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; }
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; }
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); }
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; }
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); }