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📄 demo6.m

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/* 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. */// TODO clean this up.#include <stdlib.h>#include <stdio.h>#include <math.h>#include "chipmunk.h"extern cpSpace *space;extern cpBody *staticBody;#define WIDTH 200#define HEIGHT 40// Apply an approximate bouyancy and drag force to an object.static voidapply_buoyancy(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt){	int numx = 20;	int numy = 4;		float stepx = (float)WIDTH/(float)numx;	float stepy = (float)HEIGHT/(float)numy;		cpBodyResetForces(body);//	glBegin(GL_POINTS);	for(int x=0; x<numx; x++){		for(int y=0; y<numy; y++){			cpVect p_sample = cpv((x + 0.5f)*stepx - WIDTH/2, (y + 0.5f)*stepy - HEIGHT/2);			cpVect p = cpBodyLocal2World(body, p_sample);			cpVect r = cpvsub(p, body->p);						if(p.y < 0){				cpVect v = cpvadd(body->v, cpvmult(cpvperp(r), body->w));				cpVect f_damp = cpvmult(v, -0.0003f*cpvlength(v));				cpVect f = cpvadd(cpv(0, 2.0f), f_damp);				cpBodyApplyForce(body, f, r);//				glVertex2f(p.x, p.y);			}		}	}//	glEnd();	cpBodyUpdateVelocity(body, gravity, damping, dt);}void demo6_update(int ticks){	int steps = 1;	cpFloat dt = 1.0f/60.0f/(cpFloat)steps;		for(int i=0; i<steps; i++){		cpSpaceStep(space, dt);	}}static voidmake_box(cpVect p, cpVect v, cpFloat a, cpFloat w){	cpVect verts[] = {		cpv(-WIDTH/2.0f,-HEIGHT/2.0f),		cpv(-WIDTH/2.0f, HEIGHT/2.0f),		cpv( WIDTH/2.0f, HEIGHT/2.0f),		cpv( WIDTH/2.0f,-HEIGHT/2.0f),	};	cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, 4, verts, cpvzero));	body->p = p;	body->v = v;	cpBodySetAngle(body, a);	body->w = w;	body->velocity_func = apply_buoyancy;	cpSpaceAddBody(space, body);		cpShape *shape = cpPolyShapeNew(body, 4, verts, cpvzero);	shape->e = 0.0f; shape->u = 0.7f;	cpSpaceAddShape(space, shape);}void demo6_init(void){	staticBody = cpBodyNew(INFINITY, INFINITY);		cpResetShapeIdCounter();	space = cpSpaceNew();	space->iterations = 5;	space->gravity = cpv(0, -100);		cpSpaceResizeStaticHash(space, 40.0f, 999);	cpSpaceResizeActiveHash(space, 30.0f, 2999);		cpShape *shape;		// Screen border	shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f);	shape->e = 1.0f; shape->u = 1.0f;	cpSpaceAddStaticShape(space, shape);	shape = cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f);	shape->e = 1.0f; shape->u = 1.0f;	cpSpaceAddStaticShape(space, shape);	shape = cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f);	shape->e = 1.0f; shape->u = 1.0f;	cpSpaceAddStaticShape(space, shape);		// Reference line	// Does not collide with other objects, we just want to draw it.	shape = cpSegmentShapeNew(staticBody, cpv(-320,0), cpv(320,0), 0.0f);	shape->collision_type = 1;	cpSpaceAddStaticShape(space, shape);	// Add a collision pair function to filter collisions	cpSpaceAddCollisionPairFunc(space, 0, 1, NULL, NULL);		// Create boxes	make_box(cpv(-150, 150), cpv(200, -100), (cpFloat) M_PI/2.0f, 0.0f);	make_box(cpv(150, 150), cpv(0, -300), (cpFloat) M_PI/4.0f, 0.0f);	make_box(cpv(0, 150), cpv(0, 200), 0.0f, 0.0f);	make_box(cpv(0, 250), cpv(50, 100), 0.0f, 3.0f);}

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