cpSpace *Buoyancy::Init() { ChipmunkDemo::Init(); space = cpSpaceNew(); cpSpaceSetIterations(space, 30); cpSpaceSetGravity(space, cpv(0, -500)); // cpSpaceSetDamping(space, 0.5); cpSpaceSetSleepTimeThreshold(space, 0.5f); cpSpaceSetCollisionSlop(space, 0.5f); cpBody *body, *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); { // Add the edges of the bucket cpBB bb = cpBBNew(-300, -200, 100, 0); cpFloat radius = 5.0f; shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.l, bb.t), radius)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.r, bb.b), cpv(bb.r, bb.t), radius)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.r, bb.b), radius)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); // Add the sensor for the water. shape = cpSpaceAddShape(space, cpBoxShapeNew2(staticBody, bb, 0.0)); cpShapeSetSensor(shape, cpTrue); cpShapeSetCollisionType(shape, 1); } { cpFloat width = 200.0f; cpFloat height = 50.0f; cpFloat mass = 0.3*FLUID_DENSITY*width*height; cpFloat moment = cpMomentForBox(mass, width, height); body = cpSpaceAddBody(space, cpBodyNew(mass, moment)); cpBodySetPosition(body, cpv(-50, -100)); cpBodySetVelocity(body, cpv(0, -100)); cpBodySetAngularVelocity(body, 1); shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height, 0.0)); cpShapeSetFriction(shape, 0.8f); } { cpFloat width = 40.0f; cpFloat height = width*2; cpFloat mass = 0.3*FLUID_DENSITY*width*height; cpFloat moment = cpMomentForBox(mass, width, height); body = cpSpaceAddBody(space, cpBodyNew(mass, moment)); cpBodySetPosition(body, cpv(-200, -50)); cpBodySetVelocity(body, cpv(0, -100)); cpBodySetAngularVelocity(body, 1); shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height, 0.0)); cpShapeSetFriction(shape, 0.8f); } cpCollisionHandler *handler = cpSpaceAddCollisionHandler(space, 1, 0); handler->preSolveFunc = (cpCollisionPreSolveFunc)WaterPreSolve; handler->userData = this; return space; }
static cpSpace * init(void) { ChipmunkDemoMessageString = "Use the arrow keys to control the machine."; cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 20); cpSpaceSetGravity(space, cpv(0,-500)); cpBody *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; cpVect a, b; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); cpFloat offset = 30.0f; // make chassis cpFloat chassis_mass = 2.0f; a = cpv(-offset, 0.0f), b = cpv(offset, 0.0f); cpBody *chassis = cpSpaceAddBody(space, cpBodyNew(chassis_mass, cpMomentForSegment(chassis_mass, a, b, 0.0f))); shape = cpSpaceAddShape(space, cpSegmentShapeNew(chassis, a, b, seg_radius)); cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES)); // make crank cpFloat crank_mass = 1.0f; cpFloat crank_radius = 13.0f; cpBody *crank = cpSpaceAddBody(space, cpBodyNew(crank_mass, cpMomentForCircle(crank_mass, crank_radius, 0.0f, cpvzero))); shape = cpSpaceAddShape(space, cpCircleShapeNew(crank, crank_radius, cpvzero)); cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES)); cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, crank, cpvzero, cpvzero)); cpFloat side = 30.0f; int num_legs = 2; for(int i=0; i<num_legs; i++){ make_leg(space, side, offset, chassis, crank, cpvmult(cpvforangle((cpFloat)(2*i+0)/(cpFloat)num_legs*CP_PI), crank_radius)); make_leg(space, side, -offset, chassis, crank, cpvmult(cpvforangle((cpFloat)(2*i+1)/(cpFloat)num_legs*CP_PI), crank_radius)); } motor = cpSpaceAddConstraint(space, cpSimpleMotorNew(chassis, crank, 6.0f)); return space; }
static cpSpace * init(void) { ChipmunkDemoMessageString = "Use the arrow keys to control the machine."; cpSpace *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); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-256,16), cpv(-192,0), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,0), cpv(-192, -64), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,-64), cpv(-128,144), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,80), cpv(-192,176), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-192,176), cpv(-128,240), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-128,144), cpv(192,64), 2.0f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); cpVect verts[] = { cpv(-30,-80), cpv(-30, 80), cpv( 30, 64), cpv( 30,-80), }; cpBody *plunger = cpSpaceAddBody(space, cpBodyNew(1.0f, INFINITY)); cpBodySetPosition(plunger, cpv(-160,-80)); shape = cpSpaceAddShape(space, cpPolyShapeNew(plunger, 4, verts, cpTransformIdentity, 0.0)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 0.5f); cpShapeSetFilter(shape, cpShapeFilterNew(CP_NO_GROUP, 1, 1)); // add balls to hopper for(int i=0; i<numBalls; i++) balls[i] = add_ball(space, cpv(-224 + i,80 + 64*i)); // add small gear cpBody *smallGear = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 80, 0, cpvzero))); cpBodySetPosition(smallGear, cpv(-160,-160)); cpBodySetAngle(smallGear, -M_PI_2); shape = cpSpaceAddShape(space, cpCircleShapeNew(smallGear, 80.0f, cpvzero)); cpShapeSetFilter(shape, CP_SHAPE_FILTER_NONE); 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))); cpBodySetPosition(bigGear, cpv(80,-160)); cpBodySetAngle(bigGear, M_PI_2); shape = cpSpaceAddShape(space, cpCircleShapeNew(bigGear, 160.0f, cpvzero)); cpShapeSetFilter(shape, CP_SHAPE_FILTER_NONE); 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), 0.0f))); cpBodySetPosition(feeder, cpv(-224, (bottom + top)/2.0f)); cpFloat len = top - bottom; shape = cpSpaceAddShape(space, cpSegmentShapeNew(feeder, cpv(0.0f, len/2.0f), cpv(0.0f, -len/2.0f), 20.0f)); cpShapeSetFilter(shape, GRAB_FILTER); cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, feeder, cpv(-224.0f, bottom), cpv(0.0f, -len/2.0f))); cpVect anchr = cpBodyWorldToLocal(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; }