::point2cpv(_grooveB),
            PhysicsHelper::point2cpv(_anchr2));

        CC_BREAK_IF(joint == nullptr);
        _cpConstraints.push_back(joint);

        return true;
    } while (false);

    return false;
}
예제 #6
0
cpConstraint *cpSpaceSerializer::createGrooveJoint(TiXmlElement *elm)
{
	cpConstraint *constraint;
	
	cpVect grv_a = createPoint("grv_a", elm);
	cpVect grv_b = createPoint("grv_b", elm);
	cpVect anchr2 = createPoint("anchr2", elm);
	
	cpBody *a;
	cpBody *b;
	createBodies(elm, &a, &b);
	
	constraint = cpGrooveJointNew(a, b, grv_a, grv_b, anchr2);
	
	//((cpGrooveJoint*)constraint)->jAcc = createPoint("jAcc", elm);
	//((cpGrooveJoint*)constraint)->jMaxLen = createValue<cpFloat>("jMaxLen", elm);
	
	return constraint;
}
예제 #7
0
bool PhysicsJointGroove::init(PhysicsBody* a, PhysicsBody* b, const Vec2& grooveA, const Vec2& grooveB, const Vec2& anchr2)
{
    do {
        CC_BREAK_IF(!PhysicsJoint::init(a, b));
        
        auto constraint = cpGrooveJointNew(a->getCPBody(),
                                               b->getCPBody(),
                                               PhysicsHelper::point2cpv(grooveA),
                                               PhysicsHelper::point2cpv(grooveB),
                                               PhysicsHelper::point2cpv(anchr2));
        
        CC_BREAK_IF(constraint == nullptr);
        
        _cpConstraints.push_back(constraint);
        
        return true;
    } while (false);
    
    return false;
}
예제 #8
0
static cpSpace *
init(void)
{
	ChipmunkDemoMessageString = "Control the crane by moving the mouse. Press the down arrow to release.";
	
	space = cpSpaceNew();
	cpSpaceSetIterations(space, 30);
	cpSpaceSetGravity(space, cpv(0, -100));
	cpSpaceSetDamping(space, 0.8);
	
	cpBody *staticBody = cpSpaceGetStaticBody(space);
	cpShape *shape;
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	// Add a body for the dolly.
	dollyBody = cpSpaceAddBody(space, cpBodyNew(10, INFINITY));
	cpBodySetPos(dollyBody, cpv(0, 100));
	
	// Add a block so you can see it.
	cpSpaceAddShape(space, cpBoxShapeNew(dollyBody, 30, 30));
	
	// Add a groove joint for it to move back and forth on.
	cpSpaceAddConstraint(space, cpGrooveJointNew(staticBody, dollyBody, cpv(-250, 100), cpv(250, 100), cpvzero));
	
	// Add a pivot joint to act as a servo motor controlling it's position
	// By updating the anchor points of the pivot joint, you can move the dolly.
	dollyServo = cpSpaceAddConstraint(space, cpPivotJointNew(staticBody, dollyBody, cpBodyGetPos(dollyBody)));
	// Max force the dolly servo can generate.
	cpConstraintSetMaxForce(dollyServo, 10000);
	// Max speed of the dolly servo
	cpConstraintSetMaxBias(dollyServo, 100);
	// You can also change the error bias to control how it slows down.
	//cpConstraintSetErrorBias(dollyServo, 0.2);
	
	
	// Add the crane hook.
	cpBody *hookBody = cpSpaceAddBody(space, cpBodyNew(1, INFINITY));
	cpBodySetPos(hookBody, cpv(0, 50));
	
	// Add a sensor shape for it. This will be used to figure out when the hook touches a box.
	shape = cpSpaceAddShape(space, cpCircleShapeNew(hookBody, 10, cpvzero));
	cpShapeSetSensor(shape, cpTrue);
	cpShapeSetCollisionType(shape, HOOK_SENSOR);
	
	// Add a slide joint to act as a winch motor
	// By updating the max length of the joint you can make it pull up the load.
	winchServo = cpSpaceAddConstraint(space, cpSlideJointNew(dollyBody, hookBody, cpvzero, cpvzero, 0, INFINITY));
	// Max force the dolly servo can generate.
	cpConstraintSetMaxForce(winchServo, 30000);
	// Max speed of the dolly servo
	cpConstraintSetMaxBias(winchServo, 60);
	
	// TODO cleanup
	// Finally a box to play with
	cpBody *boxBody = cpSpaceAddBody(space, cpBodyNew(30, cpMomentForBox(30, 50, 50)));
	cpBodySetPos(boxBody, cpv(200, -200));
	
	// Add a block so you can see it.
	shape = cpSpaceAddShape(space, cpBoxShapeNew(boxBody, 50, 50));
	cpShapeSetFriction(shape, 0.7);
	cpShapeSetCollisionType(shape, CRATE);
	
	cpSpaceAddCollisionHandler(space, HOOK_SENSOR, CRATE, (cpCollisionBeginFunc)HookCrate, NULL, NULL, NULL, NULL);
	
	return space;
}
예제 #9
0
void Truck::setupChipmunk1() {
    
    DoodleTruck * doodleTruck = DoodleTruck::sharedDoodleTruck();
    cpSpace *space = doodleTruck->getSpace();
    
    Vec2 s_p = Vec2(doodleTruck->getScaleY(), doodleTruck->getScaleY());
    double mass = TRUCK_MASS;
    
    //body
    Vec2 wd_ht_half = Vec2(128, 64);
    cpBody *body = cpBodyNew(mass, cpMomentForBox(mass, wd_ht_half.x * 2 * doodleTruck->getScaleX(), wd_ht_half.y * 2 * doodleTruck->getScaleY()));
    
    int num = 6;
    cpVect body_verts1[] = {
        cpv(-115.4f * doodleTruck->getScaleY(), -26.0f * doodleTruck->getScaleY()),
        cpv(-114.9f * doodleTruck->getScaleY(), 14.0f * doodleTruck->getScaleY()),
        cpv(68.9f * doodleTruck->getScaleY(), 14.5f * doodleTruck->getScaleY()),
        cpv(124.8f * doodleTruck->getScaleY(), 1.0f * doodleTruck->getScaleY()),
        cpv(125.8f * doodleTruck->getScaleY(), -46.5f * doodleTruck->getScaleY()),
        cpv(111.8f * doodleTruck->getScaleY(), -57.4f * doodleTruck->getScaleY()),
        cpv(40.0f * doodleTruck->getScaleY(), -57.4f * doodleTruck->getScaleY())
    };
    
    cpShape *shape = cpPolyShapeNew(body, num, body_verts1, cpvzero);
    shape->e = TRUCK_BODY_E;
    shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data = bodySprite;
    cpSpaceAddShape(space, shape);
    
    num = 5;
    cpVect body_verts2[] = {
        cpv(46.2f * doodleTruck->getScaleY(), 42.3f * doodleTruck->getScaleY()),
        cpv(69.1f * doodleTruck->getScaleY(), 12.0f * doodleTruck->getScaleY()),
        cpv(53.9f * doodleTruck->getScaleY(), 11.3f * doodleTruck->getScaleY()),
        cpv(37.0f * doodleTruck->getScaleY(), 34.9f * doodleTruck->getScaleY()),
        cpv(39.1f * doodleTruck->getScaleY(), 41.6f * doodleTruck->getScaleY())
    };
    
    shape = cpPolyShapeNew(body, num, body_verts2, cpvzero);
    shape->e = TRUCK_BODY_E; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    cpSpaceAddShape(space, shape);
    
    body->p.x = bodySprite->getPosition().x;
    body->p.y = bodySprite->getPosition().y;
    cpSpaceAddBody(space, body);
    
    // ------------ driver body------------
    mass = 0.5;
    
    cpBody * driver_body = cpBodyNew(mass, cpMomentForBox(mass, 27 * doodleTruck->getScaleX(), 60 * doodleTruck->getScaleY()));
    
    num = 8;
    cpVect body_verts4[] = {
        cpv(-23.0f, 31.2f),
        cpv(-12.0f, 31.2f),
        cpv(-3.5f, 14.0f),
        cpv(-1.5f, -24.0f),
        cpv(-8.0f, -31.0f),
        cpv(-27.5f, -30.5f),
        cpv(-31.0f, -25.2f),
        cpv(-30.2f, 19.2f)
    };
    
    shape = cpPolyShapeNew(driver_body, num, body_verts4, cpvzero);
    shape->e = 0; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data = driver_Body;
    cpSpaceAddShape(space, shape);
    
    num = 4;
    cpVect body_verts5[] = {
        cpv(-2.7f, 8.3f),
        cpv(17.1f, 8.8f),
        cpv(18.5f, -1.6f),
        cpv(-3.0f, -4.1f)
    };
    
    shape = cpPolyShapeNew(driver_body, num, body_verts5, cpvzero);
    shape->e = 0; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
   // shape->data = driver_Body;
    cpSpaceAddShape(space, shape);
    
    num = 5;
    cpVect body_verts6[] = {
        cpv(16.9f, 8.5f),
        cpv(26.1f, 13.1f),
        cpv(32.0f, 6.7f),
        cpv(26.8f, -1.4f),
        cpv(18.0f, -0.7f)
    };
    
    shape = cpPolyShapeNew(driver_body, num, body_verts6, cpvzero);
    shape->e = 0; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
     shape->data = driver_Body;
    cpSpaceAddShape(space, shape);
    
    driver_body->p.x = driver_Body->getPosition().x;
    driver_body->p.y = driver_Body->getPosition().y;
    cpSpaceAddBody(space, driver_body);
    
    // ------- driver-head------------
    mass = 0.3;
    
    cpBody * driver_head = cpBodyNew(mass, cpMomentForCircle(mass, 20 * doodleTruck->getScaleY(), 20 * doodleTruck->getScaleY(), cpvzero));
    
    num = 4;
    cpVect body_verts7[] = {
        cpv(9.9f, -15.6f),
        cpv(8.3f, -24.0f),
        cpv(-6.7f, -23.0f),
        cpv(-6.0f, -11.3f)
    };

    shape = cpPolyShapeNew(driver_head, num, body_verts7, cpvzero);
    shape->e = 0; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data = driver_Head;
    cpSpaceAddShape(space, shape);
    
    num = 7;
    cpVect body_verts8[] = {
        cpv(3.2f, 30.7f),
        cpv(26.5f, 8.0f),
        cpv(19.7f, -12.0f),
        cpv(9.5f, -16.2f),
        cpv(-13.5f, -9.5f),
        cpv(-20.7f, 17.7f),
        cpv(-12.2f, 29.2f)
    };
    
    
    shape = cpPolyShapeNew(driver_head, num, body_verts8, cpvzero);
    shape->e = 0; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
     shape->data = driver_Body;
    cpSpaceAddShape(space, shape);
    
    driver_head->p.x = driver_Head->getPosition().x;
    driver_head->p.y = driver_Head->getPosition().y;
    cpSpaceAddBody(space, driver_head);
    
  /*
    */
    
    mass = TRUCK_LEFT_WHEELMASS;
    //left wheel
    cpBody * l_wheel = cpBodyNew(mass, cpMomentForCircle(mass, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero));
    shape = cpCircleShapeNew(l_wheel, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero);
    shape->e = TRUCK_WHEEL_E; shape->u = TRUCK_WHEEL_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data	= lWheelSprite;
    
    cpSpaceAddShape(space, shape);
    l_wheel->p.x = lWheelSprite->getPosition().x;
    l_wheel->p.y = lWheelSprite->getPosition().y;
    cpSpaceAddBody(space, l_wheel);
    
    mass = TRUCK_RIGHT_WHEELMASS;
    //right wheel
    cpBody * r_wheel = cpBodyNew(mass, cpMomentForCircle(mass, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero));
    shape = cpCircleShapeNew(r_wheel, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero);
    shape->e = TRUCK_WHEEL_E; shape->u = TRUCK_WHEEL_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data	= rWheelSprite;
    cpSpaceAddShape(space, shape);
    r_wheel->p.x = rWheelSprite->getPosition().x;
    r_wheel->p.y = rWheelSprite->getPosition().y;
    cpSpaceAddBody(space, r_wheel);
    
    cpVect l_wheel_offset = cpv(-80 * doodleTruck->getScaleY(), -70 * doodleTruck->getScaleY());
    
     cpVect r_wheel_offset = cpv(80 * doodleTruck->getScaleY(), -70 * doodleTruck->getScaleY());
    
    cpSpaceAddConstraint(space, cpGrooveJointNew(body, l_wheel, l_wheel_offset, cpv(l_wheel_offset.x, 0), cpvzero));
    cpSpaceAddConstraint(space, cpGrooveJointNew(body, r_wheel, r_wheel_offset, cpv(r_wheel_offset.x, 0), cpvzero));
    
    cpVect pt_reverse = cpv(1.0, 0);
    
    cpSpaceAddConstraint(space, cpDampedSpringNew(body, l_wheel,
                                                  cpv(l_wheel_offset.x * pt_reverse.x, l_wheel_offset.y * pt_reverse.y),
                                                  cpvzero, fabs(l_wheel_offset.y),
                                                  TRUCK_LEFT_SPRING_STIFFNESS, TRUCK_SPRING_DAMPING));
    
    cpSpaceAddConstraint(space, cpDampedSpringNew(body, r_wheel,
                                                  cpv(r_wheel_offset.x * pt_reverse.x, r_wheel_offset.y * pt_reverse.y),
                                                  cpvzero, fabs(r_wheel_offset.y),
                                                  TRUCK_RIGHT_SPRING_STIFFNESS, TRUCK_SPRING_DAMPING));
    
    
    //cpVect l_wheel_offset = cpv(-80 * doodleTruck->getScaleY(), -60 * doodleTruck->getScaleY());
    
   // cpVect r_wheel_offset = cpv(80 * doodleTruck->getScaleY(), -60 * doodleTruck->getScaleY());
    
   // cpSpaceAddConstraint(space, cpGrooveJointNew(driver_body, driver_head, cpv(-18, 31), cpv(1.5, -25), cpvzero));
    cpSpaceAddConstraint(space, cpSlideJointNew(driver_body, driver_head, cpv(-17.7, 30.7), cpv(1.2, -13.3), 0.3, 1));
//   cpSpaceAddConstraint(space, cpGrooveJointNew(body, driver_body, cpv(0, -5), cpv(0, 35), cpvzero));
    //cpSpaceAddConstraint(space, cpGrooveJointNew(body, driver_body, cpv(10, 5), cpv(15, 5), cpvzero));
    
   
    
   /* cpSpaceAddConstraint(space, cpGrooveJointNew(body, l_wheel, l_wheel_offset, cpv(l_wheel_offset.x, 0), cpvzero));
    cpSpaceAddConstraint(space, cpGrooveJointNew(body, r_wheel, r_wheel_offset, cpv(r_wheel_offset.x, 0), cpvzero));
    */
    
    
    


    
  /*  cpSpaceAddConstraint(space, cpDampedSpringNew(driver_body, driver_head,
                                                  cpv(0, -5), cpv(0, 30),
                                                  fabs(10),
                                                  2000, 3000));
   
    cpSpaceAddConstraint(space, cpRotaryLimitJointNew(body, driver_body, -0.2, 0.3));
    cpSpaceAddConstraint(space, cpRotaryLimitJointNew(driver_body, driver_head, -0.2, 0.3));
    
   
    
    */
    cpConstraint * motor = cpSimpleMotorNew(body, l_wheel, 0);
    doodleTruck->setMotor((cpSimpleMotor *)motor);
    cpSpaceAddConstraint(doodleTruck->getSpace(), motor);
    
    doodleTruck->setBody(body);
    doodleTruck->setLeftW (l_wheel);
    doodleTruck->setRightW(r_wheel);
}
예제 #10
0
void Truck::setupChipmunk3() {
    DoodleTruck * doodleTruck = DoodleTruck::sharedDoodleTruck();
    cpSpace *space = doodleTruck->getSpace();
    
    cpVect s_p = cpv(doodleTruck->getScaleY(), doodleTruck->getScaleY());
    double mass = TRUCK_MASS;
    
    //body
    cpVect wd_ht_half = cpv(248, 84);
    cpBody *body = cpBodyNew(mass, cpMomentForBox(mass, wd_ht_half.x * 2 * doodleTruck->getScaleX(), wd_ht_half.y * 2 * doodleTruck->getScaleY()));
    int num = 4;
    cpVect body_verts1[] = {
        cpv((286 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 5) * s_p.y),
        cpv((430 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 5) * s_p.y),
        cpv((430 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 70) * s_p.y),
        cpv((255 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 70) * s_p.y)
    };
    
    cpShape *shape = cpPolyShapeNew(body, num, body_verts1, cpvzero);
    shape->e = TRUCK_BODY_E; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    shape->data = bodySprite;
    cpSpaceAddShape(space, shape);
    
    num = 5;
    cpVect body_verts2[] = {
        cpv((255 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 70) * s_p.y),
        cpv((490 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 70) * s_p.y),
        cpv((490 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 165) * s_p.y),
        cpv((455 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 165) * s_p.y),
        cpv((255 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 110) * s_p.y)
    };
    
    shape = cpPolyShapeNew(body, num, body_verts2, cpvzero);
    shape->e = TRUCK_BODY_E; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    cpSpaceAddShape(space, shape);
    
    num = 4;
    cpVect body_verts3[] = {
        cpv((255 - wd_ht_half.x) * s_p.x , (wd_ht_half.y - 85) * s_p.y),
        cpv((255 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 130) * s_p.y),
        cpv((70 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 130) * s_p.y),
        cpv((20 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 85) * s_p.y)
    };
    
    shape = cpPolyShapeNew(body, num, body_verts3, cpvzero);
    shape->e = TRUCK_BODY_E; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    cpSpaceAddShape(space, shape);
    
    cpVect body_verts4[] = {
        cpv((0 - wd_ht_half.x) * s_p.x , (wd_ht_half.y - 48) * s_p.y),
        cpv((20 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 48) * s_p.y),
        cpv((40 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 85) * s_p.y),
        cpv((20 - wd_ht_half.x) * s_p.x, (wd_ht_half.y - 85) * s_p.y)
    };
    
    shape = cpPolyShapeNew(body, num, body_verts4, cpvzero);
    shape->e = TRUCK_BODY_E; shape->u = TRUCK_BODY_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->collision_type = BODY_COLLISION;
    cpSpaceAddShape(space, shape);
    
    body->p = cpv(bodySprite->getPosition().x, bodySprite->getPosition().y);
    cpSpaceAddBody(space, body);
    
    mass = TRUCK_LEFT_WHEELMASS;
    //left wheel
    cpBody * l_wheel = cpBodyNew(mass, cpMomentForCircle(mass,
                                                         TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(),
                                                         TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(),
                                                         cpvzero));
    shape = cpCircleShapeNew(l_wheel, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero);
    shape->e = TRUCK_WHEEL_E; shape->u = TRUCK_WHEEL_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->data	= lWheelSprite;
    
    cpSpaceAddShape(space, shape);
    l_wheel->p = cpv(lWheelSprite->getPosition().x, lWheelSprite->getPosition().y);
    cpSpaceAddBody(space, l_wheel);
    
    mass = TRUCK_RIGHT_WHEELMASS;
    //right wheel
    cpBody * r_wheel = cpBodyNew(mass, cpMomentForCircle(mass,
                                                         TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(),
                                                         TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(),
                                                         cpvzero));
    
    shape = cpCircleShapeNew(r_wheel, TRUCK_WHEEL_RADIUS * doodleTruck->getScaleY(), cpvzero);
    shape->e = TRUCK_WHEEL_E; shape->u = TRUCK_WHEEL_U;
    shape->group = BOX2D_TRUCK_GROUP;
    shape->data	= rWheelSprite;
    cpSpaceAddShape(space, shape);
    r_wheel->p = cpv(rWheelSprite->getPosition().x, rWheelSprite->getPosition().y);
    cpSpaceAddBody(space, r_wheel);
    
    cpVect l_wheel_offset = cpv(-100 * doodleTruck->getScaleY(), -50 * doodleTruck->getScaleY());
    cpVect r_wheel_offset = cpv(130 * doodleTruck->getScaleY(), -50 * doodleTruck->getScaleY());
    cpSpaceAddConstraint(space, cpGrooveJointNew(body, l_wheel, l_wheel_offset, cpv(l_wheel_offset.x, 0), cpvzero));
    cpSpaceAddConstraint(space, cpGrooveJointNew(body, r_wheel, r_wheel_offset, cpv(r_wheel_offset.x, 0), cpvzero));
    cpVect pt_reverse = cpv(1, 0);
    
    cpSpaceAddConstraint(space, cpDampedSpringNew(body, l_wheel,
                                                  cpv(l_wheel_offset.x * pt_reverse.x, l_wheel_offset.y * pt_reverse.y),
                                                  cpvzero, fabs(l_wheel_offset.y),
                                                  TRUCK_LEFT_SPRING_STIFFNESS,
                                                  TRUCK_SPRING_DAMPING));
    
    cpSpaceAddConstraint(space, cpDampedSpringNew(body, r_wheel,
                                                  cpv(r_wheel_offset.x * pt_reverse.x, r_wheel_offset.y * pt_reverse.y),
                                                  cpvzero, fabs(r_wheel_offset.y),
                                                  TRUCK_RIGHT_SPRING_STIFFNESS,
                                                  TRUCK_SPRING_DAMPING));
    
    cpConstraint * motor = cpSimpleMotorNew(body, l_wheel, 0);
    doodleTruck->setMotor((cpSimpleMotor *)motor);
    cpSpaceAddConstraint(doodleTruck->getSpace(), motor);
    
    doodleTruck->setBody(body);
    doodleTruck->setLeftW(l_wheel);
    doodleTruck->setRightW(r_wheel);
}
예제 #11
0
cpJoint * bmx_cpgroovejoint_create(BBObject * handle, cpBody * bodyA, cpBody * bodyB, cpVect * grooveA, cpVect * grooveB, cpVect * anchor) {
	cpJoint * joint = cpGrooveJointNew(bodyA, bodyB, *grooveA, *grooveB, *anchor);
	cpbind(joint, handle);
	return joint;
}
예제 #12
0
static cpSpace *
init(void)
{
	space = cpSpaceNew();
	cpSpaceSetIterations(space, 10);
	cpSpaceSetGravity(space, cpv(0, -100));
	cpSpaceSetSleepTimeThreshold(space, 0.5f);
	
	cpBody *staticBody = cpSpaceGetStaticBody(space);
	cpShape *shape;
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,120), cpv(320,120), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,0), cpv(320,0), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-120), cpv(320,-120), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-240), cpv(-160,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(0,-240), cpv(0,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(160,-240), cpv(160,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	cpVect boxOffset;
	cpBody *body1, *body2;
	
	cpVect posA = cpv( 50, 60);
	cpVect posB = cpv(110, 60);
	
	#define POS_A cpvadd(boxOffset, posA)
	#define POS_B cpvadd(boxOffset, posB)
	
	// Pin Joints - Link shapes with a solid bar or pin.
	// Keeps the anchor points the same distance apart from when the joint was created.
	boxOffset = cpv(-320, -240);
	body1 = addBall(posA, boxOffset);
	body2 = addBall(posB, boxOffset);
	cpSpaceAddConstraint(space, cpPinJointNew(body1, body2, cpv(15,0), cpv(-15,0)));
	
	// Slide Joints - Like pin joints but with a min/max distance.
	// Can be used for a cheap approximation of a rope.
	boxOffset = cpv(-160, -240);
	body1 = addBall(posA, boxOffset);
	body2 = addBall(posB, boxOffset);
	cpSpaceAddConstraint(space, cpSlideJointNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 40.0f));
	
	// Pivot Joints - Holds the two anchor points together. Like a swivel.
	boxOffset = cpv(0, -240);
	body1 = addBall(posA, boxOffset);
	body2 = addBall(posB, boxOffset);
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, body2, cpvadd(boxOffset, cpv(80,60))));
	// cpPivotJointNew() takes it's anchor parameter in world coordinates. The anchors are calculated from that
	// cpPivotJointNew2() lets you specify the two anchor points explicitly
	
	// Groove Joints - Like a pivot joint, but one of the anchors is a line segment that the pivot can slide in
	boxOffset = cpv(160, -240);
	body1 = addBall(posA, boxOffset);
	body2 = addBall(posB, boxOffset);
	cpSpaceAddConstraint(space, cpGrooveJointNew(body1, body2, cpv(30,30), cpv(30,-30), cpv(-30,0)));
	
	// Damped Springs
	boxOffset = cpv(-320, -120);
	body1 = addBall(posA, boxOffset);
	body2 = addBall(posB, boxOffset);
	cpSpaceAddConstraint(space, cpDampedSpringNew(body1, body2, cpv(15,0), cpv(-15,0), 20.0f, 5.0f, 0.3f));
	
	// Damped Rotary Springs
	boxOffset = cpv(-160, -120);
	body1 = addBar(posA, boxOffset);
	body2 = addBar(posB, boxOffset);
	// Add some pin joints to hold the circles in place.
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A));
	cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B));
	cpSpaceAddConstraint(space, cpDampedRotarySpringNew(body1, body2, 0.0f, 3000.0f, 60.0f));
	
	// Rotary Limit Joint
	boxOffset = cpv(0, -120);
	body1 = addLever(posA, boxOffset);
	body2 = addLever(posB, boxOffset);
	// Add some pin joints to hold the circles in place.
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A));
	cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B));
	// Hold their rotation within 90 degrees of each other.
	cpSpaceAddConstraint(space, cpRotaryLimitJointNew(body1, body2, -M_PI_2, M_PI_2));
	
	// Ratchet Joint - A rotary ratchet, like a socket wrench
	boxOffset = cpv(160, -120);
	body1 = addLever(posA, boxOffset);
	body2 = addLever(posB, boxOffset);
	// Add some pin joints to hold the circles in place.
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A));
	cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B));
	// Ratchet every 90 degrees
	cpSpaceAddConstraint(space, cpRatchetJointNew(body1, body2, 0.0f, M_PI_2));
	
	// Gear Joint - Maintain a specific angular velocity ratio
	boxOffset = cpv(-320, 0);
	body1 = addBar(posA, boxOffset);
	body2 = addBar(posB, boxOffset);
	// Add some pin joints to hold the circles in place.
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A));
	cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B));
	// Force one to sping 2x as fast as the other
	cpSpaceAddConstraint(space, cpGearJointNew(body1, body2, 0.0f, 2.0f));
	
	// Simple Motor - Maintain a specific angular relative velocity
	boxOffset = cpv(-160, 0);
	body1 = addBar(posA, boxOffset);
	body2 = addBar(posB, boxOffset);
	// Add some pin joints to hold the circles in place.
	cpSpaceAddConstraint(space, cpPivotJointNew(body1, staticBody, POS_A));
	cpSpaceAddConstraint(space, cpPivotJointNew(body2, staticBody, POS_B));
	// Make them spin at 1/2 revolution per second in relation to each other.
	cpSpaceAddConstraint(space, cpSimpleMotorNew(body1, body2, M_PI));
	
	// Make a car with some nice soft suspension
	boxOffset = cpv(0, 0);
	cpBody *wheel1 = addWheel(posA, boxOffset);
	cpBody *wheel2 = addWheel(posB, boxOffset);
	cpBody *chassis = addChassis(cpv(80, 100), boxOffset);
	
	cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel1, cpv(-30, -10), cpv(-30, -40), cpvzero));
	cpSpaceAddConstraint(space, cpGrooveJointNew(chassis, wheel2, cpv( 30, -10), cpv( 30, -40), cpvzero));
	
	cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel1, cpv(-30, 0), cpvzero, 50.0f, 20.0f, 10.0f));
	cpSpaceAddConstraint(space, cpDampedSpringNew(chassis, wheel2, cpv( 30, 0), cpvzero, 50.0f, 20.0f, 10.0f));
	
	return space;
}