Esempio n. 1
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	Shell(cpVect pos, cpVect vel, float angle)
	{
		cpVect vl[4] = {cpv(0, 0), cpv(0.1, 0), cpv(0.07, 0.3), cpv(0.03, 0.3)};
		int vn = sizeof(vl)/sizeof(cpVect);
		
		float mass = cpAreaForPoly(vn, vl, 0) * shell_density;
		float moi = cpMomentForPoly(mass, vn, vl, cpv(0, 0), 0);
		body = cpBodyNew(mass, moi);
		
		cpshape = cpPolyShapeNew(body, vn, vl, cpTransformIdentity, 0);
		cpShapeSetFriction(cpshape, 0.9);

		cpVect centroid = cpCentroidForPoly(vn, vl);		

		shape.setPointCount(vn);
		for (int i = 0; i < vn; i++)
		{
			shape.setPoint(i, sf::Vector2f(vl[i].x, vl[i].y));
		}
		
		cpBodySetCenterOfGravity(body, centroid);
		cpBodySetPosition(body, pos-centroid);
		cpBodySetVelocity(body, vel);
		cpBodySetAngle(body, angle);
		
		cpShapeSetCollisionType(cpshape, 2);
		cpShapeSetUserData(cpshape, this);
	}
float PhysicsShapePolygon::calculateArea(const Vec2* points, int count)
{
    cpVect* vecs = new (std::nothrow) cpVect[count];
    PhysicsHelper::points2cpvs(points, vecs, count);
    float area = PhysicsHelper::cpfloat2float(cpAreaForPoly(count, vecs, 0.0f));
    CC_SAFE_DELETE_ARRAY(vecs);
    
    return area;
}
Esempio n. 3
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float PhysicsShapePolygon::calculateArea(Point* points, int count)
{
    cpVect* vecs = new cpVect[count];
    PhysicsHelper::points2cpvs(points, vecs, count);
    float area = PhysicsHelper::cpfloat2float(cpAreaForPoly(count, vecs));
    CC_SAFE_DELETE(vecs);
    
    return area;
}
float PhysicsShapeBox::calculateArea(const Size& size)
{
    cpVect wh = PhysicsHelper::size2cpv(size);
    cpVect vec[4] =
    {
        {-wh.x/2.0f, -wh.y/2.0f}, {-wh.x/2.0f, wh.y/2.0f}, {wh.x/2.0f, wh.y/2.0f}, {wh.x/2.0f, -wh.y/2.0f}
    };
    return PhysicsHelper::cpfloat2float(cpAreaForPoly(4, vec));
}
Esempio n. 5
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cpPolylineSet *
cpPolylineConvexDecomposition_BETA(cpPolyline *line, cpFloat tol)
{
	cpAssertSoft(cpPolylineIsClosed(line), "Cannot decompose an open polygon.");
	cpAssertSoft(cpAreaForPoly(line->count, line->verts, 0.0) >= 0.0, "Winding is backwards. (Are you passing a hole?)");
	
	cpPolylineSet *set = cpPolylineSetNew();
	ApproximateConcaveDecomposition(line->verts, line->count - 1, tol, set);
	
	return set;
}
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;
}
Esempio n. 7
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__declspec( dllexport ) void areaforpolygon( const void * _in, int in_size, void * _out, int out_sz )
{
	int i;
	int size = PEEKINT(INPUT_MEMBLOCK,0);
	cpVect *vertices = (cpVect*)malloc(size*sizeof(cpVect));
	for (i = 0;i != size;i++)
	{
		vertices[i] = PEEKVECT(INPUT_MEMBLOCK,4+i*8);
	}
	POKEFLOAT(OUTPUT_MEMBLOCK,0,cpAreaForPoly(size,vertices));
	free(vertices);
}
Esempio n. 8
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static VALUE
rb_cpAreaForPoly(VALUE self, VALUE arr) {
  Check_Type(arr, T_ARRAY);
  long numVerts   = RARRAY_LEN(arr);
  VALUE *ary_ptr = RARRAY_PTR(arr);
  cpVect verts[numVerts];

  for(long i = 0; i < numVerts; i++)
    verts[i] = *VGET(ary_ptr[i]);

  cpFloat area   = cpAreaForPoly(numVerts, verts);
  return rb_float_new(area);
}
static struct cpShapeMassInfo
cpPolyShapeMassInfo(cpFloat mass, int count, const cpVect *verts, cpFloat radius)
{
	// TODO moment is approximate due to radius.
	
	cpVect centroid = cpCentroidForPoly(count, verts);
	struct cpShapeMassInfo info = {
		mass, cpMomentForPoly(1.0f, count, verts, cpvneg(centroid), radius),
		centroid,
		cpAreaForPoly(count, verts, radius),
	};
	
	return info;
}
Esempio n. 10
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/**	@name	areaForCircle
	@text	Returns the area for a polygon.
	
	@in		table vertices Array containg vertex coordinate components ( t[1] = x0, t[2] = y0, t[3] = x1, t[4] = y1... )
	@out	number area
*/ 
int MOAICpShape::_areaForPolygon ( lua_State* L ) {
	USLuaState state ( L );
	if ( !state.CheckParams ( 1, "T" )) return 0;

	cpVect verts [ MAX_POLY_VERTS ];
	int numVerts = MOAICpShape::LoadVerts ( state, 1, verts, MAX_POLY_VERTS );
			
	if ( numVerts && cpPolyValidate ( verts, numVerts )) {
		cpFloat area = cpAreaForPoly ( numVerts, verts );
		area = area < 0 ? -area : area;
		lua_pushnumber ( L, area );
		return 1;
	}
	return 0;
}
Esempio n. 11
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	Ship(int vn, cpVect* vl, cpVect pos, Genome* ng = 0)
	{
		float mass = cpAreaForPoly(vn, vl, 0) * ship_density;
		float moi = cpMomentForPoly(mass, vn, vl, cpv(0, 0), 0);
		body = cpBodyNew(mass, moi);
		
		cpshape = cpPolyShapeNew(body, vn, vl, cpTransformIdentity, 0);
		cpShapeSetFriction(cpshape, 0.9);

		cpVect centroid = cpCentroidForPoly(vn, vl);		

		shape.setPointCount(vn);
		for (int i = 0; i < vn; i++)
		{
			shape.setPoint(i, sf::Vector2f(vl[i].x, vl[i].y));
		}
		
		cpBodySetCenterOfGravity(body, centroid);
		cpBodySetPosition(body, pos-centroid);
		cpBodySetVelocity(body, cpv(0, 0));
		
		cpShapeSetCollisionType(cpshape, 1);
		cpShapeSetUserData(cpshape, this);
		
		
		last_fired = 0;
		
		nose_angle = PI/2;
		
		
		player = false;
		target = 0;
		score = 0;
		if (ng == 0)
		{
			Genome* braingenome = mutate(readgenome("shipmind.mind"));
			brain = braingenome->makenetwork();
			delete braingenome;
		}
		else
		{
			brain = ng->makenetwork();
		}
		
		score = 0;
	}	
Esempio n. 12
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static void
update(cpSpace *space)
{
	cpFloat tolerance = 2.0;
	
	if(ChipmunkDemoRightClick && cpShapeNearestPointQuery(shape, ChipmunkDemoMouse, NULL) > tolerance){
		cpBody *body = cpShapeGetBody(shape);
		int count = cpPolyShapeGetNumVerts(shape);
		
		// Allocate the space for the new vertexes on the stack.
		cpVect *verts = (cpVect *)alloca((count + 1)*sizeof(cpVect));
		
		for(int i=0; i<count; i++){
			verts[i] = cpPolyShapeGetVert(shape, i);
		}
		
		verts[count] = cpBodyWorld2Local(body, ChipmunkDemoMouse);
		
		// This function builds a convex hull for the vertexes.
		// Because the result array is NULL, it will reduce the input array instead.
		int hullCount = cpConvexHull(count + 1, verts, NULL, NULL, tolerance);
		
		// Figure out how much to shift the body by.
		cpVect centroid = cpCentroidForPoly(hullCount, verts);
		
		// Recalculate the body properties to match the updated shape.
		cpFloat mass = cpAreaForPoly(hullCount, verts)*DENSITY;
		cpBodySetMass(body, mass);
		cpBodySetMoment(body, cpMomentForPoly(mass, hullCount, verts, cpvneg(centroid)));
		cpBodySetPos(body, cpBodyLocal2World(body, centroid));
		
		// Use the setter function from chipmunk_unsafe.h.
		// You could also remove and recreate the shape if you wanted.
		cpPolyShapeSetVerts(shape, hullCount, verts, cpvneg(centroid));
	}
	
	int steps = 1;
	cpFloat dt = 1.0f/60.0f/(cpFloat)steps;
	
	for(int i=0; i<steps; i++){
		cpSpaceStep(space, dt);
	}
}
Esempio n. 13
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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));
}
Esempio n. 14
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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;
}
Esempio n. 15
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float PhysicsShapePolygon::calculateDefaultArea()
{
    cpShape* shape = _info->shapes.front();
    return PhysicsHelper::cpfloat2float(cpAreaForPoly(((cpPolyShape*)shape)->numVerts, ((cpPolyShape*)shape)->verts));
}
Esempio n. 16
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float PhysicsShapePolygon::calculateArea()
{
    auto shape = _cpShapes.front();
    return PhysicsHelper::cpfloat2float(cpAreaForPoly(((cpPolyShape*)shape)->numVerts, ((cpPolyShape*)shape)->verts));
}
Esempio n. 17
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cpFloat Area::ForPoly( const int numVerts, const cVect * verts ) {
	return cpAreaForPoly( numVerts, constcasttocpv( verts ) );
}
Esempio n. 18
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float PhysicsShapeBox::calculateArea()
{
    cpShape* shape = _info->getShapes().front();
    return PhysicsHelper::cpfloat2float(cpAreaForPoly(((cpPolyShape*)shape)->numVerts, ((cpPolyShape*)shape)->verts));
}