Exemple #1
0
static cpBool
StickyPreSolve(cpArbiter *arb, cpSpace *space, void *data)
{
	// We want to fudge the collisions a bit to allow shapes to overlap more.
	// This simulates their squishy sticky surface, and more importantly
	// keeps them from separating and destroying the joint.
	
	// Track the deepest collision point and use that to determine if a rigid collision should occur.
	cpFloat deepest = INFINITY;
	
	// Grab the contact set and iterate over them.
	cpContactPointSet contacts = cpArbiterGetContactPointSet(arb);
	for(int i=0; i<contacts.count; i++){
		// Increase the distance (negative means overlaping) of the
		// collision to allow them to overlap more.
		// This value is used only for fixing the positions of overlapping shapes.
		cpFloat dist = contacts.points[i].dist + 2.0f*STICK_SENSOR_THICKNESS;
		contacts.points[i].dist = cpfmin(0.0f, dist);
		deepest = cpfmin(deepest, dist);
	}
	
	// Set the new contact point data.
	cpArbiterSetContactPointSet(arb, &contacts);
	
	// If the shapes are overlapping enough, then create a
	// joint that sticks them together at the first contact point.
	if(!cpArbiterGetUserData(arb) && deepest <= 0.0f){
		CP_ARBITER_GET_BODIES(arb, bodyA, bodyB);
		
		// Create a joint at the contact point to hold the body in place.
		cpConstraint *joint = cpPivotJointNew(bodyA, bodyB, contacts.points[0].point);
		
		// Give it a finite force for the stickyness.
		cpConstraintSetMaxForce(joint, 3e3);
		
		// Schedule a post-step() callback to add the joint.
		cpSpaceAddPostStepCallback(space, PostStepAddJoint, joint, NULL);
		
		// Store the joint on the arbiter so we can remove it later.
		cpArbiterSetUserData(arb, joint);
	}
	
	// Position correction and velocity are handled separately so changing
	// the overlap distance alone won't prevent the collision from occuring.
	// Explicitly the collision for this frame if the shapes don't overlap using the new distance.
	return (deepest <= 0.0f);
	
	// Lots more that you could improve upon here as well:
	// * Modify the joint over time to make it plastic.
	// * Modify the joint in the post-step to make it conditionally plastic (like clay).
	// * Track a joint for the deepest contact point instead of the first.
	// * Track a joint for each contact point. (more complicated since you only get one data pointer).
}
cpBool PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter *arb, struct cpSpace *space, PhysicsWorld *world)
{
    CP_ARBITER_GET_SHAPES(arb, a, b);
    
    PhysicsShape *shapeA = static_cast<PhysicsShape*>(cpShapeGetUserData(a));
    PhysicsShape *shapeB = static_cast<PhysicsShape*>(cpShapeGetUserData(b));
    CC_ASSERT(shapeA != nullptr && shapeB != nullptr);
    
    auto contact = PhysicsContact::construct(shapeA, shapeB);
    cpArbiterSetUserData(arb, contact);
    contact->_contactInfo = arb;
    
    return world->collisionBeginCallback(*contact);
}
Exemple #3
0
static void
StickySeparate(cpArbiter *arb, cpSpace *space, void *data)
{
	cpConstraint *joint = (cpConstraint *)cpArbiterGetUserData(arb);
	
	if(joint){
		// The joint won't be removed until the step is done.
		// Need to disable it so that it won't apply itself.
		// Setting the force to 0 will do just that
		cpConstraintSetMaxForce(joint, 0.0f);
		
		// Perform the removal in a post-step() callback.
		cpSpaceAddPostStepCallback(space, PostStepRemoveJoint, joint, NULL);
		
		// NULL out the reference to the joint.
		// Not required, but it's a good practice.
		cpArbiterSetUserData(arb, NULL);
	}
}
Exemple #4
0
void cArbiter::UserData( cpDataPointer value ) {
	cpArbiterSetUserData( mArbiter, value );
}