static cpSpace * init(void) { cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 30); cpSpaceSetGravity(space, cpv(0, -100)); cpSpaceSetSleepTimeThreshold(space, 0.5f); cpSpaceSetCollisionSlop(space, 0.5f); cpBody *body, *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); // Add lots of boxes. for(int i=0; i<14; i++){ for(int j=0; j<=i; j++){ body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForBox(1.0f, 30.0f, 30.0f))); cpBodySetPosition(body, cpv(j*32 - i*16, 300 - i*32)); shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 30.0f, 30.0f, 0.5f)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.8f); } } // Add a ball to make things more interesting cpFloat radius = 15.0f; body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero))); cpBodySetPosition(body, cpv(0, -240 + radius+5)); shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.9f); return space; }
static void add_box(cpSpace *space) { const cpFloat size = 10.0f; const cpFloat mass = 1.0f; cpVect verts[] = { cpv(-size,-size), cpv(-size, size), cpv( size, size), cpv( size,-size), }; cpFloat radius = cpvlength(cpv(size, size)); cpVect pos = rand_pos(radius); cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, 4, verts, cpvzero, 0.0f))); body->velocity_func = planetGravityVelocityFunc; cpBodySetPosition(body, pos); // Set the box's velocity to put it into a circular orbit from its // starting position. cpFloat r = cpvlength(pos); cpFloat v = cpfsqrt(gravityStrength / r) / r; cpBodySetVelocity(body, cpvmult(cpvperp(pos), v)); // Set the box's angular velocity to match its orbital period and // align its initial angle with its position. cpBodySetAngularVelocity(body, v); cpBodySetAngle(body, cpfatan2(pos.y, pos.x)); cpShape *shape = cpSpaceAddShape(space, cpPolyShapeNew(body, 4, verts, cpTransformIdentity, 0.0)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.7f); }
void RCPBody::setPosition(RVector const & pos) { mPosition = pos; if (mType != Static && mBody) { cpBodySetPosition(mBody, cpv(mPosition.x(), mPosition.y())); } }
ETERM *body_set_position(ETERM *fromp, ETERM *argp) { // get the args ETERM *space_refp = erl_element(1, argp); ETERM *idp = erl_element(2, argp); ETERM *vectorp = erl_element(3, argp); ETERM *xp = erl_element(1, vectorp); ETERM *yp = erl_element(2, vectorp); erlmunk_space *s = NULL; int space_id = ERL_REF_NUMBER(space_refp); HASH_FIND_INT(erlmunk_spaces, &space_id, s); int body_id = ERL_INT_VALUE(idp); erlmunk_body *b = NULL; HASH_FIND_INT(s->bodies, &body_id, b); if (b == NULL) return NULL; cpBodySetPosition(b->body, cpv(ERL_FLOAT_VALUE(xp), ERL_FLOAT_VALUE(yp))); // DEBUGF(("body_set_position(x: %f, y: %f) has succeeded", // ERL_FLOAT_VALUE(xp), ERL_FLOAT_VALUE(yp))); return NULL; }
ETERM *body_update_position(ETERM *fromp, ETERM *argp) { // get the args ETERM *space_refp = erl_element(1, argp); ETERM *idp = erl_element(2, argp); ETERM *deltap = erl_element(3, argp); erlmunk_space *s = NULL; int space_id = ERL_REF_NUMBER(space_refp); HASH_FIND_INT(erlmunk_spaces, &space_id, s); int body_id = ERL_INT_VALUE(idp); erlmunk_body *b = NULL; HASH_FIND_INT(s->bodies, &body_id, b); if (b == NULL) return NULL; cpVect position = cpBodyGetPosition(b->body); float angle = deg_to_rad(cpBodyGetAngle(b->body)); cpVect angleV = cpvforangle(angle); cpVect projection = cpvmult(angleV, ERL_FLOAT_VALUE(deltap)); cpVect new_position = cpvadd(projection, position); cpBodySetPosition(b->body, new_position); // DEBUGF(("body_update_position(x: %f, y: %f, delta: %f) has succeeded (x: %f, y: %f)", // position.x, position.y, ERL_FLOAT_VALUE(deltap), // new_position.x, new_position.y)); return NULL; }
ETERM *body_copy(ETERM *fromp, ETERM *argp) { // get the args ETERM *space_refp = erl_element(1, argp); ETERM *idp = erl_element(2, argp); ETERM *from_idp = erl_element(3, argp); erlmunk_space *s; int space_id = ERL_REF_NUMBER(space_refp); HASH_FIND_INT(erlmunk_spaces, &space_id, s); int body_id = ERL_INT_VALUE(idp); erlmunk_body *b; HASH_FIND_INT(s->bodies, &body_id, b); if (b == NULL) return NULL; int from_body_id = ERL_INT_VALUE(from_idp); erlmunk_body *from_b; HASH_FIND_INT(s->bodies, &from_body_id, from_b); // DEBUGF(("copying location from body #%d(%p) to #%d(%p)", // from_body_id, from_b, body_id, b)); // copy position and angle from the from body cpBodySetPosition(b->body, cpBodyGetPosition(from_b->body)); cpBodySetAngle(b->body, cpBodyGetAngle(from_b->body)); cpBodySetVelocity(b->body, cpBodyGetVelocity(from_b->body)); return NULL; }
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); }
void PhysicsBody::setPosition(float positionX, float positionY) { cpVect tt; tt.x = positionX + _positionOffset.x; tt.y = positionY + _positionOffset.y; cpBodySetPosition(_cpBody, tt); }
static void make_leg(cpSpace *space, cpFloat side, cpFloat offset, cpBody *chassis, cpBody *crank, cpVect anchor) { cpVect a, b; cpShape *shape; cpFloat leg_mass = 1.0f; // make leg a = cpvzero, b = cpv(0.0f, side); cpBody *upper_leg = cpSpaceAddBody(space, cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b, 0.0f))); cpBodySetPosition(upper_leg, cpv(offset, 0.0f)); shape = cpSpaceAddShape(space, cpSegmentShapeNew(upper_leg, a, b, seg_radius)); cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES)); cpSpaceAddConstraint(space, cpPivotJointNew2(chassis, upper_leg, cpv(offset, 0.0f), cpvzero)); // lower leg a = cpvzero, b = cpv(0.0f, -1.0f*side); cpBody *lower_leg = cpSpaceAddBody(space, cpBodyNew(leg_mass, cpMomentForSegment(leg_mass, a, b, 0.0f))); cpBodySetPosition(lower_leg, cpv(offset, -side)); shape = cpSpaceAddShape(space, cpSegmentShapeNew(lower_leg, a, b, seg_radius)); cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES)); shape = cpSpaceAddShape(space, cpCircleShapeNew(lower_leg, seg_radius*2.0f, b)); cpShapeSetFilter(shape, cpShapeFilterNew(1, CP_ALL_CATEGORIES, CP_ALL_CATEGORIES)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 1.0f); cpSpaceAddConstraint(space, cpPinJointNew(chassis, lower_leg, cpv(offset, 0.0f), cpvzero)); cpSpaceAddConstraint(space, cpGearJointNew(upper_leg, lower_leg, 0.0f, 1.0f)); cpConstraint *constraint; cpFloat diag = cpfsqrt(side*side + offset*offset); constraint = cpSpaceAddConstraint(space, cpPinJointNew(crank, upper_leg, anchor, cpv(0.0f, side))); cpPinJointSetDist(constraint, diag); constraint = cpSpaceAddConstraint(space, cpPinJointNew(crank, lower_leg, anchor, cpvzero)); cpPinJointSetDist(constraint, diag); }
static cpSpace * init(void) { ChipmunkDemoMessageString = "One way platforms are trivial in Chipmunk using a very simple collision callback."; cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 10); cpSpaceSetGravity(space, cpv(0, -100)); cpBody *body, *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); // Add our one way segment shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-160,-100), cpv(160,-100), 10.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetCollisionType(shape, COLLISION_TYPE_ONE_WAY); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); // We'll use the data pointer for the OneWayPlatform struct platformInstance.n = cpv(0, 1); // let objects pass upwards cpShapeSetUserData(shape, &platformInstance); // Add a ball to test it out cpFloat radius = 15.0f; body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero))); cpBodySetPosition(body, cpv(0, -200)); cpBodySetVelocity(body, cpv(0, 170)); shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.9f); cpShapeSetCollisionType(shape, 2); cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, COLLISION_TYPE_ONE_WAY); handler->preSolveFunc = PreSolve; return space; }
static cpBody *MakeBody(const float x, const float y, const float w) { cpBody *body = cpSpaceAddBody(space.Space, cpBodyNewStatic()); cpBodySetPosition(body, cpv(x + w / 2, y - GAP_HEIGHT / 2)); cpShape *shape = cpSpaceAddShape( space.Space, cpBoxShapeNew(body, w, GAP_HEIGHT, 0.0)); cpShapeSetElasticity(shape, BLOCK_ELASTICITY); cpShapeSetFriction(shape, 1.0f); return body; }
void RigidBody2D::CopyBodyData(cpBody* body) { cpBodySetAngle(m_handle, cpBodyGetAngle(body)); cpBodySetAngularVelocity(m_handle, cpBodyGetAngularVelocity(body)); cpBodySetCenterOfGravity(m_handle, cpBodyGetCenterOfGravity(body)); cpBodySetForce(m_handle, cpBodyGetForce(body)); cpBodySetPosition(m_handle, cpBodyGetPosition(body)); cpBodySetTorque(m_handle, cpBodyGetTorque(body)); cpBodySetVelocity(m_handle, cpBodyGetVelocity(body)); }
void RigidBody2D::CopyBodyData(cpBody* from, cpBody* to) { cpBodySetAngle(to, cpBodyGetAngle(from)); cpBodySetAngularVelocity(to, cpBodyGetAngularVelocity(from)); cpBodySetCenterOfGravity(to, cpBodyGetCenterOfGravity(from)); cpBodySetForce(to, cpBodyGetForce(from)); cpBodySetPosition(to, cpBodyGetPosition(from)); cpBodySetTorque(to, cpBodyGetTorque(from)); cpBodySetVelocity(to, cpBodyGetVelocity(from)); }
void RigidBody2D::SetPosition(const Vector2f& position) { cpBodySetPosition(m_handle, cpv(position.x, position.y)); if (m_isStatic) { m_world->RegisterPostStep(this, [](Nz::RigidBody2D* body) { cpSpaceReindexShapesForBody(body->GetWorld()->GetHandle(), body->GetHandle()); }); } }
static cpBody * add_ball(cpSpace *space, cpVect pos) { cpBody *body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForCircle(1.0f, 30, 0, cpvzero))); cpBodySetPosition(body, pos); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, 30, cpvzero)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.5f); return body; }
static cpSpace * init(void) { ChipmunkDemoMessageString = "Sticky collisions using the cpArbiter data pointer."; cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 10); cpSpaceSetGravity(space, cpv(0, -1000)); cpSpaceSetCollisionSlop(space, 2.0); cpBody *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340,-260), cpv(-340, 260), 20.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv( 340,-260), cpv( 340, 260), 20.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340,-260), cpv( 340,-260), 20.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340, 260), cpv( 340, 260), 20.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); for(int i=0; i<200; i++){ cpFloat mass = 0.15f; cpFloat radius = 10.0f; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); cpBodySetPosition(body, cpv(cpflerp(-150.0f, 150.0f, frand()), cpflerp(-150.0f, 150.0f, frand()))); cpShape *shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius + STICK_SENSOR_THICKNESS, cpvzero)); cpShapeSetFriction(shape, 0.9f); cpShapeSetCollisionType(shape, COLLISION_TYPE_STICKY); } cpCollisionHandler *handler = cpSpaceAddWildcardHandler(space, COLLISION_TYPE_STICKY); handler->preSolveFunc = StickyPreSolve; handler->separateFunc = StickySeparate; return space; }
void PhysicsSprite::setPosition(float x, float y) { #if CC_ENABLE_CHIPMUNK_INTEGRATION cpVect cpPos = cpv(x, y); cpBodySetPosition(_CPBody, cpPos); #elif CC_ENABLE_BOX2D_INTEGRATION float angle = _pB2Body->GetAngle(); _pB2Body->SetTransform(b2Vec2(x / _PTMRatio, y / _PTMRatio), angle); #endif }
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; }
void DynamicObjectStabilizator::fixatePoints() { // vector<IDynamicObject *>::iterator begin = m_DynamicObjects.begin(); // vector<IDynamicObject *>::iterator end = m_DynamicObjects.end(); // vector<IDynamicObject *>::iterator iter = begin + 1; // for( ; iter != end ; iter++ ) size_t count = m_DynamicObjects.size(); for( size_t object_i = 0 ; object_i < 2 ; object_i++ ) { const IGeometryObject & geometryObjext = m_DynamicObjects[object_i]->getGeometryObject(); if( geometryObjext.getType() != GEOMETRYOBJECT_POINT ) { // assert( false ); continue; } cpBody * kineticBody = cpBodyNewKinematic(); cpSpaceAddBody( m_Space, kineticBody ); m_KineticBodies.push_back( kineticBody ); const GeometryPoint & geometryPoint = dynamic_cast<const GeometryPoint &>( geometryObjext ); int x = geometryPoint.getX(); int y = geometryPoint.getY(); cpVect mousePoint = cpv( x, y ); cpShape * shape = cpSpacePointQueryNearest( m_Space, mousePoint, 100.0, GRAB_FILTER, 0 ); if( 0 == shape ) { return; } cpVect new_mouse_position = cpv( x, y ); cpBodySetPosition( kineticBody, new_mouse_position ); cpBody * trackingBody = cpShapeGetBody( shape ); cpConstraint * joint = cpPivotJointNew2( kineticBody, trackingBody, cpvzero, cpvzero ); cpSpaceAddConstraint( m_Space, joint ); m_Joints.push_back( joint ); break; //one pointb } }
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)); }
/* Preparing the tiles * ------------------- * * We traverse the tilemap string, detecting any "lit" tile * using the character #. For each "lit" tile, we create a * Chipmunk2D body and position it in screen coordinates. */ static void init_tiles(struct state* state) { cpFloat radius = state->tile_img->width / 2; cpFloat mass = 1; cpFloat moment = cpMomentForCircle(mass, 0, radius, cpvzero); for (unsigned int i = 0; i < strlen(tile_map); i++) { if (tile_map[i] == '#') { state->tiles[i].is_active = true; state->tiles[i].body = cpSpaceAddBody(state->space, cpBodyNew(mass, moment)); state->tiles[i].shape = cpSpaceAddShape( state->space, cpCircleShapeNew(state->tiles[i].body, radius, cpvzero)); cpShapeSetFriction(state->tiles[i].shape, 0.7); cpVect pp = cpv((i % 54) * 6 + 4, (i / 54) * 6 + 40); cpBodySetPosition(state->tiles[i].body, pp); } else state->tiles[i].is_active = false; } }
static void update(cpSpace *space, double dt) { cpFloat coef = (2.0f + ChipmunkDemoKeyboard.y)/3.0f; cpFloat rate = ChipmunkDemoKeyboard.x*30.0f*coef; cpSimpleMotorSetRate(motor, rate); cpConstraintSetMaxForce(motor, rate ? 1000000.0f : 0.0f); cpSpaceStep(space, dt); for(int i=0; i<numBalls; i++){ cpBody *ball = balls[i]; cpVect pos = cpBodyGetPosition(ball); if(pos.x > 320.0f){ cpBodySetVelocity(ball, cpvzero); cpBodySetPosition(ball, cpv(-224.0f, 200.0f)); } } }
/* Mouse handling is a bit tricky. We want the user to move * tiles using the mouse but because tiles are dynamic bodies * managed by Chipmunk2D, we cannot directly control them. * This is resolved by creating a pivot joint between an * invisible mouse body that we can control and the tile body * that we cannot directly control. */ static void apply_mouse_motion(struct state* state) { struct mouse m; update_mouse(&m); int w, h; get_screen_size(&w, &h); int x = m.x_position * w; int y = m.y_position * h; cpVect mouse_pos = cpv(x, y); cpVect new_point = cpvlerp(cpBodyGetPosition(state->mouse_body), mouse_pos, 0.25f); cpBodySetVelocity( state->mouse_body, cpvmult(cpvsub(new_point, cpBodyGetPosition(state->mouse_body)), 60.0f)); cpBodySetPosition(state->mouse_body, new_point); if (m.left_click && state->mouse_joint == NULL) { cpFloat radius = 5.0; cpPointQueryInfo info = { 0 }; cpShape* shape = cpSpacePointQueryNearest(state->space, mouse_pos, radius, GRAB_FILTER, &info); if (shape && cpBodyGetMass(cpShapeGetBody(shape)) < INFINITY) { cpVect nearest = (info.distance > 0.0f ? info.point : mouse_pos); cpBody* body = cpShapeGetBody(shape); state->mouse_joint = cpPivotJointNew2(state->mouse_body, body, cpvzero, cpBodyWorldToLocal(body, nearest)); cpConstraintSetMaxForce(state->mouse_joint, 5000000.0f); cpConstraintSetErrorBias(state->mouse_joint, cpfpow(1.0f - 0.15f, 60.0f)); cpSpaceAddConstraint(state->space, state->mouse_joint); } } if (m.left_click == false && state->mouse_joint != NULL) { cpSpaceRemoveConstraint(state->space, state->mouse_joint); cpConstraintFree(state->mouse_joint); state->mouse_joint = NULL; } }
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; }
static int l_physics_setBodyPosition(lua_State* state) { l_tools_checkUserDataPlusErrMsg(state, 1, "You must provide a body"); l_tools_checkUserDataPlusErrMsg(state, 2, "You must provide a space"); l_physics_Body* body = (l_physics_Body*)lua_touserdata(state, 1); l_physics_PhysicsData* space = (l_physics_PhysicsData*)lua_touserdata(state, 2); cpVect vec = cpvzero; vec.x = l_tools_toNumberOrError(state, 3); vec.y = l_tools_toNumberOrError(state, 4); cpBodySetPosition(body->body, vec); /* * Docs: * When changing the position you may also want to call cpSpaceReindexShapesForBody() * to update the collision detection information for the attached shapes if plan to * make any queries against the space. */ cpSpaceReindexShapesForBody(space->physics->space, body->body); return 0; }
static cpSpace * init(void) { ChipmunkDemoMessageString = "Control the crane by moving the mouse. Right click to release."; cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 30); cpSpaceSetGravity(space, cpv(0, -100)); cpSpaceSetDamping(space, 0.8); cpBody *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); // Add a body for the dolly. dollyBody = cpSpaceAddBody(space, cpBodyNew(10, INFINITY)); cpBodySetPosition(dollyBody, cpv(0, 100)); // Add a block so you can see it. cpSpaceAddShape(space, cpBoxShapeNew(dollyBody, 30, 30, 0.0)); // Add a groove joint for it to move back and forth on. cpSpaceAddConstraint(space, cpGrooveJointNew(staticBody, dollyBody, cpv(-250, 100), cpv(250, 100), cpvzero)); // Add a pivot joint to act as a servo motor controlling it's position // By updating the anchor points of the pivot joint, you can move the dolly. dollyServo = cpSpaceAddConstraint(space, cpPivotJointNew(staticBody, dollyBody, cpBodyGetPosition(dollyBody))); // Max force the dolly servo can generate. cpConstraintSetMaxForce(dollyServo, 10000); // Max speed of the dolly servo cpConstraintSetMaxBias(dollyServo, 100); // You can also change the error bias to control how it slows down. //cpConstraintSetErrorBias(dollyServo, 0.2); // Add the crane hook. cpBody *hookBody = cpSpaceAddBody(space, cpBodyNew(1, INFINITY)); cpBodySetPosition(hookBody, cpv(0, 50)); // Add a sensor shape for it. This will be used to figure out when the hook touches a box. shape = cpSpaceAddShape(space, cpCircleShapeNew(hookBody, 10, cpvzero)); cpShapeSetSensor(shape, cpTrue); cpShapeSetCollisionType(shape, HOOK_SENSOR); // Add a slide joint to act as a winch motor // By updating the max length of the joint you can make it pull up the load. winchServo = cpSpaceAddConstraint(space, cpSlideJointNew(dollyBody, hookBody, cpvzero, cpvzero, 0, INFINITY)); // Max force the dolly servo can generate. cpConstraintSetMaxForce(winchServo, 30000); // Max speed of the dolly servo cpConstraintSetMaxBias(winchServo, 60); // TODO: cleanup // Finally a box to play with cpBody *boxBody = cpSpaceAddBody(space, cpBodyNew(30, cpMomentForBox(30, 50, 50))); cpBodySetPosition(boxBody, cpv(200, -200)); // Add a block so you can see it. shape = cpSpaceAddShape(space, cpBoxShapeNew(boxBody, 50, 50, 0.0)); cpShapeSetFriction(shape, 0.7); cpShapeSetCollisionType(shape, CRATE); cpCollisionHandler *handler = cpSpaceAddCollisionHandler(space, HOOK_SENSOR, CRATE); handler->beginFunc = (cpCollisionBeginFunc)HookCrate; return space; }
struct gun instantiate_gun(struct obj *owner, const char *gunType, const char *bulletType) { // fprintf(stderr, "\n\n\n%s\n\n\n", bulletType); struct gun ret = {.bulletType = strdup(bulletType), .owner = owner, .cooldown = owner->room->ticks}; ret.fire = guntbl_find(&fires, gunType); return ret; } void machinegun_fire(struct gun *self) { if (self->owner->room->ticks - self->cooldown > 1) { struct obj *bullet = instantiate_object(self->bulletType, self->owner->objectVect, self->owner->room); cpBodySetPosition(bullet->body, cpBodyLocalToWorld(self->owner->body, cpv(0, -self->owner->radius - bullet->radius - 2))); cpBodySetMoment(bullet->body, cpMomentForCircle(10000.0, 0.0, bullet->radius*2, cpvzero)); cpBodySetAngle(bullet->body, cpBodyGetAngle(self->owner->body) + M_PI); ((struct bullet_extra*)bullet->extra)->speed = 20.0; ((struct bullet_extra*)bullet->extra)->owner = self->owner; cpBodyApplyImpulseAtLocalPoint(self->owner->body, cpv(0, 50.0), cpv(0, -(self->owner->radius * 2))); self->cooldown = self->owner->room->ticks; } } struct gunpair { const char *name; const gunmethod method; }; void register_guns(void) { struct gunpair pairs[] = {{"machine gun", machinegun_fire}}; for (size_t i = 0; i < ARRAY_LENGTH(pairs); i++) { char *currentName = pairs[i].name; gunmethod currentMethod = pairs[i].method; if ((!currentName && currentMethod) || (currentName && !currentMethod)) { CROAK("Unevenly sized methodpair array"); } guntbl_insert(&fires, currentName, currentMethod); } } void guntbl_insert(struct guntbl *table, const char *key, gunmethod method) { int offset = hash(key) % 32; if (table->keys[offset]) { if (strcmp(table->keys[offset], key) == 0 ) { table->methods[offset] = method; } else { if (!table->next) { table->next = malloc(sizeof(struct guntbl)); *table->next = (struct guntbl){.next = NULL}; } guntbl_insert(table->next, key, method); } } else {
cpSpace *Chains::Init() { ChipmunkDemo::Init(); space = cpSpaceNew(); cpSpaceSetIterations(space, 30); cpSpaceSetGravity(space, cpv(0, -100)); cpSpaceSetSleepTimeThreshold(space, 0.5f); cpBody *body, *staticBody = cpSpaceGetStaticBody(space); cpShape *shape; // Create segments around the edge of the screen. shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f)); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER); cpFloat mass = 1; cpFloat width = 20; cpFloat height = 30; cpFloat spacing = width*0.3; // Add lots of boxes. for(int i=0; i<CHAIN_COUNT; i++){ cpBody *prev = NULL; for(int j=0; j<LINK_COUNT; j++){ cpVect pos = cpv(40*(i - (CHAIN_COUNT - 1)/2.0), 240 - (j + 0.5)*height - (j + 1)*spacing); body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForBox(mass, width, height))); cpBodySetPosition(body, pos); shape = cpSpaceAddShape(space, cpSegmentShapeNew(body, cpv(0, (height - width)/2.0), cpv(0, (width - height)/2.0), width/2.0)); cpShapeSetFriction(shape, 0.8f); cpFloat breakingForce = 80000; cpConstraint *constraint = NULL; if(prev == NULL){ constraint = cpSpaceAddConstraint(space, cpSlideJointNew(body, staticBody, cpv(0, height/2), cpv(pos.x, 240), 0, spacing)); } else { constraint = cpSpaceAddConstraint(space, cpSlideJointNew(body, prev, cpv(0, height/2), cpv(0, -height/2), 0, spacing)); } cpConstraintSetMaxForce(constraint, breakingForce); cpConstraintSetPostSolveFunc(constraint, BreakableJointPostSolve); cpConstraintSetCollideBodies(constraint, cpFalse); prev = body; } } cpFloat radius = 15.0f; body = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero))); cpBodySetPosition(body, cpv(0, -240 + radius+5)); cpBodySetVelocity(body, cpv(0, 300)); shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); cpShapeSetElasticity(shape, 0.0f); cpShapeSetFriction(shape, 0.9f); return space; }
void Body::setPosition(glm::vec2 pos){ cpBodySetPosition(body, toChipmunk(pos)); }
static cpSpace * init(void) { cpSpace *space = cpSpaceNew(); cpSpaceSetIterations(space, 5); space->damping = 0.1; cpFloat mass = 1.0f; { cpFloat size = 100.0; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForBox(mass, size, size))); cpBodySetPosition(body, cpv(100.0, 50.0f)); shape1 = cpSpaceAddShape(space, cpBoxShapeNew(body, size, size, 0.0)); shape1->group = 1; }{ cpFloat size = 100.0; cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForBox(mass, size, size))); cpBodySetPosition(body, cpv(120.0, -40.0f)); cpBodySetAngle(body, 1e-2); shape2 = cpSpaceAddShape(space, cpBoxShapeNew(body, size, size, 0.0)); shape2->group = 1; } // { // cpFloat size = 100.0; // const int NUM_VERTS = 5; // // cpVect verts[NUM_VERTS]; // for(int i=0; i<NUM_VERTS; i++){ // cpFloat angle = -2*M_PI*i/((cpFloat) NUM_VERTS); // verts[i] = cpv(size/2.0*cos(angle), size/2.0*sin(angle)); // } // // cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, NUM_VERTS, verts, cpvzero))); // cpBodySetPosition(body, cpv(100.0, 50.0f)); // // shape1 = cpSpaceAddShape(space, cpPolyShapeNew(body, NUM_VERTS, verts, cpvzero)); // shape1->group = 1; // } // { // cpFloat size = 100.0; // const int NUM_VERTS = 4; // // cpVect verts[NUM_VERTS]; // for(int i=0; i<NUM_VERTS; i++){ // cpFloat angle = -2*M_PI*i/((cpFloat) NUM_VERTS); // verts[i] = cpv(size/2.0*cos(angle), size/2.0*sin(angle)); // } // // cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForPoly(mass, NUM_VERTS, verts, cpvzero))); // cpBodySetPosition(body, cpv(100.0, -50.0f)); // // shape2 = cpSpaceAddShape(space, cpPolyShapeNew(body, NUM_VERTS, verts, cpvzero)); // shape2->group = 1; // } // // { // cpFloat size = 150.0; // cpFloat radius = 25.0; // // cpVect a = cpv( size/2.0, 0.0); // cpVect b = cpv(-size/2.0, 0.0); // cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForSegment(mass, a, b))); // cpBodySetPosition(body, cpv(0, 25)); // // shape1 = cpSpaceAddShape(space, cpSegmentShapeNew(body, a, b, radius)); // shape1->group = 1; // } // { // cpFloat radius = 50.0; // // cpBody *body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero))); // cpBodySetPosition(body, cpv(0, -25)); // // shape2 = cpSpaceAddShape(space, cpCircleShapeNew(body, radius, cpvzero)); // shape2->group = 1; // } return space; }