123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153 |
- /** Demo showing a wrecking ball hitting a few boxes. */
- #include "helper.h"
- #define ROOM_SIZE (14 * TPE_F)
- #define CUBE_SIZE (3 * TPE_F / 2)
- #define GRAVITY (TPE_F / 100)
- TPE_Vec3 environmentDistance(TPE_Vec3 p, TPE_Unit maxD)
- {
- return TPE_envAABoxInside(p,TPE_vec3(0,ROOM_SIZE / 4,0),
- TPE_vec3(ROOM_SIZE,ROOM_SIZE / 2,ROOM_SIZE));
- }
- TPE_Vec3 cubeOrientations[6];
- TPE_Vec3 cubePositions[6];
- TPE_Joint ballJoints[4]; // for the wrecking ball body
- TPE_Connection ballConnections[3];
- /** Updates the orientation and position of the ith cube's 3D model accordint to
- the physics model. This will only be done for active bodies to help
- performance a bit. */
- void updateOrientPos(int i)
- {
- cubeOrientations[i] = TPE_bodyGetRotation(&tpe_world.bodies[i],0,2,1);
- cubePositions[i] = TPE_bodyGetCenterOfMass(&tpe_world.bodies[i]);
- }
- int main(void)
- {
- helper_init();
- tpe_world.environmentFunction = environmentDistance;
- s3l_scene.camera.transform.translation.z -= ROOM_SIZE / 2;
- s3l_scene.camera.transform.translation.y += ROOM_SIZE / 3;
- s3l_scene.camera.transform.translation.x -= ROOM_SIZE / 4;
- s3l_scene.camera.transform.rotation.y = -1 * TPE_F / 16;
- for (int i = 0; i < 6; ++i) // add 6 cubes
- {
- helper_addBox(CUBE_SIZE / 2,CUBE_SIZE / 2,CUBE_SIZE / 2,CUBE_SIZE / 4,TPE_F / 5);
- helper_lastBody.friction = TPE_F / 20; // decrease friction for fun
- }
- #define move(i,x,y) \
- TPE_bodyMoveBy(&tpe_world.bodies[i],TPE_vec3((CUBE_SIZE / 2 + 10) * x,10 + CUBE_SIZE / 2 + y * (CUBE_SIZE + 10),0));
- move(0,0,0)
- move(1,-2,0)
- move(2,2,0)
- move(3,-1,1)
- move(4,1,1)
- move(5,0,2)
- #undef move
-
- for (int i = 0; i < 6; ++i)
- {
- updateOrientPos(i);
- /* normally the cubes wouldn't stand on each other as they're really made of
- spheres, so we deactivate them to keep them in place until the wrecking
- ball hits them: */
- TPE_bodyDeactivate(&tpe_bodies[i]);
- }
- // now create the wrecking ball body:
- ballJoints[0] = TPE_joint(TPE_vec3(0,ROOM_SIZE / 2,0),0);
- ballJoints[1] = TPE_joint(TPE_vec3(0,ROOM_SIZE / 2 - TPE_F / 5,-1 * TPE_F),0);
- ballJoints[2] = TPE_joint(TPE_vec3(0,ROOM_SIZE / 2 - TPE_F / 2,-2 * TPE_F),0);
- ballJoints[3] = TPE_joint(TPE_vec3(0,ROOM_SIZE / 2 - TPE_F,-4 * TPE_F),TPE_F);
- ballJoints[3].velocity[1] = -1 * TPE_F / 2;
- ballJoints[3].velocity[2] = -1 * TPE_F / 2;
- ballConnections[0].joint1 = 0; ballConnections[0].joint2 = 1;
- ballConnections[1].joint1 = 1; ballConnections[1].joint2 = 2;
- ballConnections[2].joint1 = 2; ballConnections[2].joint2 = 3;
- TPE_Body *ballBody = &tpe_world.bodies[6];
- TPE_bodyInit(ballBody,ballJoints,4,ballConnections,3,2 * TPE_F);
- ballBody->flags |= TPE_BODY_FLAG_SIMPLE_CONN;
- ballBody->flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
- ballBody->friction = 0;
- ballBody->elasticity = TPE_F;
- tpe_world.bodyCount++;
-
- while (helper_running)
- {
- helper_frameStart();
- helper_cameraFreeMovement();
- if (helper_frame % 16 == 0)
- {
- helper_printCPU();
- if (sdl_keyboard[SDL_SCANCODE_L]) // pressing L explodes the cubes :)
- for (int i = 0; i < 6; ++i)
- {
- TPE_bodyActivate(&tpe_world.bodies[i]);
- TPE_bodyAccelerate(&tpe_world.bodies[i],
- TPE_vec3Plus(TPE_vec3(0,TPE_F / 5,0),TPE_vec3Times(cubePositions[i],TPE_F / 4)));
- }
- }
- // pin the top point of the wrecking ball to the ceiling:
- TPE_jointPin(&ballBody->joints[0],TPE_vec3(0,ROOM_SIZE / 2 - TPE_F / 100,0));
- TPE_worldStep(&tpe_world);
- helper_set3DColor(170,170,170);
- helper_draw3DBoxInside(TPE_vec3(0,ROOM_SIZE / 4,0),TPE_vec3(ROOM_SIZE,ROOM_SIZE / 2,ROOM_SIZE),TPE_vec3(0,0,0));
- helper_set3DColor(200,10,10);
- for (int i = 0; i < 6; ++i)
- {
- TPE_bodyApplyGravity(&tpe_world.bodies[i],GRAVITY);
- if (TPE_bodyIsActive(&tpe_world.bodies[i]))
- updateOrientPos(i);
- helper_draw3DBox(cubePositions[i],TPE_vec3(CUBE_SIZE,CUBE_SIZE,CUBE_SIZE),
- cubeOrientations[i]);
- }
- ballBody->joints[3].velocity[1] -= GRAVITY; // apply gravity only to one joint
- helper_draw3DSphere(ballBody->joints[3].position,TPE_vec3(400,400,400),TPE_vec3(0,0,0));
- for (int i = 0; i < 3; ++i)
- helper_drawLine3D(
- ballBody->joints[ballBody->connections[i].joint1].position,
- ballBody->joints[ballBody->connections[i].joint2].position,
- 255,0,0);
- if (helper_debugDrawOn)
- helper_debugDraw(1);
- helper_frameEnd();
- }
- helper_end();
- return 0;
- }
|