Beispiel #1
0
static cpSpace *
init(void)
{
	ChipmunkDemoMessageString = "Right click and drag to change the blocks's shape.";
	
	cpSpace *space = cpSpaceNew();
	cpSpaceSetIterations(space, 30);
	cpSpaceSetGravity(space, cpv(0, -500));
	cpSpaceSetSleepTimeThreshold(space, 0.5f);
	cpSpaceSetCollisionSlop(space, 0.5f);
	
	cpBody *body, *staticBody = cpSpaceGetStaticBody(space);
	
	// 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);

	cpFloat width = 50.0f;
	cpFloat height = 70.0f;
	cpFloat mass = width*height*DENSITY;
	cpFloat moment = cpMomentForBox(mass, width, height);
	
	body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
	
	shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height));
	cpShapeSetFriction(shape, 0.6f);
		
	return space;
}
Beispiel #2
0
Bumper::Bumper(Actor * actor, int facing_direction, float thickness) {
	//cout << "New bumper on " << actor->actorName << " " << actor->width << " " << actor->height << "  " << facing_direction << "\n";
	cpBody * body = actor->body;
	this->actor = actor;
	this->facing_direction = facing_direction;
	
	if(facing_direction == Facing::Left) {
		shape = cpSpaceAddShape(
			game_map->physSpace, 
			boxWithOffset(body, thickness, actor->height, cpv(-actor->width/2 - 1, 0))
		);
	} else if(facing_direction == Facing::Right) {
		shape = cpSpaceAddShape(
			game_map->physSpace, 
			boxWithOffset(body, thickness, actor->height, cpv(actor->width/2 + 1, 0))
		);
	} else if(facing_direction == Facing::Down) {
		shape = cpSpaceAddShape(
			game_map->physSpace, 
			boxWithOffset(body, actor->width, thickness, cpv(0, -actor->height/2 - 1))
		);
	} else if(facing_direction == Facing::Up) {
		shape = cpSpaceAddShape(
			game_map->physSpace, 
			boxWithOffset(body, actor->width, thickness, cpv(0, actor->height/2 + 1))
		);
	}
	
	shape->data = (void *) this;
	shape->sensor = true;
	shape->layers = PhysicsLayer::Map|PhysicsLayer::Enemy;
	shape->collision_type = PhysicsType::Bumper;
	shape->group = PhysicsGroup::Bumpers;
	grounded = 0;
}
Beispiel #3
0
cpSpace *Slice::Init()
{
    ChipmunkDemo::Init();

    message = "Hold right bottom corner and slice with touch.";

    space = cpSpaceNew();
    cpSpaceSetIterations(space, 30);
    cpSpaceSetGravity(space, cpv(0, -500));
    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(-1000,-240), cpv(1000,-240), 0.0f));
    cpShapeSetElasticity(shape, 1.0f);
    cpShapeSetFriction(shape, 1.0f);
    cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);

    cpFloat width = 200.0f;
    cpFloat height = 300.0f;
    cpFloat mass = width*height*DENSITY;
    cpFloat moment = cpMomentForBox(mass, width, height);

    body = cpSpaceAddBody(space, cpBodyNew(mass, moment));

    shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height, 0.0));
    cpShapeSetFriction(shape, 0.6f);
	
	return space;
}
Beispiel #4
0
static cpSpace *
init(void)
{
	space = cpSpaceNew();
	cpSpaceSetGravity(space, cpv(0, -600));
	
	cpBody *body;
	cpShape *shape;
	
	// We create an infinite mass rogue body to attach the line segments too
	// This way we can control the rotation however we want.
	rogueBoxBody = cpBodyNew(INFINITY, INFINITY);
	cpBodySetAngVel(rogueBoxBody, 0.4f);
	
	// Set up the static box.
	cpVect a = cpv(-200, -200);
	cpVect b = cpv(-200,  200);
	cpVect c = cpv( 200,  200);
	cpVect d = cpv( 200, -200);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(rogueBoxBody, a, b, 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(rogueBoxBody, b, c, 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(rogueBoxBody, c, d, 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(rogueBoxBody, d, a, 0.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	cpFloat mass = 1;
	cpFloat width = 60;
	cpFloat height = 30;
	
	// Add the bricks.
	for(int i=0; i<3; i++){
		for(int j=0; j<7; j++){
			body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForBox(mass, width, height)));
			cpBodySetPos(body, cpv(i*60 - 150, j*30 - 150));
			
			shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height));
			cpShapeSetElasticity(shape, 0.0f);
			cpShapeSetFriction(shape, 0.7f);
		}
	}
	
	return space;
}
Beispiel #5
0
static cpSpace *
init(void)
{
	cpResetShapeIdCounter();

	space = cpSpaceNew();
	cpSpaceResizeActiveHash(space, 30.0f, 1000);
	space->iterations = 10;
	space->sleepTimeThreshold = 0.5f;

	cpBody *staticBody = &space->staticBody;
	cpShape *shape;

	// Create segments around the edge of the screen.
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	for(int i=0; i<50; i++){
		cpBody *body = add_box(10.0f, 1.0f);

		cpConstraint *pivot = cpSpaceAddConstraint(space, cpPivotJointNew2(staticBody, body, cpvzero, cpvzero));
		pivot->biasCoef = 0.0f; // disable joint correction
		pivot->maxForce = 1000.0f; // emulate linear friction

		cpConstraint *gear = cpSpaceAddConstraint(space, cpGearJointNew(staticBody, body, 0.0f, 1.0f));
		gear->biasCoef = 0.0f; // disable joint correction
		gear->maxForce = 5000.0f; // emulate angular friction
	}

	// We joint the tank to the control body and control the tank indirectly by modifying the control body.
	tankControlBody = cpBodyNew(INFINITY, INFINITY);
	tankBody = add_box(15.0f, 10.0f);

	cpConstraint *pivot = cpSpaceAddConstraint(space, cpPivotJointNew2(tankControlBody, tankBody, cpvzero, cpvzero));
	pivot->biasCoef = 0.0f; // disable joint correction
	pivot->maxForce = 10000.0f; // emulate linear friction

	cpConstraint *gear = cpSpaceAddConstraint(space, cpGearJointNew(tankControlBody, tankBody, 0.0f, 1.0f));
	gear->biasCoef = 1.0f; // limit angular correction rate
	gear->maxBias = 1.0f; // limit angular correction rate
	gear->maxForce = 500000.0f; // emulate angular friction

	return space;
}
static cpSpace *
init(void)
{
	ChipmunkDemoMessageString = "One way platforms are trivial in Chipmunk using a very simple collision callback.";
	
	cpSpace *space = cpSpaceNew();
	cpSpaceSetIterations(space, 10);
	cpSpaceSetGravity(space, cpv(0, -100));

	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);
	
	// Add our one way segment
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-100), cpv(160,-100), 10.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetCollisionType(shape, COLLISION_TYPE_ONE_WAY);
	cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
	
	// We'll use the data pointer for the OneWayPlatform struct
	platformInstance.n = cpv(0, 1); // let objects pass upwards
	cpShapeSetUserData(shape, &platformInstance);
	
	
	// Add a ball to test it out
	cpFloat radius = 15.0f;
	body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
	cpBodySetPosition(body, cpv(0, -200));
	cpBodySetVelocity(body, cpv(0, 170));

	shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.9f);
	cpShapeSetCollisionType(shape, 2);
	
	cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, COLLISION_TYPE_ONE_WAY);
	handler->preSolveFunc = PreSolve;
	
	return space;
}
Beispiel #7
0
static cpSpace *
init(void)
{
	ChipmunkDemoMessageString = "Sticky collisions using the cpArbiter data pointer.";
	
	cpSpace *space = cpSpaceNew();
	cpSpaceSetIterations(space, 10);
	cpSpaceSetGravity(space, cpv(0, -1000));
	cpSpaceSetCollisionSlop(space, 2.0);

	cpBody *staticBody = cpSpaceGetStaticBody(space);
	cpShape *shape;

	// Create segments around the edge of the screen.
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340,-260), cpv(-340, 260), 20.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetCollisionType(shape, COLLIDE_STICK_SENSOR);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv( 340,-260), cpv( 340, 260), 20.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetCollisionType(shape, COLLIDE_STICK_SENSOR);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340,-260), cpv( 340,-260), 20.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetCollisionType(shape, COLLIDE_STICK_SENSOR);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340, 260), cpv( 340, 260), 20.0f));
	cpShapeSetElasticity(shape, 1.0f);
	cpShapeSetFriction(shape, 1.0f);
	cpShapeSetCollisionType(shape, COLLIDE_STICK_SENSOR);
	cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
	
	for(int i=0; i<200; i++){
		cpFloat mass = 0.15f;
		cpFloat radius = 10.0f;
		
		cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero)));
		cpBodySetPos(body, cpv(cpflerp(-150.0f, 150.0f, frand()), cpflerp(-150.0f, 150.0f, frand())));

		cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius + STICK_SENSOR_THICKNESS, cpvzero));
		cpShapeSetFriction(shape, 0.9f);
		cpShapeSetCollisionType(shape, COLLIDE_STICK_SENSOR);
	}
	
	cpSpaceAddCollisionHandler(space, COLLIDE_STICK_SENSOR, COLLIDE_STICK_SENSOR, NULL, StickyPreSolve, NULL, StickySeparate, NULL);
	
	return space;
}
Beispiel #8
0
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, offset));
			cpShapeSetElasticity(shape, 1.0f);
			cpShapeSetFriction(shape, 1.0f);
			cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
		}
	}
	
	// Create vertexes for a pentagon shape.
	cpVect verts[NUM_VERTS];
	for(int i=0; i<NUM_VERTS; i++){
		cpFloat angle = -2*M_PI*i/((cpFloat) NUM_VERTS);
		verts[i] = cpv(10*cos(angle), 10*sin(angle));
	}
	
	pentagon_mass = 1.0;
	pentagon_moment = cpMomentForPoly(1.0f, NUM_VERTS, verts, cpvzero);
	
	// Add lots of pentagons.
	for(int i=0; i<300; i++){
		body = cpSpaceAddBody(space, cpBodyNew(pentagon_mass, pentagon_moment));
		cpFloat x = rand()/(cpFloat)RAND_MAX*640 - 320;
		cpBodySetPos(body, cpv(x, 350));
		
		shape = cpSpaceAddShape(space, cpPolyShapeNew(body, NUM_VERTS, verts, cpvzero));
		cpShapeSetElasticity(shape, 0.0f);
		cpShapeSetFriction(shape, 0.4f);
	}
	
	return space;
}
Beispiel #9
0
static cpSpace *
init(void)
{
	cpResetShapeIdCounter();
	
	space = cpSpaceNew();
	space->iterations = 5;
	space->gravity = cpv(0, -100);
	
	cpSpaceResizeStaticHash(space, 40.0f, 999);
	cpSpaceResizeActiveHash(space, 30.0f, 2999);
	
	cpBody *body, *staticBody = &space->staticBody;
	cpShape *shape;
	
	// Create vertexes for a pentagon shape.
	cpVect verts[NUM_VERTS];
	for(int i=0; i<NUM_VERTS; i++){
		cpFloat angle = -2*M_PI*i/((cpFloat) NUM_VERTS);
		verts[i] = cpv(10*cos(angle), 10*sin(angle));
	}
	
	// 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, offset));
			shape->e = 1.0f; shape->u = 1.0f;
			shape->layers = NOT_GRABABLE_MASK;
		}
	}
	
	// Add lots of pentagons.
	for(int i=0; i<300; i++){
		body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForPoly(1.0f, NUM_VERTS, verts, cpvzero)));
		cpFloat x = rand()/(cpFloat)RAND_MAX*640 - 320;
		body->p = cpv(x, 350);
		
		shape = cpSpaceAddShape(space, cpPolyShapeNew(body, NUM_VERTS, verts, cpvzero));
		shape->e = 0.0f; shape->u = 0.4f;
	}
	
	return space;
}
static cpSpace *
init(void)
{
	cpSpace *space = cpSpaceNew();
	cpSpaceSetIterations(space, 30);
	cpSpaceSetGravity(space, cpv(0, -100));
	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);
	
	// Add lots of boxes.
	for(int i=0; i<14; i++){
		for(int j=0; j<=i; j++){
			body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForBox(1.0f, 30.0f, 30.0f)));
			cpBodySetPosition(body, cpv(j*32 - i*16, 300 - i*32));
			
			shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 30.0f, 30.0f, 0.5f));
			cpShapeSetElasticity(shape, 0.0f);
			cpShapeSetFriction(shape, 0.8f);
		}
	}
	
	// Add a ball to make things more interesting
	cpFloat radius = 15.0f;
	body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
	cpBodySetPosition(body, cpv(0, -240 + radius+5));

	shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.9f);
	
	return space;
}
Beispiel #11
0
static cpSpace *
init(void)
{
	QUERY_START = cpvzero;
	
	space = cpSpaceNew();
	cpSpaceSetIterations(space, 5);
	
	{ // add a fat segment
		cpFloat mass = 1.0f;
		cpFloat length = 100.0f;
		cpVect a = cpv(-length/2.0f, 0.0f), b = cpv(length/2.0f, 0.0f);
		
		cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b)));
		cpBodySetPos(body, cpv(0.0f, 100.0f));
		
		cpSpaceAddShape(space, cpSegmentShapeNew(body, a, b, 20.0f));
	}
	
	{ // add a static segment
		cpSpaceAddShape(space, cpSegmentShapeNew(cpSpaceGetStaticBody(space), cpv(0, 300), cpv(300, 0), 0.0f));
	}
	
	{ // add a pentagon
		cpFloat mass = 1.0f;
		const int NUM_VERTS = 5;
		
		cpVect verts[NUM_VERTS];
		for(int i=0; i<NUM_VERTS; i++){
			cpFloat angle = -2*M_PI*i/((cpFloat) NUM_VERTS);
			verts[i] = cpv(30*cos(angle), 30*sin(angle));
		}
		
		cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, NUM_VERTS, verts, cpvzero)));
		cpBodySetPos(body, cpv(50.0f, 50.0f));
		
		cpSpaceAddShape(space, cpPolyShapeNew(body, NUM_VERTS, verts, cpvzero));
	}
	
	{ // add a circle
		cpFloat mass = 1.0f;
		cpFloat r = 20.0f;
		
		cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, r, cpvzero)));
		cpBodySetPos(body, cpv(100.0f, 100.0f));
		
		cpSpaceAddShape(space, cpCircleShapeNew(body, r, cpvzero));
	}
	
	return space;
}
Beispiel #12
0
static cpSpace *
init(void)
{
	cpResetShapeIdCounter();
	
	space = cpSpaceNew();
	space->iterations = 10;
	space->gravity = cpv(0, -100);

	cpBody *body, *staticBody = &space->staticBody;
	cpShape *shape;

	// Create segments around the edge of the screen.
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;
	
	// Add our one way segment
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-100), cpv(160,-100), 10.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->collision_type = 1;
	shape->layers = NOT_GRABABLE_MASK;
	
	// We'll use the data pointer for the OneWayPlatform struct
	platformInstance.n = cpv(0, 1); // let objects pass upwards
	platformInstance.passThruList = cpArrayNew(0);
	shape->data = &platformInstance;
	
	
	// Add a ball to make things more interesting
	cpFloat radius = 15.0f;
	body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
	body->p = cpv(0, -200);
	body->v = cpv(0, 170);

	shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
	shape->e = 0.0f; shape->u = 0.9f;
	shape->collision_type = 2;
	
	cpSpaceAddCollisionHandler(space, 1, 2, NULL, preSolve, NULL, NULL, NULL);
	
	return space;
}
Beispiel #13
0
ETERM *space_add_boundaries(ETERM *fromp, ETERM *argp) {

    // get the args
    ETERM *space_refp = erl_element(1, argp);
    ETERM *lower_leftp = erl_element(2, argp);
    ETERM *lower_rightp = erl_element(3, argp);
    ETERM *upper_leftp = erl_element(4, argp);
    ETERM *upper_rightp = erl_element(5, argp);
    ETERM *collision_categoryp = erl_element(6, argp);
    ETERM *datap = erl_element(7, argp);

    erlmunk_space *s;
    int space_id = ERL_REF_NUMBER(space_refp);
    HASH_FIND_INT(erlmunk_spaces, &space_id, s);

    cpVect lowerLeft = cpv(ERL_FLOAT_VALUE(erl_element(1, lower_leftp)),
                           ERL_FLOAT_VALUE(erl_element(2, lower_leftp)));
    cpVect lowerRight = cpv(ERL_FLOAT_VALUE(erl_element(1, lower_rightp)),
                            ERL_FLOAT_VALUE(erl_element(2, lower_rightp)));
    cpVect upperLeft = cpv(ERL_FLOAT_VALUE(erl_element(1, upper_leftp)),
                           ERL_FLOAT_VALUE(erl_element(2, upper_leftp)));
    cpVect upperRight = cpv(ERL_FLOAT_VALUE(erl_element(1, upper_rightp)),
                            ERL_FLOAT_VALUE(erl_element(2, upper_rightp)));

    // get the static body that comes with the space
    cpBody *static_body = cpSpaceGetStaticBody(s->space);
    erlmunk_body_data *data = malloc(sizeof(erlmunk_body_data));
    data->id = BOUNDARY_BODY_ID;
    data->term = erl_copy_term(datap);
    cpBodySetUserData(static_body, (cpDataPointer) data);

    // bottom
    cpShape *bottomBoundaryShape = cpSegmentShapeNew(static_body, lowerLeft, lowerRight, 0.0f);
    cpShapeSetCollisionType(bottomBoundaryShape, ERL_INT_VALUE(collision_categoryp));
    cpSpaceAddShape(s->space, bottomBoundaryShape);
    // top
    cpShape *topBoundaryShape = cpSegmentShapeNew(static_body, upperLeft, upperRight, 0.0f);
    cpShapeSetCollisionType(topBoundaryShape, ERL_INT_VALUE(collision_categoryp));
    cpSpaceAddShape(s->space, topBoundaryShape);
    // left
    cpShape *leftBoundaryShape = cpSegmentShapeNew(static_body, lowerLeft, upperLeft, 0.0f);
    cpShapeSetCollisionType(leftBoundaryShape, ERL_INT_VALUE(collision_categoryp));
    cpSpaceAddShape(s->space, leftBoundaryShape);
    // right
    cpShape *rightBoundaryShape = cpSegmentShapeNew(static_body, lowerRight, upperRight, 0.0f);
    cpShapeSetCollisionType(rightBoundaryShape, ERL_INT_VALUE(collision_categoryp));
    cpSpaceAddShape(s->space, rightBoundaryShape);

    return NULL;
}
Beispiel #14
0
static cpSpace *
init(void)
{
	cpResetShapeIdCounter();
	
	space = cpSpaceNew();
	space->iterations = 30;
	cpSpaceResizeStaticHash(space, 40.0f, 1000);
	cpSpaceResizeActiveHash(space, 40.0f, 1000);
	space->gravity = cpv(0, -100);
	space->sleepTimeThreshold = 0.5f;
	
	cpBody *body, *staticBody = &space->staticBody;
	cpShape *shape;
	
	// Create segments around the edge of the screen.
	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;

	shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
	shape->e = 1.0f; shape->u = 1.0f;
	shape->layers = NOT_GRABABLE_MASK;
	
	// Add lots of boxes.
	for(int i=0; i<14; i++){
		for(int j=0; j<=i; j++){
			body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForBox(1.0f, 30.0f, 30.0f)));
			body->p = cpv(j*32 - i*16, 300 - i*32);
			
			shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 30.0f, 30.0f));
			shape->e = 0.0f; shape->u = 0.8f;
		}
	}
	
	// Add a ball to make things more interesting
	cpFloat radius = 15.0f;
	body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
	body->p = cpv(0, -240 + radius+5);

	shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero));
	shape->e = 0.0f; shape->u = 0.9f;
	
	return space;
}
Beispiel #15
0
int l_physics_newShape(lua_State* state)
{

    l_tools_checkUserDataPlusErrMsg(state, 1, "You must provide a space");
    l_tools_checkUserDataPlusErrMsg(state, 2, "You must provide a body");

    l_physics_PhysicsData* physics = (l_physics_PhysicsData*)lua_touserdata(state, 1);
    l_physics_Body* body = (l_physics_Body*)lua_touserdata(state, 2);

    float x1 = l_tools_toNumberOrError(state, 3);
    float y1 = l_tools_toNumberOrError(state, 4);
    float x2 = l_tools_toNumberOrError(state, 5);
    float y2 = l_tools_toNumberOrError(state, 6);
    float radius = l_tools_toNumberOrError(state, 7);

    moduleData.shape = (l_physics_Shape*)lua_newuserdata(state, sizeof(l_physics_Shape));

    moduleData.shape->physics = malloc(sizeof(physics_PhysicsData));
    moduleData.shape->physics = physics->physics;

    moduleData.shape->shape = cpSpaceAddShape(physics->physics->space, cpSegmentShapeNew(body->body, cpv(x1, y1), cpv(x2, y2), radius));

    lua_rawgeti(state, LUA_REGISTRYINDEX, moduleData.shapeMT);
    lua_setmetatable(state, -2);

    return 1;
}
Beispiel #16
0
int l_physics_newCircleShape(lua_State* state)
{

    l_tools_checkUserDataPlusErrMsg(state, 1, "You must provide a space!");
    l_physics_PhysicsData* physics = (l_physics_PhysicsData*)lua_touserdata(state, 1);
    l_tools_checkUserDataPlusErrMsg(state, 2, "You must provide a body");
    l_physics_Body* body = (l_physics_Body*)lua_touserdata(state, 2);

    float radius = l_tools_toNumberOrError(state, 3);
    cpVect offset = cpvzero;
    offset.x = l_tools_toNumberOrError(state, 4);
    offset.y = l_tools_toNumberOrError(state, 5);

    moduleData.shape = (l_physics_Shape*)lua_newuserdata(state, sizeof(l_physics_Shape));
    moduleData.shape->physics = malloc(sizeof(physics_PhysicsData));
    moduleData.shape->physics = physics->physics;

    moduleData.shape->shape = cpSpaceAddShape(physics->physics->space, cpCircleShapeNew(body->body, radius, offset));

    lua_rawgeti(state, LUA_REGISTRYINDEX, moduleData.shapeMT);
    lua_setmetatable(state, -2);


    return 1;
}
Beispiel #17
0
int lc_space_AddShape(lua_State *vm){
    //space, shape
    lc_space *space = lc_GetSpace(1, vm);
    if (space == NULL){
        printf("chipmunk: Object can't call :AddShape\n");
        return 0;
    }
    lc_shape *shape = lc_GetShape(2, vm);
    if (shape == NULL){
        printf("space:AddShape(): Can't add a shape\n");
        return 0;
    }
    
    char pshape[32] = {0};
    snprintf(pshape, 32, "%p", shape);
    
    //If the shape doesn't exists in shapes table then add it
    lua_rawgeti(vm, LUA_REGISTRYINDEX, space->shapes);
    lua_getfield(vm, -1, pshape);
    if (!lua_isnil(vm, -1)){
        //The shape alreadye exists
        return 0;
    }
    lua_pop(vm, 1);
    lua_pushvalue(vm, 2);
    lua_setfield(vm, -2, pshape);
    lua_pop(vm, 1);//shapes table
    //---
    
    cpSpaceAddShape(space->space, shape->shape);
    return 0;
}
Beispiel #18
0
static palette_object_t *createPaletteObject(cpVect p, char *file, int dam, float m) {
    image_t *img;
    palette_object_t *obj;

    int numVerts = 4;
    cpVect verts[] = {
        {-16, -16},
        {-16,  16},
        { 16,  16},
        { 16, -16}
    };

    obj = (palette_object_t *)malloc(sizeof(palette_object_t));
    obj->maxDamage = dam;
    obj->m = m;

    if (file) {
        img = atlFindImageFile(file, false, GL_CLAMP);
        strncpy(obj->texfile, img->name, PATH_MAX);
        obj->texnum = img->texnum;
    } else {
        obj->texnum = -1;
    }

    obj->body = cpBodyNewStatic();
    obj->body->p = p;
    obj->shape = cpPolyShapeNew(obj->body, numVerts, verts, cpvzero);
    obj->shape->data = obj;
    obj->shape->collision_type = PALETTE_TYPE;
    cpSpaceAddShape(g_Space, obj->shape);

    return obj;
}
Beispiel #19
0
static cpSpace *initSpace(void) {
    int i;
    cpBody *staticBody;
    cpShape *shape;
    cpVect cannonPos;

    cpResetShapeIdCounter();

    g_Space = cpSpaceNew();
    g_Space->iterations = 30;
    g_Space->gravity = cpv(0, -300);

    staticBody = &g_Space->staticBody;
    shape = cpSpaceAddShape(g_Space, cpSegmentShapeNew(staticBody, cpv(-400,-290), cpv(-400,300), 0.0f));
    shape->e = 1.0f; shape->u = 0.0f;
    shape->collision_type = PLATFORM_TYPE;

    cannonPos = cpv(-350, -215);
    g_Cannon = createCannon(cannonPos, 30.0f, 6.0f);
    g_Cannon->ai = 0;
    for (i = 0; i < MAX_PROJECTILES; ++i) {
        g_Cannon->ammo[i] = createProjectile(6.0f, 1.0f);
    }

    platforms[0] = createPlatform(staticBody, cpv(-390, -240), cpv(1600, -240), 10.0f);

    fprintf(stderr, "Loading dominoes disabled\n");
    InitializeDominoes();

    cpSpaceAddCollisionHandler(g_Space, PROJECTILE_TYPE, DOMINO_OBJECT_TYPE,
                               NULL, NULL, postSolveProjectileDomino, NULL, NULL);

    return g_Space;
}
void ColliderDetector::setBody(cpBody *pBody)
{
    _body = pBody;

    for(auto& object : _colliderBodyList)
    {
        ColliderBody *colliderBody = (ColliderBody *)object;

        ContourData *contourData = colliderBody->getContourData();

        ssize_t num = contourData->vertexList.size();
        auto vs = contourData->vertexList;
        cpVect *verts = new cpVect[num];
        for (int i = 0; i < num; i++)
        {
            verts[num - 1 - i].x = vs.at(i).x;
            verts[num - 1 - i].y = vs.at(i).y;
        }

        cpShape *shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero);

        shape->sensor = true;
        shape->data = _bone;

        if (_active)
        {
            cpSpaceAddShape(_body->space_private, shape);
        }

        colliderBody->setShape(shape);
        colliderBody->getColliderFilter()->updateShape(shape);

        delete []verts;
    }
}
Beispiel #21
0
int mkparticle(particle_kind_t kind, cpVect pos, cpVect impulse, double energy)
{
  particle_t* p = malloc(sizeof *p);
  if(p == NULL) {
    return -1; // bad malloc
  }
  cpSpace* space = current_space();
  cpBody* body = cpBodyNew(energy / 1000.0, particle_moi);
  cpShape* shape = cpCircleShapeNew(body, particle_r, cpvzero);

  cpBodySetUserData(body, p);
  cpShapeSetUserData(shape, p);
  cpSpaceAddBody(space, body);
  cpSpaceAddShape(space, shape);
  *p = (particle_t){
    .id = id,
    .kind = kind,
    .energy = energy,
    .life = energy,
    .body = body
  };
  HASH_ADD_INT(particles, id, p);

  return id++;
}
Beispiel #22
0
static void
do_logic(game_state *state)
{
    switch_state_data *data = state->data->switch_data;

    if (data->mouse_down_last_step && state->game->mouse_down == false)
    {
        /* clicked and released; create a circle */
        cpFloat radius = 15;
        cpFloat mass = 10;
        cpFloat moment = cpMomentForCircle(mass, 0, radius, cpvzero);

        cpBody *ball = cpSpaceAddBody(data->space, cpBodyNew(mass, moment));
        cpBodySetPos(ball, state->game->mouse_pos);

        cpShape *ball_shape = cpSpaceAddShape(data->space,
                cpCircleShapeNew(ball, radius, cpvzero));

        cpShapeSetElasticity(ball_shape, 0.7);
        cpShapeSetFriction(ball_shape, 0.7);
        cpShapeSetLayers(ball_shape, L_PLAYER);
    }

    cpSpaceStep(data->space, TARGET_SEC_PER_FRAME);
    data->mouse_down_last_step = state->game->mouse_down;

    if (ent_switch_get_state(data->sw))
        debug_puts("switch is on");
    else
        debug_puts("switch is off");
}
void WordTreeScene::updatePhysics(Word* word) {
    cpShape* shape = word->getShape();
    if( shape!=NULL ) {
        cpSpaceRemoveShape(ChipmunkManager::getInstance()->getSpace(), shape);
        cpShapeDestroy(shape);
        word->setShape(NULL);
    }
    
    cpBody* body = word->getBody();
    if( body!=NULL ) {
        cpSpaceRemoveBody(ChipmunkManager::getInstance()->getSpace(), body);
        cpBodyDestroy(body);
        word->setBody(NULL);
    }
    
    CCLabelTTF* targetLabel = word->getLabel();
    CCPoint pos = targetLabel->getPosition();
    CCSize contentSize = targetLabel->getContentSize();
    
    // init body
    body = cpBodyNew(1, INFINITY);
    body->p = cpv(targetLabel->getPosition().x, targetLabel->getPosition().y);
    cpSpaceAddBody(ChipmunkManager::getInstance()->getSpace(), body);
    
    float size = MAX(targetLabel->getContentSize().width, targetLabel->getContentSize().height);
    
    shape = cpBoxShapeNew(body, size+size*0.3f, size+size*0.3f);
    cpSpaceAddShape(ChipmunkManager::getInstance()->getSpace(), shape);
    
    word->setBody(body);
    word->setShape(shape);
}
KDvoid ColliderDetector::setCPBody ( cpBody* pBody )
{
    m_pCPBody = pBody;

    for(auto object : *m_pColliderBodyList)
    {
        ColliderBody *colliderBody = (ColliderBody *)object;

        ContourData *contourData = colliderBody->getContourData();

        int num = contourData->m_tVertexList.count();
        ContourVertex2 **vs = (ContourVertex2 **)contourData->m_tVertexList.data->arr;
        cpVect *verts = new cpVect[num];
        for (int i = 0; i < num; i++)
        {
            verts[num - 1 - i].x = vs[i]->x;
            verts[num - 1 - i].y = vs[i]->y;
        }

        cpShape *shape = cpPolyShapeNew(m_pCPBody, num, verts, cpvzero);

        shape->sensor = true;
        shape->data = m_pBone;

        if ( m_bActive )
        {
            cpSpaceAddShape(m_pCPBody->space, shape);
        }

        colliderBody->setShape(shape);
        colliderBody->getColliderFilter()->updateCPShape(shape);

        delete [] verts;
    }
}
Beispiel #25
0
static unsigned int _shape_add(Entity ent, PhysicsShape type, cpShape *shape)
{
    PhysicsInfo *info;
    ShapeInfo *shapeInfo;

    info = entitypool_get(pool, ent);
    error_assert(info);

    /* init ShapeInfo */
    shapeInfo = array_add(info->shapes);
    shapeInfo->type = type;
    shapeInfo->shape = shape;

    /* init cpShape */
    cpShapeSetBody(shape, info->body);
    cpSpaceAddShape(space, shape);
    cpShapeSetFriction(shapeInfo->shape, 1);
    cpShapeSetUserData(shapeInfo->shape, ent);

    /* update moment */
    if (!cpBodyIsStatic(info->body))
    {
        if (array_length(info->shapes) > 1)
            cpBodySetMoment(info->body, _moment(info->body, shapeInfo)
                            + cpBodyGetMoment(info->body));
        else
            cpBodySetMoment(info->body, _moment(info->body, shapeInfo));
    }

    return array_length(info->shapes) - 1;
}
Beispiel #26
0
static void post_step_body_replace_shapes(cpSpace *space, cpBody *body, void *data) {
	
	Body_data *pa = cpBodyGetUserData(body);
    
    int length = pa->x_values->len;

	cpBodyEachShape(body, (cpBodyShapeIteratorFunc) free_shape, NULL);

	cpSpaceReindexShapesForBody(space, body);
	//fprintf(stderr, "0Made it this far.\n");
	for (int index = 1; index < length; index++) {
		cpFloat x = g_array_index(pa->x_values, cpFloat, index);
        cpFloat y = g_array_index(pa->y_values, cpFloat, index);
		
		cpShape *seg = cpSegmentShapeNew(body, cpv(x,y), cpv(g_array_index(pa->x_values, cpFloat, index - 1), g_array_index(pa->y_values, cpFloat, index - 1)), CRAYON_RADIUS);
		//fprintf(stderr, "1Made it this far.\n");
		cpShapeSetFriction(seg, CRAYON_FRICTION);
		//fprintf(stderr, "2Made it this far.\n");
		//cpShapeSetElasticity(cpShape *shape, cpFloat value)?
		cpSpaceAddShape(space, seg);
		//fprintf(stderr, "3Made it this far.\n");
	}

	cpSpaceReindexShapesForBody(space, body);
}
Beispiel #27
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, 0.0f)));
	body->velocity_func = planetGravityVelocityFunc;
	cpBodySetPosition(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;
	cpBodySetVelocity(body, cpvmult(cpvperp(pos), v));

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

	cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, 4, verts, cpTransformIdentity, 0.0));
	cpShapeSetElasticity(shape, 0.0f);
	cpShapeSetFriction(shape, 0.7f);
}
Beispiel #28
0
ETERM *body_set_collision_circle(ETERM *fromp, ETERM *argp) {

    // get the args
    ETERM *space_refp = erl_element(1, argp);
    ETERM *idp = erl_element(2, argp);
    ETERM *radiusp = erl_element(3, argp);
    ETERM *collision_typep = erl_element(4, argp);

    erlmunk_space *s;
    int space_id = ERL_REF_NUMBER(space_refp);
    HASH_FIND_INT(erlmunk_spaces, &space_id, s);

    int body_id = ERL_INT_VALUE(idp);
    erlmunk_body *b;
    HASH_FIND_INT(s->bodies, &body_id, b);
    if (b == NULL)
        return NULL;

    cpShape *shape = cpSpaceAddShape(s->space,
                                     cpCircleShapeNew(b->body, ERL_FLOAT_VALUE(radiusp),
                                                      cpvzero));
    cpShapeSetCollisionType(shape, ERL_INT_VALUE(collision_typep));

    // DEBUGF(("body_set_collision_circle has succeeded"));
    return NULL;
}
		bool shape::addToSpace( cpSpace *space )
		{
			if( space == NULL ) return false;
			if( cpSpaceIsLocked( space ) == cpTrue ) return false;
			this->m_space = space;
			cpSpaceAddShape( space, this->m_shape );
			return true;
		}
Line::Line(ShapeLine *src, float mass){
    cpFloat moment = cpMomentForSegment(mass, toChipmunk(src->getA()), toChipmunk(src->getB()), src->getRadius());
    DynamicBody::setup(cpShapeGetSpace(src->shape), mass, moment);
    ShapeLine::setup(src);
    cpSpaceRemoveShape(cpShapeGetSpace(shape), shape);
    cpSpaceAddShape(cpBodyGetSpace(body), shape);
    cpShapeSetBody(shape, body);
}