cpPolyShape *
cpPolyShapeInit(cpPolyShape *poly, cpBody *body, int count, const cpVect *verts, cpTransform transform, cpFloat radius)
{
	cpVect *hullVerts = (cpVect *)alloca(count*sizeof(cpVect));
	
	// Transform the verts before building the hull in case of a negative scale.
	for(int i=0; i<count; i++) hullVerts[i] = cpTransformPoint(transform, verts[i]);
	
	unsigned int hullCount = cpConvexHull(count, hullVerts, hullVerts, NULL, 0.0);
	return cpPolyShapeInitRaw(poly, body, hullCount, hullVerts, radius);
}
cpPolyShape *
cpBoxShapeInit2(cpPolyShape *poly, cpBody *body, cpBB box, cpFloat radius)
{
	cpVect verts[] = {
		cpv(box.r, box.b),
		cpv(box.r, box.t),
		cpv(box.l, box.t),
		cpv(box.l, box.b),
	};
	
	return cpPolyShapeInitRaw(poly, body, 4, verts, radius);
}
Example #3
0
DynamicObject::DynamicObject(float x, float y, float scale, float mass, float elast, float fric, int type, std::string gpuPath, std::string vPath, std::string fPath)
{
    gpuDataList.push_back(gpuStore.add(gpuPath, 3.1415f));
    shaderList.push_back(shaderStore.add(vPath, fPath));

    transformOverrides = false;

    height = scale;
    modelScale = glm::vec3(scale);

    width = height*gpuDataList[0]->whRatio;

    /*** Set physics data ***/
    body = cpBodyNew(mass, 0);
    cpSpaceAddBody(space, body);
    cpBodySetPosition(body, cpv(x, y));

    ObjGPUData* gpuData = gpuDataList[0];
    int vertCount = gpuData->vList.size();
    cpVect vertices[vertCount];

    glm::vec3 pos(x, y, 0);

    for(int i = 0; i < vertCount; i++)
    {
        glm::vec4 currentVert = glm::translate(glm::mat4(1.0f), pos) * glm::scale(glm::mat4(1.0f), modelScale) * gpuData->rotation * gpuData->unitScale * glm::vec4(gpuData->vList[i],0);
        vertices[i] = cpv(currentVert.x, currentVert.y);
    }

    shape = cpSpaceAddShape(space, (cpShape*) cpPolyShapeInitRaw(cpPolyShapeAlloc(), body, vertCount, vertices, 1.0f));
    cpBodySetMoment(body, abs(cpMomentForPoly(mass, vertCount, vertices, cpvzero, 1.0f)));
    cpShapeSetElasticity(shape, elast);
    cpShapeSetFriction(shape, fric);
    cpShapeSetUserData(shape, this);
    cpShapeSetCollisionType(shape, type);

    draw = true;
}
cpShape *
cpPolyShapeNewRaw(cpBody *body, int count, const cpVect *verts, cpFloat radius)
{
	return (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), body, count, verts, radius);
}