Esempio n. 1
0
bool DropCapsid::onContactAstroObj(ContactInfo& cinfo)
{
    if (cinfo.contact.getEventCode() == PhysicsContact::EventCode::POSTSOLVE) {
        if (cpArbiter* arb = static_cast<cpArbiter*>(cinfo.contact.getContactInfo())) {
            cpContactPointSet cps = cpArbiterGetContactPointSet(arb);
            bool moving = false;
            for (int i = 0; i < cps.count; ++i) {
                cpVect va = cpBodyGetVelocityAtWorldPoint(arb->body_a, cps.points[i].pointA);
                cpVect vb = cpBodyGetVelocityAtWorldPoint(arb->body_b, cps.points[i].pointB);
                cpVect rv = cpvsub(va, vb);
                cpFloat wa = cpBodyGetAngularVelocity(arb->body_a);
                cpFloat wb = cpBodyGetAngularVelocity(arb->body_b);
                cpFloat rw = wa - wb;
                //if (cpvlengthsq(rv) > 1e-6 || fabs(rw) > 0.5) {
                if (cpvlengthsq(rv) > 1.0 || fabs(rw) > 5) {
                    moving = true;
                    break;
                }
            }
            if (!moving) {
                Unit* created = onLandCreate(_game);
                Player* player = _player;
                replaceWith(created); // this is destroyed

                float up = (cinfo.thisBody->getPosition() - cinfo.thatBody->getPosition()).getAngle()  / (M_PI / 180.0);
                created->getNode()->getPhysicsBody()->setRotation(90 - up);
                created->setPlayer(player);
//                CCLOG("LANDING up# %f", up);
                return true;
            }
        }
    }
    return true;
}
Esempio n. 2
0
/*
 * @return [Chipmunk2d::ContactPointSet]
 */
static mrb_value
arbiter_get_contact_point_set(mrb_state* mrb, mrb_value self)
{
  cpArbiter* arbiter;
  cpContactPointSet contact_point_set;
  arbiter = mrb_cp_get_arbiter_ptr(mrb, self);
  contact_point_set = cpArbiterGetContactPointSet(arbiter);
  return mrb_cp_contact_point_set_value(mrb, &contact_point_set);
}
Esempio n. 3
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).
}
Esempio n. 4
0
static World_CollisionInfo _collisionInfoForArbiter(cpArbiter *aArbiter)
{
    cpBody *bodyA, *bodyB;
    cpArbiterGetBodies(aArbiter, &bodyA, &bodyB);
    WorldEntity_t *a = bodyA->data;
    dynamo_assert(a != NULL, "Incomplete collision");
    WorldEntity_t *b = bodyB->data;
    dynamo_assert(b != NULL, "Incomplete collision");

    cpContactPointSet cpPointSet = cpArbiterGetContactPointSet(aArbiter);
    World_ContactPointSet pointSet = *(World_ContactPointSet *)&cpPointSet;
    return (World_CollisionInfo) {
        a, b,
        cpArbiterIsFirstContact(aArbiter),
        pointSet,
        aArbiter
    };
}
Esempio n. 5
0
cpContactPointSet cArbiter::ContactPointSet() {
	return cpArbiterGetContactPointSet( mArbiter );
}