/* 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. */ #include "chipmunk/chipmunk.h" #include "ChipmunkDemo.h" static cpFloat pentagon_mass = 0.0f; static cpFloat pentagon_moment = 0.0f; // Iterate over all of the bodies and reset the ones that have fallen offscreen. static void eachBody(cpBody *body, void *unused) { cpVect pos = cpBodyGetPosition(body); if(pos.y < -260 || cpfabs(pos.x) > 340){ cpFloat x = rand()/(cpFloat)RAND_MAX*640 - 320; cpBodySetPosition(body, cpv(x, 260)); } } static void update(cpSpace *space, double dt) { if(ChipmunkDemoRightDown){ cpShape *nearest = cpSpacePointQueryNearest(space, ChipmunkDemoMouse, 0.0, GRAB_FILTER, NULL); if(nearest){ cpBody *body = cpShapeGetBody(nearest); if(cpBodyGetType(body) == CP_BODY_TYPE_STATIC){ cpBodySetType(body, CP_BODY_TYPE_DYNAMIC); cpBodySetMass(body, pentagon_mass); cpBodySetMoment(body, pentagon_moment); } else if(cpBodyGetType(body) == CP_BODY_TYPE_DYNAMIC) { cpBodySetType(body, CP_BODY_TYPE_STATIC); } } } cpSpaceEachBody(space, &eachBody, NULL); cpSpaceStep(space, dt); } #define NUM_VERTS 5 static cpSpace * init(void) { ChipmunkDemoMessageString = "Right click to make pentagons static/dynamic."; cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 5); cpSpaceSetGravity(space, cpv(0, -100)); cpBody *body, *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Vertexes for a triangle shape. cpVect tris[] = { cpv(-15,-15), cpv( 0, 10), cpv( 15,-15), }; // Create the static triangles. for(int i=0; i<9; i++){ for(int j=0; j<6; j++){ cpFloat stagger = (j%2)*40; cpVect offset = cpv(i*80 - 320 + stagger, j*70 - 240); shape = cpSpaceAddShape(space, cpPolyShapeNew(staticBody, 3, tris, cpTransformTranslate(offset), 0.0)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); } } // Create vertexes for a pentagon shape. cpVect verts[NUM_VERTS]; for(int i=0; i