Пример #1
0
void __fastcall TForm1::MassSpringFormCreate(TObject *Sender)
{
    m_floor = 0;
    m_floor_spring_constant = DEFAULT_FLOOR_SPRING_CONSTANT;

    // init world scale
    scale = 2.0;

    // create a world
    world = new cWorld();

    // set background properties
    world->setBackgroundColor(0.2,0.2,0.2);

    // create a camera in world
    camera  = new cCamera(world);
    world->addChild(camera);

    // set camera position and orientation
    camera->set(   cVector3d(0.0, 0.0, 7.0),   // position of camera.
                   cVector3d(0.0, 0.0, 0.0),   // camera looking at origin.
                   cVector3d(0.0, 1.0, 0.0));  // orientation of camera. (standing up.)

    // Create a light source and attach it to camera
    light = new cLight(world);
    camera->addChild(light);
    light->setEnabled(true);
    light->setPos(cVector3d(0,2,4));
    light->rotate(cVector3d(0,0,1), cDegToRad(180));

    // create a display for graphic rendering
    viewport = new cViewport(Panel1->Handle, camera, false);

    // create a tool
    tool = new cMeta3dofPointer(world, 0, true);
    tool->initialize();
    tool->setRenderingMode(RENDER_DEVICE);

    // Rotate the tool so its axes align with our opengl-like axes
    tool->rotate(cVector3d(0,0,1),-90.0*M_PI/180.0);
    tool->rotate(cVector3d(1,0,0),-90.0*M_PI/180.0);
    tool->computeGlobalPositions();

    tool->setWorkspace(3.5*scale, 3.5*scale, 3.5*scale);
    tool->setRadius(scale / 70.0);

    // tool becomes a child of the camera which we can control from
    world->addChild(tool);

    // Create a mesh to represent the floor
    m_floor = new cMesh(world);
    world->addChild(m_floor);

    // Fill in meaningful vertex positions
    m_floor->newVertex(-FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION, -FLOOR_Z_SIZE/2.0);
    m_floor->newVertex(-FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION,  FLOOR_Z_SIZE/2.0);
    m_floor->newVertex( FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION,  FLOOR_Z_SIZE/2.0);
    m_floor->newTriangle(0,1,2);

    m_floor->newVertex( FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION, -FLOOR_Z_SIZE/2.0);
    m_floor->newVertex(-FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION, -FLOOR_Z_SIZE/2.0);
    m_floor->newVertex( FLOOR_X_SIZE/2.0,  FLOOR_Y_POSITION,  FLOOR_Z_SIZE/2.0);
    m_floor->newTriangle(3,4,5);

    for(int n=0; n<6; n++)
    {
      cVertex* curVertex = m_floor->getVertex(n);
      curVertex->setNormal(0,1,0);
    }

    // Give him some material properties...
    cMaterial material;
    material.m_ambient.set( 0.2, 0.2, 0.2, 1.0 );
    material.m_diffuse.set( 0.6, 0.6, 0.6, 1.0 );
    material.m_specular.set( 0.9, 0.9, 0.9, 1.0 );
    material.setShininess(100);
    m_floor->m_material = material;

    // Create an initial ball
    CBall* b = new CBall();
    m_active_balls.push_back(b);
    cVector3d pos(-1.0,0,1.0);
    b->setPos(pos);
    world->addChild(b);

    // Create a series of masses connected by springs
    for(int i=1; i<INITIAL_NUM_BALLS; i++) {
      add_ball();
    }
    simulationOn = false;
}
Пример #2
0
static cpSpace *
init(void)
{
	ChipmunkDemoMessageString = "Use the arrow keys to control the machine.";
	
	space = cpSpaceNew();
	cpSpaceSetGravity(space, cpv(0, -600));
	
	cpBody *staticBody = cpSpaceGetStaticBody(space);
	cpShape *shape;
	
	// beveling all of the line segments slightly helps prevent things from getting stuck on cracks
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-256,300), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	cpVect verts[] = {
		cpv(-30,-80),
		cpv(-30, 80),
		cpv( 30, 64),
		cpv( 30,-80),
	};

	cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY));
	cpBodySetPos(plunger, cpv(-160,-80));
	
	shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpvzero));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 0.5f);
	cpShapeSetLayers(shape, 1);
	
	// add balls to hopper
	for(int i=0; i<numBalls; i++)
		balls[i] = add_ball(cpv(-224 + i,80 + 64*i));
	
	// add small gear
	cpBody *smallGear = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 80, 0, cpvzero)));
	cpBodySetPos(smallGear, cpv(-160,-160));
	cpBodySetAngle(smallGear, -M_PI_2);

	shape = cpSpaceAddShape(space, cpCircleShapeNew(smallGear, 80.0f, cpvzero));
	cpShapeSetLayers(shape, 0);
	
	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, smallGear, cpv(-160,-160), cpvzero));

	// add big gear
	cpBody *bigGear = cpSpaceAddBody(space, cpBodyNew(40.0f, cpMomentForCircle(40.0f, 160, 0, cpvzero)));
	cpBodySetPos(bigGear, cpv(80,-160));
	cpBodySetAngle(bigGear, M_PI_2);
	
	shape = cpSpaceAddShape(space, cpCircleShapeNew(bigGear, 160.0f, cpvzero));
	cpShapeSetLayers(shape, 0);
	
	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, bigGear, cpv(80,-160), cpvzero));

	// connect the plunger to the small gear.
	cpSpaceAddConstraint(space, cpPinJointNew(smallGear, plunger, cpv(80,0), cpv(0,0)));
	// connect the gears.
	cpSpaceAddConstraint(space, cpGearJointNew(smallGear, bigGear, -M_PI_2, -2.0f));
	
	
	// feeder mechanism
	cpFloat bottom = -300.0f;
	cpFloat top = 32.0f;
	cpBody *feeder = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForSegment(1.0f, cpv(-224.0f, bottom), cpv(-224.0f, top))));
	cpBodySetPos(feeder, cpv(-224, (bottom + top)/2.0f));
	
	cpFloat len = top - bottom;
	cpSpaceAddShape(space, cpSegmentShapeNew(feeder, cpv(0.0f, len/2.0f), cpv(0.0f, -len/2.0f), 20.0f));
	
	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, feeder, cpv(-224.0f, bottom), cpv(0.0f, -len/2.0f)));
	cpVect anchr = cpBodyWorld2Local(feeder, cpv(-224.0f, -160.0f));
	cpSpaceAddConstraint(space, cpPinJointNew(feeder, smallGear, anchr, cpv(0.0f, 80.0f)));

	// motorize the second gear
	motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(staticBody, bigGear, 3.0f));

	return space;
}
Пример #3
0
Файл: 3d.c Проект: hrldcpr/iso
void add_ball_on(unsigned char r, unsigned char g, unsigned char b,
                 Cube *cube) {
  add_ball(cube->x, cube->y, cube->z, r, g, b, cube);
}
Пример #4
0
static cpSpace *
init(void)
{
	space = cpSpaceNew();
	space->gravity = cpv(0, -600);

	cpBody *staticBody = &space->staticBody;
	cpShape *shape;

	// beveling all of the line segments slightly helps prevent things from getting stuck on cracks
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-256,300), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f));
	shape->e = 0.0f; shape->u = 0.0f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f));
	shape->e = 0.0f; shape->u = 0.5f; shape->layers = 1;
	shape->layers = NOT_GRABABLE_MASK;

	cpVect verts[] = {
		cpv(-30,-80),
		cpv(-30, 80),
		cpv( 30, 64),
		cpv( 30,-80),
	};

	cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY));
	plunger->p = cpv(-160,-80);

	shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpvzero));
	shape->e = 1.0f; shape->u = 0.5f; shape->layers = 1;

	// add balls to hopper
	for(int i=0; i<numBalls; i++)
		balls[i] = add_ball(cpv(-224 + i,80 + 64*i));

	// add small gear
	cpBody *smallGear = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 80, 0, cpvzero)));
	smallGear->p = cpv(-160,-160);
	cpBodySetAngle(smallGear, (cpFloat)-M_PI_2);

	shape = cpSpaceAddShape(space, cpCircleShapeNew(smallGear, 80.0f, cpvzero));
	shape->layers = 0;

	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, smallGear, cpv(-160,-160), cpvzero));

	// add big gear
	cpBody *bigGear = cpSpaceAddBody(space, cpBodyNew(40.0f, cpMomentForCircle(40.0f, 160, 0, cpvzero)));
	bigGear->p = cpv(80,-160);
	cpBodySetAngle(bigGear, (cpFloat)M_PI_2);

	shape = cpSpaceAddShape(space, cpCircleShapeNew(bigGear, 160.0f, cpvzero));
	shape->layers = 0;

	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, bigGear, cpv(80,-160), cpvzero));

	// connect the plunger to the small gear.
	cpSpaceAddConstraint(space, cpPinJointNew(smallGear, plunger, cpv(80,0), cpv(0,0)));
	// connect the gears.
	cpSpaceAddConstraint(space, cpGearJointNew(smallGear, bigGear, (cpFloat)-M_PI_2, -2.0f));


	// feeder mechanism
	cpFloat bottom = -300.0f;
	cpFloat top = 32.0f;
	cpBody *feeder = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForSegment(1.0f, cpv(-224.0f, bottom), cpv(-224.0f, top))));
	feeder->p = cpv(-224, (bottom + top)/2.0f);

	cpFloat len = top - bottom;
	cpSpaceAddShape(space, cpSegmentShapeNew(feeder, cpv(0.0f, len/2.0f), cpv(0.0f, -len/2.0f), 20.0f));

	cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, feeder, cpv(-224.0f, bottom), cpv(0.0f, -len/2.0f)));
	cpVect anchr = cpBodyWorld2Local(feeder, cpv(-224.0f, -160.0f));
	cpSpaceAddConstraint(space, cpPinJointNew(feeder, smallGear, anchr, cpv(0.0f, 80.0f)));

	// motorize the second gear
	motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(staticBody, bigGear, 3.0f));

	return space;
}
Пример #5
0
Файл: 3d.c Проект: hrldcpr/iso
void add_ball_at(float x, float y, float z,
                 unsigned char r, unsigned char g, unsigned char b) {
  add_ball(x, y, z, r, g, b, NULL);
}