Beispiel #1
0
__declspec( dllexport ) void push( const void * _in, int in_size, void * _out, int out_sz )
{
	int index;
	Variable *var;
	cpBody *body;
	cpShape *shape;

	index = PEEKINT(INPUT_MEMBLOCK,0);
	var = vhGetVariable(&mVariableHandler,index);
	switch (var->mType)
	{
	case VarTypeBody:
		body = (cpBody*)var->mPtr;
		
		cpBodySetAngle(body,degToRad(PEEKFLOAT(INPUT_MEMBLOCK,4)));
		cpBodySetPos(body,PEEKVECT(INPUT_MEMBLOCK,8));
		cpBodySetAngVel(body,degToRad(PEEKFLOAT(INPUT_MEMBLOCK,16)));
		cpBodySetVel(body,PEEKVECT(INPUT_MEMBLOCK,20));
		break;

	case VarTypeShape:
		shape = (cpShape*)var->mPtr;
		cpShapeSetFriction(shape,PEEKFLOAT(INPUT_MEMBLOCK,4));
		cpShapeSetElasticity(shape,PEEKFLOAT(INPUT_MEMBLOCK,8));
		cpShapeSetLayers(shape,PEEKUINT(INPUT_MEMBLOCK,12));
		cpShapeSetGroup(shape,PEEKUINT(INPUT_MEMBLOCK,16));
		break;
	}
}
//Run After All Think Functions
//This is very generic
void StandarAI_Think(entity_t *ent)
{
	entity_t *cache_ref;
	cpVect temp_cp;
	int flags;
	flags = ent->mData->mFlags;
	ent->mNextThink = gCurrentTime + ent->mData->mVariables[AI_VAR_FRAMES]*UPDATE_FRAME_DELAY;
	ent->mDamage = ent->mData->mVariables[AI_VAR_DAMAGE];
	cache_ref = FindCachedEntity(ent->mName);

	//Checks are right to left
	if(cache_ref->mPhysicsProperties && cache_ref)
	{
		if(flags & AI_FLAG_GRAVITY)
		{
			temp_cp.x = ent->mPhysicsProperties->body->v.x;
			temp_cp.y = 0;
			cpBodySetVel(ent->mPhysicsProperties->body, temp_cp);
		}
		
	}
	
	//Check Data
	if( --ent->mData->mVariables[AI_VAR_TIME] == 0)
	{
		ent->mData->mVariables[AI_VAR_TIME] = 1;
		ent->mData = ent->mData->mLink;
	}
	
	//Kill ent if dead
	if(ent->mHealth <= 0)
	{
		FreeEntity(ent);
	}
}
void PhysicsBody::setDynamic(bool dynamic)
{
    if (dynamic != _dynamic)
    {
        _dynamic = dynamic;
        if (dynamic)
        {
            if (_world && _cpBody->CP_PRIVATE(space))
            {
                cpSpaceConvertBodyToDynamic(_world->_cpSpace, _cpBody, _mass, _moment);
                cpSpaceAddBody(_world->_cpSpace, _cpBody);
            }
            else
            {
                cpBodySetMass(_cpBody, _mass);
                cpBodySetMoment(_cpBody, _moment);
            }
        }
        else
        {
            if (_world && _cpBody->CP_PRIVATE(space))
            {
                cpSpaceRemoveBody(_world->_cpSpace, _cpBody);
                cpSpaceConvertBodyToStatic(_world->_cpSpace, _cpBody);
            }
            else
            {
                cpBodySetMass(_cpBody, PHYSICS_INFINITY);
                cpBodySetMoment(_cpBody, PHYSICS_INFINITY);
                cpBodySetVel(_cpBody, cpvzero);
                cpBodySetAngVel(_cpBody, 0.0);
            }
        }
    }
}
void WalkAI(entity_t *ent)
{
	vec2_t temp_vec2;
	cpVect cp_vect;
	if(!ent->mData || !ent)
	{
		printf("MoveAI given a null paramerter \n");
		return;
	}

	//Standard Vars
	if(ent->mCollisionType != COLLISION_TYPE_RAGDOLL)
	{
		ent->mCollisionType = COLLISION_TYPE_RAGDOLL;
		SetCpCollisionType(ent);
	}

	//Set direction vector
	temp_vec2.x = ent->mData->mVariables[AI_VAR_DIR_X];
	temp_vec2.y = ent->mData->mVariables[AI_VAR_DIR_Y];
	cp_vect = Vec2Cp(&temp_vec2);

	//Normalize & Multiply by speed
	cp_vect = cpvnormalize(cp_vect);
	cp_vect = cpvmult(cp_vect, ent->mData->mVariables[AI_VAR_SPEED]);

	//Set Velocity
	cpBodySetVel(ent->mPhysicsProperties->body, cp_vect);

	StandarAI_Think(ent);
}
Beispiel #5
0
static void
update(int ticks)
{
	cpFloat coef = (2.0f + ChipmunkDemoKeyboard.y)/3.0f;
	cpFloat rate = ChipmunkDemoKeyboard.x*30.0f*coef;
	
	cpSimpleMotorSetRate(motor, rate);
	cpConstraintSetMaxForce(motor, rate ? 1000000.0f : 0.0f);

	int steps = 2;
	cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
	
	for(int i=0; i<steps; i++){
		cpSpaceStep(space, dt);
		
		for(int i=0; i<numBalls; i++){
			cpBody *ball = balls[i];
			cpVect pos = cpBodyGetPos(ball);
			
			if(pos.x > 320.0f){
				cpBodySetVel(ball, cpvzero);
				cpBodySetPos(ball, cpv(-224.0f, 200.0f));
			}
		}
	}
}
Beispiel #6
0
static void _update_kinematics()
{
    PhysicsInfo *info;
    cpVect pos;
    cpFloat ang;
    Scalar invdt;
    Entity ent;

    if (timing_dt <= FLT_EPSILON)
        return;
    invdt = 1 / timing_dt;

    entitypool_foreach(info, pool)
        if (info->type == PB_KINEMATIC)
        {
            ent = info->pool_elem.ent;

            /* move to transform */
            pos = cpv_of_vec2(transform_get_position(ent));
            ang = transform_get_rotation(ent);
            cpBodySetPos(info->body, pos);
            cpBodySetAngle(info->body, ang);
            info->last_dirty_count = transform_get_dirty_count(ent);

            /* update linear, angular velocities based on delta */
            cpBodySetVel(info->body,
                         cpvmult(cpvsub(pos, info->last_pos), invdt));
            cpBodySetAngVel(info->body, (ang - info->last_ang) * invdt);
            cpSpaceReindexShapesForBody(space, info->body);

            /* save current state for next computation */
            info->last_pos = pos;
            info->last_ang = ang;
        }
}
Beispiel #7
0
cpBody* drawing_update(cpSpace *space, cpBody *drawing, cpFloat x, cpFloat y) {
    Body_data *pa = cpBodyGetUserData(drawing);
    int length = pa->x_values->len;
	cpVect old = cpvzero;
    old.x = g_array_index(pa->x_values, cpFloat, length - 1);
	old.y = g_array_index(pa->y_values, cpFloat, length - 1);

	old = cpBodyLocal2World(drawing, old);
	cpVect point = cpv(x, y);
    // if the difference between the new x and the previous x is greater than the threshold
    if (cpvdistsq(old, point) > THRESHOLD) {
        
		cpVect position = cpBodyGetPos(drawing);

		point = cpvsub(point, position);
		//cpBodyWorld2Local(drawing, point);
		fprintf(stdout, "Point= (%5.2f, %5.2f) while x= %5.2f, y=%5.2f\n", point.x, point.y, x, y);
		x = point.x;
		y = point.y;
		    g_array_append_val(pa->x_values, x);
		    g_array_append_val(pa->y_values, y);
		    cpBodySetUserData(drawing, pa);
	
		    drawing = add_segment_to_body(space, drawing);
    }
    cpBodySetVel(drawing, cpvzero);
    
    return drawing;
}
Beispiel #8
0
static void
add_box(cpSpace *space)
{
	const cpFloat size = 10.0f;
	const cpFloat mass = 1.0f;
	
	cpVect verts[] = {
		cpv(-size,-size),
		cpv(-size, size),
		cpv( size, size),
		cpv( size,-size),
	};
	
	cpFloat radius = cpvlength(cpv(size, size));
	cpVect pos = rand_pos(radius);
	
	cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, 4, verts, cpvzero)));
	body->velocity_func = planetGravityVelocityFunc;
	cpBodySetPos(body, pos);

	// Set the box's velocity to put it into a circular orbit from its
	// starting position.
	cpFloat r = cpvlength(pos);
	cpFloat v = cpfsqrt(gravityStrength / r) / r;
	cpBodySetVel(body, cpvmult(cpvperp(pos), v));

	// Set the box's angular velocity to match its orbital period and
	// align its initial angle with its position.
	cpBodySetAngVel(body, v);
	cpBodySetAngle(body, cpfatan2(pos.y, pos.x));

	cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, 4, verts, cpvzero));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.7f);
}
Beispiel #9
0
void update_friction(int n)
{
	// kill lateral velocity
	const cpFloat max_lateral_impulse = 300;
	cpVect impulse = cpvmult(cpvneg(lateral_velocity(n)), cpBodyGetMass(tire[n]));
	//printf("%f\n", cpvlength(impulse));
	if(cpvlength(impulse) > max_lateral_impulse)
		impulse = cpvmult(impulse, max_lateral_impulse / cpvlength(impulse));
	cpBodyApplyImpulse(tire[n], impulse, cpvzero);


	// TODO - kill angular velocity?
	cpFloat inertia = cpBodyGetMoment(tire[n]);
	cpFloat av = cpBodyGetAngVel(tire[n]);
	if(av != 0)
		cpBodySetAngVel(tire[n], av / 1.2);
	
	// apply drag
	cpVect forward_normal = forward_velocity(n);
	cpFloat forward_speed = cpvlength(forward_normal);
	if(forward_speed < 1) {
		cpBodySetVel(tire[n], cpvzero);
	} else {
		forward_normal = cpvnormalize(forward_normal);
		cpFloat drag = -1 * forward_speed;
		cpBodyApplyImpulse(tire[n], cpvmult(forward_normal, drag), cpvzero);
	}
}
Beispiel #10
0
void PhysicsBody::setVelocity(const Vec2& velocity)
{
    if (!_dynamic)
    {
        CCLOG("physics warning: your can't set velocity for a static body.");
        return;
    }
    
    cpBodySetVel(_info->getBody(), PhysicsHelper::point2cpv(velocity));
}
Beispiel #11
0
void fff::kitty::applyImpulse(float impulse){
    cpVect vel = cpBodyGetVel(body);
    if (impulse < 0.f && vel.y > 0.f){
        vel.y = impulse;
    }else if (impulse < 0.f && vel.y < 0.f){
        vel.y += impulse;
    }else if (impulse > 0.f && vel.y < 0.f){
        vel.y = impulse;
    }else if (impulse > 0.f && vel.y > 0.f){
        vel.y += impulse;
    }
    cpBodySetVel(body, vel);
}
Beispiel #12
0
void
cpSpaceConvertBodyToStatic(cpSpace *space, cpBody *body)
{
	cpAssertHard(!cpBodyIsStatic(body), "Body is already static.");
	cpAssertHard(cpBodyIsRogue(body), "Remove the body from the space before calling this function.");
	cpAssertSpaceUnlocked(space);
	
	cpBodySetMass(body, INFINITY);
	cpBodySetMoment(body, INFINITY);
	
	cpBodySetVel(body, cpvzero);
	cpBodySetAngVel(body, 0.0f);
	
	body->node.idleTime = INFINITY;
	CP_BODY_FOREACH_SHAPE(body, shape){
		cpSpatialIndexRemove(space->activeShapes, shape, shape->hashid);
		cpSpatialIndexInsert(space->staticShapes, shape, shape->hashid);
	}
Beispiel #13
0
int lc_body_newindex(lua_State *vm){
    //userdata, key, data
    const char *key = lua_tostring(vm, 2);
    cpBody *body = (lc_GetBody(1, vm))->body;
    if (strcmp("pos", key) == 0 && lua_istable(vm, 3)){
        cpBodySetPos(body, lc_TableTocpVect(3, vm));
    }
    else if (strcmp("vel", key) == 0 && lua_istable(vm, 3)){
        cpBodySetVel(body, lc_TableTocpVect(3, vm));
    }
    else if (strcmp("angle", key) == 0 || strcmp("radangle", key) == 0){
        cpBodySetAngle(body, (cpFloat)lua_tonumber(vm, 3));
    }
    else if (strcmp("degangle", key) == 0){
        cpBodySetAngle(body, ( (cpFloat)lua_tonumber(vm, 3)*(cpFloat)M_PI/(cpFloat)180.f ) );
    }
    return 0;
}
Beispiel #14
0
cpBody* drawing_update(cpSpace *space, cpBody *drawing, cpFloat x, cpFloat y) {
    Point_array *pa = cpBodyGetUserData(drawing);
    int length = pa->x_values->len;
    
    // if the difference between the new x and the previous x is greater than the threshold
    if (( abs((SCALE * x) - (SCALE * g_array_index(pa->x_values, cpFloat, length - 1))) >= (SCALE * THRESHOLD) ) ||
        ( abs((SCALE * y) - (SCALE * g_array_index(pa->y_values, cpFloat, length - 1))) >= (SCALE * THRESHOLD) )) {
        
        g_array_append_val(pa->x_values, x);
        g_array_append_val(pa->y_values, y);
        cpBodySetUserData(drawing, pa);
        
        drawing = add_segment_to_body(space, drawing);
    }
    cpBodySetVel(drawing, cpvzero);
    
    return drawing;
}
Beispiel #15
0
static void
ClipPoly(cpSpace *space, cpShape *shape, cpVect n, cpFloat dist)
{
	cpBody *body = cpShapeGetBody(shape);
	
	int count = cpPolyShapeGetNumVerts(shape);
	int clippedCount = 0;
	
	cpVect *clipped = (cpVect *)alloca((count + 1)*sizeof(cpVect));
	
	for(int i=0, j=count-1; i<count; j=i, i++){
		cpVect a = cpBodyLocal2World(body, cpPolyShapeGetVert(shape, j));
		cpFloat a_dist = cpvdot(a, n) - dist;
		
		if(a_dist < 0.0){
			clipped[clippedCount] = a;
			clippedCount++;
		}
		
		cpVect b = cpBodyLocal2World(body, cpPolyShapeGetVert(shape, i));
		cpFloat b_dist = cpvdot(b, n) - dist;
		
		if(a_dist*b_dist < 0.0f){
			cpFloat t = cpfabs(a_dist)/(cpfabs(a_dist) + cpfabs(b_dist));
			
			clipped[clippedCount] = cpvlerp(a, b, t);
			clippedCount++;
		}
	}
	
	cpVect centroid = cpCentroidForPoly(clippedCount, clipped);
	cpFloat mass = cpAreaForPoly(clippedCount, clipped)*DENSITY;
	cpFloat moment = cpMomentForPoly(mass, clippedCount, clipped, cpvneg(centroid));
	
	cpBody *new_body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
	cpBodySetPos(new_body, centroid);
	cpBodySetVel(new_body, cpBodyGetVelAtWorldPoint(body, centroid));
	cpBodySetAngVel(new_body, cpBodyGetAngVel(body));
	
	cpShape *new_shape = cpSpaceAddShape(space, cpPolyShapeNew(new_body, clippedCount, clipped, cpvneg(centroid)));
	// Copy whatever properties you have set on the original shape that are important
	cpShapeSetFriction(new_shape, cpShapeGetFriction(shape));
}
Beispiel #16
0
void PhysicsBody::setDynamic(bool dynamic)
{
    if (dynamic != _dynamic)
    {
        _dynamic = dynamic;
        if (dynamic)
        {
            cpBodySetMass(_info->getBody(), _mass);
            cpBodySetMoment(_info->getBody(), _moment);
            
            if (_world != nullptr)
            {
                // reset the gravity enable
                if (isGravityEnabled())
                {
                    _gravityEnabled = false;
                    setGravityEnable(true);
                }
                
                cpSpaceAddBody(_world->_info->getSpace(), _info->getBody());
            }
        }
        else
        {
            if (_world != nullptr)
            {
                cpSpaceRemoveBody(_world->_info->getSpace(), _info->getBody());
            }
            
            // avoid incorrect collion simulation.
            cpBodySetMass(_info->getBody(), PHYSICS_INFINITY);
            cpBodySetMoment(_info->getBody(), PHYSICS_INFINITY);
            cpBodySetVel(_info->getBody(), cpvzero);
            cpBodySetAngVel(_info->getBody(), 0.0f);
            resetForces();
        }
        
    }
}
Beispiel #17
0
/**
 * Initialize a bubble that will bounce around. 
 * \param b The bubble to initialize.
 * \param x The x location of the bubble.
 * \param y The y location of the bubble.
 * \param v_x The x velocity of the bubble.
 * \param v_y The y velocity of the bubble.
 * \param r The radius of the bubble.
 * \param l The bubble's life. 
 */
struct bubble *bubble_init(struct bubble *b, double x, double y, double v_x,
                           double v_y, double r, uint8_t l) {
	cpBody *body = cpBodyInit(&b->body, r,
	                          cpMomentForCircle(r, 0, r, cpv(0, 0)));
	if (!body) {
		ERR_ERRNO();
		return 0;
	}
	cpShape *shape = cpCircleShapeInit(&b->shape, body, r, cpv(0,0));
	if (!shape) {
		cpBodyDestroy(body);
		ERR_ERRNO();
		return 0;
	}
	cpBodySetVel(body, cpv(v_x, v_y));
	cpBodySetPos(body, cpv(x, y));
	shape->e = 1.0;
	shape->data = b;
	shape->collision_type = BUBBLE;
	b->l = l;
	return b;
}
Beispiel #18
0
void physics_update_all()
{
    PhysicsInfo *info;
    Entity ent;

    entitypool_remove_destroyed(pool, physics_remove);

    entitymap_clear(debug_draw_map);

    /* simulate */
    if (!timing_get_paused())
    {
        _update_kinematics();
        _step();
    }

    /* synchronize transform <-> physics */
    entitypool_foreach(info, pool)
    {
        ent = info->pool_elem.ent;

        /* if transform is dirtier, move to it, else overwrite it */
        if (transform_get_dirty_count(ent) != info->last_dirty_count)
        {
            cpBodySetVel(info->body, cpvzero);
            cpBodySetAngVel(info->body, 0.0f);
            cpBodySetPos(info->body, cpv_of_vec2(transform_get_position(ent)));
            cpBodySetAngle(info->body, transform_get_rotation(ent));
            cpSpaceReindexShapesForBody(space, info->body);
        }
        else if (info->type == PB_DYNAMIC)
        {
            transform_set_position(ent, vec2_of_cpv(cpBodyGetPos(info->body)));
            transform_set_rotation(ent, cpBodyGetAngle(info->body));
        }

        info->last_dirty_count = transform_get_dirty_count(ent);
    }
void AttackAI(entity_t *ent)
{
	entity_t *temp_ent;
	vec2_t temp_vec2;
	cpVect cp_temp;
	if(!ent->mData || !ent)
	{
		printf("MoveAI given a null paramerter \n");
		return;
	}
	cp_temp = cpvzero;

	//Standard Vars
	if(ent->mCollisionType != COLLISION_TYPE_RAGDOLL)
	{
		ent->mCollisionType = COLLISION_TYPE_RAGDOLL;
		SetCpCollisionType(ent);
	}
	
	if(ent->mData->mObject)
	{
		temp_ent = FindCachedEntity(ent->mData->mObject);
		if(temp_ent)
		{
			temp_vec2.x = ent->mData->mVariables[AI_VAR_DIR_X];
			temp_vec2.y = ent->mData->mVariables[AI_VAR_DIR_Y];
			cp_temp = Vec2Cp(&temp_vec2);
			AddPhyicsToEntity(temp_ent);
			cpBodySetVel(ent->mPhysicsProperties->body, cp_temp);
			
			Spawn(ent, &temp_ent, NULL);
		}
		
	}

	StandarAI_Think(ent);
}
Beispiel #20
0
static cpSpace *
init(void)
{
	cpSpace *space = cpSpaceNew();
	cpSpaceSetIterations(space, 30);
	cpSpaceSetGravity(space, cpv(0, -100));
	cpSpaceSetSleepTimeThreshold(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);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	cpFloat mass = 1;
	cpFloat width = 20;
	cpFloat height = 30;
	
	cpFloat spacing = width*0.3;
	
	// Add lots of boxes.
	for(int i=0; i<CHAIN_COUNT; i++){
		cpBody *prev = NULL;
		
		for(int j=0; j<LINK_COUNT; j++){
			cpVect pos = cpv(40*(i - (CHAIN_COUNT - 1)/2.0), 240 - (j + 0.5)*height - (j + 1)*spacing);
			
			body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForBox(mass, width, height)));
			cpBodySetPos(body, pos);
			
			shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height));
			cpShapeSetFriction(shape, 0.8f);
			
			cpFloat breakingForce = 80000;
			
			cpConstraint *constraint = NULL;
			if(prev == NULL){
				constraint = cpSpaceAddConstraint(space, cpSlideJointNew(body, staticBody, cpv(0, height/2), cpv(pos.x, 240), 0, spacing));
			} else {
				constraint = cpSpaceAddConstraint(space, cpSlideJointNew(body, prev, cpv(0, height/2), cpv(0, -height/2), 0, spacing));
			}
			
			cpConstraintSetMaxForce(constraint, breakingForce);
			cpConstraintSetPostSolveFunc(constraint, BreakableJointPostSolve);
			
			prev = body;
		}
	}
	
	cpFloat radius = 15.0f;
	body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
	cpBodySetPos(body, cpv(0, -240 + radius+5));
	cpBodySetVel(body, cpv(0, 300));

	shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.9f);
	
	return space;
}
Beispiel #21
0
void cBody::Vel( const cVect& vel ) {
	cpBodySetVel( mBody, tocpv( vel ) );
}
Beispiel #22
0
void Body::setVel(const cp::Vect&  value)
{
		cpBodySetVel(body,value);
}
Beispiel #23
0
void fff::kitty::setInitialFallingSpeed(float speed){
    cpVect vel = {0, KMH_TO_PXS(speed)};
    cpBodySetVel(body, vel);
}
Beispiel #24
0
void worldEnt_setVelocity(WorldEntity_t *aEntity, vec2_t aVelocity)
{
    cpBodySetVel(aEntity->cpBody, VEC2_TO_CPV(aVelocity));
}
Beispiel #25
0
void PhysicsBody::setVelocity(Point velocity)
{
    cpBodySetVel(_info->body, PhysicsHelper::point2cpv(velocity));
}
Beispiel #26
0
void physics_set_velocity(Entity ent, Vec2 vel)
{
    PhysicsInfo *info = entitypool_get(pool, ent);
    error_assert(info);
    cpBodySetVel(info->body, cpv_of_vec2(vel));
}