static void
preStep(cpDampedRotarySpring *spring, cpFloat dt, cpFloat dt_inv)
{
	CONSTRAINT_BEGIN(spring, a, b);
	
	cpFloat moment = a->i_inv + b->i_inv;
	spring->iSum = 1.0f/moment;

	spring->w_coef = 1.0f - cpfexp(-spring->damping*dt*moment);
	spring->target_wrn = 0.0f;

	// apply spring torque
	cpFloat j_spring = spring->springTorqueFunc((cpConstraint *)spring, a->a - b->a)*dt;
	a->w -= j_spring*a->i_inv;
	b->w += j_spring*b->i_inv;
}
static void
preStep(cpDampedRotarySpring *spring, cpFloat dt)
{
	cpBody *a = spring->constraint.a;
	cpBody *b = spring->constraint.b;

	cpFloat moment = a->i_inv + b->i_inv;
	cpAssertSoft(moment != 0.0, "Unsolvable spring.");
	spring->iSum = 1.0f/moment;

	spring->w_coef = 1.0f - cpfexp(-spring->damping*dt*moment);
	spring->target_wrn = 0.0f;

	// apply spring torque
	cpFloat j_spring = spring->springTorqueFunc((cpConstraint *)spring, a->a - b->a)*dt;
	a->w -= j_spring*a->i_inv;
	b->w += j_spring*b->i_inv;
}
Ejemplo n.º 3
0
static void
applyImpulse(cpDampedRotarySpring *spring)
{
	cpBody *a = spring->constraint.a;
	cpBody *b = spring->constraint.b;
	
	// compute relative velocity
	cpFloat wrn = a->w - b->w;//normal_relative_velocity(a, b, r1, r2, n) - spring->target_vrn;
	
	// compute velocity loss from drag
	// not 100% certain this is derived correctly, though it makes sense
	cpFloat w_damp = wrn*(1.0f - cpfexp(-spring->damping*spring->dt/spring->iSum));
	spring->target_wrn = wrn - w_damp;
	
	//apply_impulses(a, b, spring->r1, spring->r2, cpvmult(spring->n, v_damp*spring->nMass));
	cpFloat j_damp = w_damp*spring->iSum;
	a->w -= j_damp*a->i_inv;
	b->w += j_damp*b->i_inv;
}
Ejemplo n.º 4
0
static void
applyImpulse(cpDampedSpring *spring)
{
	cpBody *a = spring->constraint.a;
	cpBody *b = spring->constraint.b;
	
	cpVect n = spring->n;
	cpVect r1 = spring->r1;
	cpVect r2 = spring->r2;

	// compute relative velocity
	cpFloat vrn = normal_relative_velocity(a, b, r1, r2, n) - spring->target_vrn;
	
	// compute velocity loss from drag
	// not 100% certain this is derived correctly, though it makes sense
	cpFloat v_damp = -vrn*(1.0f - cpfexp(-spring->damping*spring->dt/spring->nMass));
	spring->target_vrn = vrn + v_damp;
	
	apply_impulses(a, b, spring->r1, spring->r2, cpvmult(spring->n, v_damp*spring->nMass));
}
Ejemplo n.º 5
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static void
preStep(cpDampedSpring *spring, cpFloat dt, cpFloat dt_inv)
{
	CONSTRAINT_BEGIN(spring, a, b);
	
	spring->r1 = cpvrotate(spring->anchr1, a->rot);
	spring->r2 = cpvrotate(spring->anchr2, b->rot);
	
	cpVect delta = cpvsub(cpvadd(b->p, spring->r2), cpvadd(a->p, spring->r1));
	cpFloat dist = cpvlength(delta);
	spring->n = cpvmult(delta, 1.0f/(dist ? dist : INFINITY));
	
	cpFloat k = k_scalar(a, b, spring->r1, spring->r2, spring->n);
	spring->nMass = 1.0f/k;
	
	spring->target_vrn = 0.0f;
	spring->v_coef = 1.0f - cpfexp(-spring->damping*dt*k);

	// apply spring force
	cpFloat f_spring = spring->springForceFunc((cpConstraint *)spring, dist);
	apply_impulses(a, b, spring->r1, spring->r2, cpvmult(spring->n, f_spring*dt));
}
Ejemplo n.º 6
0
static void
preStep(cpDampedSpring *spring, cpFloat dt)
{
	cpBody *a = spring->constraint.a;
	cpBody *b = spring->constraint.b;
	
	spring->r1 = cpvrotate(spring->anchr1, a->rot);
	spring->r2 = cpvrotate(spring->anchr2, b->rot);
	
	cpVect delta = cpvsub(cpvadd(b->p, spring->r2), cpvadd(a->p, spring->r1));
	cpFloat dist = cpvlength(delta);
	spring->n = cpvmult(delta, 1.0f/(dist ? dist : INFINITY));
	
	cpFloat k = k_scalar(a, b, spring->r1, spring->r2, spring->n);
	cpAssertSoft(k != 0.0, "Unsolvable spring.");
	spring->nMass = 1.0f/k;
	
	spring->target_vrn = 0.0f;
	spring->v_coef = 1.0f - cpfexp(-spring->damping*dt*k);

	// apply spring force
	cpFloat f_spring = spring->springForceFunc((cpConstraint *)spring, dist);
	apply_impulses(a, b, spring->r1, spring->r2, cpvmult(spring->n, f_spring*dt));
}
Ejemplo n.º 7
0
cpBool Buoyancy::WaterPreSolve(cpArbiter *arb, cpSpace *space, void *ptr)
{
    CP_ARBITER_GET_SHAPES(arb, water, poly);
    cpBody *body = cpShapeGetBody(poly);

    // Get the top of the water sensor bounding box to use as the water level.
    cpFloat level = cpShapeGetBB(water).t;

    // Clip the polygon against the water level
    int count = cpPolyShapeGetCount(poly);
    int clippedCount = 0;
#ifdef _MSC_VER
    // MSVC is pretty much the only compiler in existence that doesn't support variable sized arrays.
    cpVect clipped[10];
#else
    cpVect clipped[count + 1];
#endif

    for(int i=0, j=count-1; i<count; j=i, i++){
        cpVect a = cpBodyLocalToWorld(body, cpPolyShapeGetVert(poly, j));
        cpVect b = cpBodyLocalToWorld(body, cpPolyShapeGetVert(poly, i));

        if(a.y < level){
            clipped[clippedCount] = a;
            clippedCount++;
        }

        cpFloat a_level = a.y - level;
        cpFloat b_level = b.y - level;

        if(a_level*b_level < 0.0f){
            cpFloat t = cpfabs(a_level)/(cpfabs(a_level) + cpfabs(b_level));

            clipped[clippedCount] = cpvlerp(a, b, t);
            clippedCount++;
        }
    }

    // Calculate buoyancy from the clipped polygon area
    cpFloat clippedArea = cpAreaForPoly(clippedCount, clipped, 0.0f);
    cpFloat displacedMass = clippedArea*FLUID_DENSITY;
    cpVect centroid = cpCentroidForPoly(clippedCount, clipped);

    cpDataPointer data = ptr;
    DrawPolygon(clippedCount, clipped, 0.0f, RGBAColor(0, 0, 1, 1), RGBAColor(0, 0, 1, 0.1f), data);
    DrawDot(5, centroid, RGBAColor(0, 0, 1, 1), data);

    cpFloat dt = cpSpaceGetCurrentTimeStep(space);
    cpVect g = cpSpaceGetGravity(space);

    // Apply the buoyancy force as an impulse.
    cpBodyApplyImpulseAtWorldPoint(body, cpvmult(g, -displacedMass*dt), centroid);

    // Apply linear damping for the fluid drag.
    cpVect v_centroid = cpBodyGetVelocityAtWorldPoint(body, centroid);
    cpFloat k = k_scalar_body(body, centroid, cpvnormalize(v_centroid));
    cpFloat damping = clippedArea*FLUID_DRAG*FLUID_DENSITY;
    cpFloat v_coef = cpfexp(-damping*dt*k); // linear drag
    //	cpFloat v_coef = 1.0/(1.0 + damping*dt*cpvlength(v_centroid)*k); // quadratic drag
    cpBodyApplyImpulseAtWorldPoint(body, cpvmult(cpvsub(cpvmult(v_centroid, v_coef), v_centroid), 1.0/k), centroid);

    // Apply angular damping for the fluid drag.
    cpVect cog = cpBodyLocalToWorld(body, cpBodyGetCenterOfGravity(body));
    cpFloat w_damping = cpMomentForPoly(FLUID_DRAG*FLUID_DENSITY*clippedArea, clippedCount, clipped, cpvneg(cog), 0.0f);
    cpBodySetAngularVelocity(body, cpBodyGetAngularVelocity(body)*cpfexp(-w_damping*dt/cpBodyGetMoment(body)));

    return cpTrue;
}