void PhysicsShapePolygon::updateScale()
{
    cpFloat factorX = _newScaleX / _scaleX;
    cpFloat factorY = _newScaleY / _scaleY;

    auto shape = _cpShapes.front();
    int count = cpPolyShapeGetCount(shape);
    cpVect* vects = new cpVect[count];
    for(int i=0;i<count;++i)
        vects[i] = cpPolyShapeGetVert(shape, i);

    for (int i = 0; i < count; ++i)
    {
        vects[i].x *= factorX;
        vects[i].y *= factorY;
    }

    // convert hole to clockwise
    if (factorX * factorY < 0)
    {
        for (int i = 0; i < count / 2; ++i)
        {
            cpVect v = vects[i];
            vects[i] = vects[count - i - 1];
            vects[count - i - 1] = v;
        }
    }
    
    cpPolyShapeSetVertsRaw(shape, count, vects);
    CC_SAFE_DELETE_ARRAY(vects);
    
    PhysicsShape::updateScale();
}
void PhysicsShapePolygon::getPoints(Vec2* outPoints) const
{
    auto shape = _cpShapes.front();
    int count = cpPolyShapeGetCount(shape);
    cpVect* vecs = new cpVect[count];
    for(int i=0;i<count;++i)
        vecs[i] = cpPolyShapeGetVert(shape, i);
    PhysicsHelper::cpvs2points(vecs, outPoints, count);
    CC_SAFE_DELETE_ARRAY(vecs);
}
cpVect
cpPolyShapeGetVert(const cpShape *shape, int i)
{
	cpAssertHard(shape->klass == &polyClass, "Shape is not a poly shape.");
	
	int count = cpPolyShapeGetCount(shape);
	cpAssertHard(0 <= i && i < count, "Index out of range.");
	
	return ((cpPolyShape *)shape)->planes[i + count].v0;
}
float PhysicsShapePolygon::calculateArea()
{
    auto shape = _cpShapes.front();
    int count = cpPolyShapeGetCount(shape);
    cpVect* vecs = new cpVect[count];
    for(int i=0;i<count;++i)
        vecs[i] = cpPolyShapeGetVert(shape, i);
    float area = PhysicsHelper::cpfloat2float(cpAreaForPoly(count, vecs, cpPolyShapeGetRadius(shape)));
    CC_SAFE_DELETE_ARRAY(vecs);
    return area;
}
Vec2 PhysicsShapePolygon::getCenter()
{
    auto shape = _cpShapes.front();
    int count = cpPolyShapeGetCount(shape);
    cpVect* vecs = new cpVect[count];
    for(int i=0;i<count;++i)
        vecs[i] = cpPolyShapeGetVert(shape, i);
    
    Vec2 center =  PhysicsHelper::cpv2point(cpCentroidForPoly(count, vecs));
    CC_SAFE_DELETE_ARRAY(vecs);
    
    return center;
}
float PhysicsShapePolygon::calculateDefaultMoment()
{
    if(_mass == PHYSICS_INFINITY)
    {
        return PHYSICS_INFINITY;
    }
    else
    {
        auto shape = _cpShapes.front();
        int count = cpPolyShapeGetCount(shape);
        cpVect* vecs = new cpVect[count];
        for(int i=0;i<count;++i)
            vecs[i] = cpPolyShapeGetVert(shape, i);
        float moment = PhysicsHelper::cpfloat2float(cpMomentForPoly(_mass, count, vecs, cpvzero, cpPolyShapeGetRadius(shape)));
        CC_SAFE_DELETE_ARRAY(vecs);
        return moment;
    }
}
Example #7
0
void Slice::ClipPoly(cpSpace *space, cpShape *shape, cpVect n, cpFloat dist)
{
	cpBody *body = cpShapeGetBody(shape);
	
	int count = cpPolyShapeGetCount(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 = cpBodyLocalToWorld(body, cpPolyShapeGetVert(shape, j));
		cpFloat a_dist = cpvdot(a, n) - dist;
		
		if(a_dist < 0.0){
			clipped[clippedCount] = a;
			clippedCount++;
		}
		
		cpVect b = cpBodyLocalToWorld(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, 0.0f)*DENSITY;
	cpFloat moment = cpMomentForPoly(mass, clippedCount, clipped, cpvneg(centroid), 0.0f);
	
	cpBody *new_body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
	cpBodySetPosition(new_body, centroid);
	cpBodySetVelocity(new_body, cpBodyGetVelocityAtWorldPoint(body, centroid));
	cpBodySetAngularVelocity(new_body, cpBodyGetAngularVelocity(body));
	
	cpTransform transform = cpTransformTranslate(cpvneg(centroid));
	cpShape *new_shape = cpSpaceAddShape(space, cpPolyShapeNew(new_body, clippedCount, clipped, transform, 0.0));
	// Copy whatever properties you have set on the original shape that are important
	cpShapeSetFriction(new_shape, cpShapeGetFriction(shape));
}
int PhysicsShapePolygon::getPointsCount() const
{
    return cpPolyShapeGetCount(_cpShapes.front());
}
Example #9
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;
}