static unsigned int _shape_add(Entity ent, PhysicsShape type, cpShape *shape) { PhysicsInfo *info; ShapeInfo *shapeInfo; info = entitypool_get(pool, ent); error_assert(info); /* init ShapeInfo */ shapeInfo = array_add(info->shapes); shapeInfo->type = type; shapeInfo->shape = shape; /* init cpShape */ cpShapeSetBody(shape, info->body); cpSpaceAddShape(space, shape); cpShapeSetFriction(shapeInfo->shape, 1); cpShapeSetUserData(shapeInfo->shape, ent); /* update moment */ if (!cpBodyIsStatic(info->body)) { if (array_length(info->shapes) > 1) cpBodySetMoment(info->body, _moment(info->body, shapeInfo) + cpBodyGetMoment(info->body)); else cpBodySetMoment(info->body, _moment(info->body, shapeInfo)); } return array_length(info->shapes) - 1; }
void update_friction(int n) { // kill lateral velocity const cpFloat max_lateral_impulse = 300; cpVect impulse = cpvmult(cpvneg(lateral_velocity(n)), cpBodyGetMass(tire[n])); //printf("%f\n", cpvlength(impulse)); if(cpvlength(impulse) > max_lateral_impulse) impulse = cpvmult(impulse, max_lateral_impulse / cpvlength(impulse)); cpBodyApplyImpulse(tire[n], impulse, cpvzero); // TODO - kill angular velocity? cpFloat inertia = cpBodyGetMoment(tire[n]); cpFloat av = cpBodyGetAngVel(tire[n]); if(av != 0) cpBodySetAngVel(tire[n], av / 1.2); // apply drag cpVect forward_normal = forward_velocity(n); cpFloat forward_speed = cpvlength(forward_normal); if(forward_speed < 1) { cpBodySetVel(tire[n], cpvzero); } else { forward_normal = cpvnormalize(forward_normal); cpFloat drag = -1 * forward_speed; cpBodyApplyImpulse(tire[n], cpvmult(forward_normal, drag), cpvzero); } }
bool physics_get_freeze_rotation(Entity ent) { PhysicsInfo *info = entitypool_get(pool, ent); error_assert(info); /* TODO: do this a better way? maybe store separate flag */ return cpBodyGetMoment(info->body) == SCALAR_INFINITY; }
static int l_physics_getBodyMoment(lua_State* state) { l_tools_checkUserDataPlusErrMsg(state, 1, "You must provide a body"); l_physics_Body* body = (l_physics_Body*)lua_touserdata(state, 1); lua_pushnumber(state, cpBodyGetMoment(body->body)); return 1; }
static cpBody *utils_update_drawing(cpBody *drawing) { cpFloat mass = cpBodyGetMass(drawing); cpFloat moment = cpBodyGetMoment(drawing); Body_data *pa = cpBodyGetUserData(drawing); //cpFloat x = g_array_index(pa->x_values, cpFloat, 0); //cpFloat y = g_array_index(pa->y_values, cpFloat, 0); cpVect pos_a, pos_b; cpVect origin = cpBodyGetPos(drawing); cpFloat mi, micx = 0, micy = 0; int length = pa->x_values->len; for (int index = 1; index < length; index++) { pos_a = cpv(g_array_index(pa->x_values, cpFloat, index - 1), g_array_index(pa->y_values, cpFloat, index - 1)); pos_b = cpv(g_array_index(pa->x_values, cpFloat, index), g_array_index(pa->y_values, cpFloat, index)); //fprintf(stdout, "Pos_a = (%5.2f, %5.2f)\n", pos_a.x, pos_a.y); mi = (CRAYON_MASS * cpAreaForSegment( pos_a, pos_b, CRAYON_RADIUS )); micx += mi * ((pos_a.x + pos_b.x) / 2); micy += mi * ((pos_a.y + pos_b.y) / 2); mass += mi; moment += cpMomentForSegment(mass, pos_a, pos_b); // not actually sum, but maybe it is } cpBodySetMass(drawing, mass); cpBodySetMoment(drawing, moment); // center of mass is the average of all vertices NOT //cpVect new_origin = cpv(x / length, y / length); cpVect new_origin = cpv(micx / mass, micy / mass); new_origin = cpBodyLocal2World(drawing, new_origin); cpBodySetPos( drawing, new_origin ); //fprintf(stdout, "Position set at (%5.2f, %5.2f)\n", new_origin.x, new_origin.y); cpSpace * space = cpBodyGetSpace(drawing); cpSpaceReindexShapesForBody(space, drawing); //cpBodySetPos(drawing, cpv(pos.x + (second.x / length), pos.y + (second.y / length))); //pa->offset = cpvsub(new_origin, origin); pa = shift_origin(drawing, origin, new_origin); cpBodySetUserData(drawing, pa); if (space) post_step_body_replace_shapes(space, drawing, NULL); else fprintf(stderr, "WTF\n"); //if (!(cpSpaceAddPostStepCallback(space, (cpPostStepFunc) post_step_body_replace_shapes, drawing, NULL))) //fprintf(stderr, "FAILED POST-STEP CALLBACK\n\n"); return drawing; }
static cpBody *utils_update_drawing(cpBody *drawing) { cpFloat mass = cpBodyGetMass(drawing); cpFloat moment = cpBodyGetMoment(drawing); Point_array *pa = cpBodyGetUserData(drawing); cpFloat x = g_array_index(pa->x_values, cpFloat, 0); cpFloat y = g_array_index(pa->y_values, cpFloat, 0); cpVect pos_a, pos_b; cpVect origin = cpBodyGetPos(drawing); cpFloat mi, micx = 0, micy = 0; int length = pa->x_values->len; for (int index = 1; index < length; index++) { pos_a = cpv(g_array_index(pa->x_values, cpFloat, index - 1), g_array_index(pa->y_values, cpFloat, index - 1)); pos_b = cpv(g_array_index(pa->x_values, cpFloat, index), g_array_index(pa->y_values, cpFloat, index)); cpvadd(pos_a, origin); cpvadd(pos_b, origin); x += pos_b.x; y += pos_b.y; mi = (CRAYON_MASS * cpAreaForSegment( pos_a, pos_b, CRAYON_RADIUS )); micx += mi * ((pos_a.x + pos_b.x) / 2); micy += mi * ((pos_a.y + pos_b.y) / 2); mass += mi; moment += cpMomentForSegment(mass, pos_a, pos_b); // not actually sum } cpBodySetMass(drawing, mass); cpBodySetMoment(drawing, moment); // center of mass is the average of all vertices NOT //cpVect new_origin = cpv(x / length, y / length); cpVect new_origin = cpv(micx / mass, micy / mass); cpBodySetPos( drawing, new_origin ); //cpBodySetPos(drawing, cpv(pos.x + (second.x / length), pos.y + (second.y / length))); pa = shift_origin(pa, origin, new_origin); cpBodySetUserData(drawing, pa); return drawing; }
void RigidBody2D::SetGeom(Collider2DRef geom, bool recomputeMoment) { // We have no public way of getting rid of an existing geom without removing the whole body // So let's save some attributes of the body, destroy it and rebuild it if (m_geom) { cpFloat mass = cpBodyGetMass(m_handle); cpFloat moment = cpBodyGetMoment(m_handle); cpBody* newHandle = Create(static_cast<float>(mass), static_cast<float>(moment)); CopyBodyData(m_handle, newHandle); Destroy(); m_handle = newHandle; } if (geom) m_geom = geom; else m_geom = NullCollider2D::New(); m_geom->GenerateShapes(this, &m_shapes); cpSpace* space = m_world->GetHandle(); for (cpShape* shape : m_shapes) cpShapeSetUserData(shape, this); if (m_isSimulationEnabled) RegisterToSpace(); if (recomputeMoment) { if (!IsStatic() && !IsKinematic()) cpBodySetMoment(m_handle, m_geom->ComputeMomentOfInertia(m_mass)); } }
cpFloat cBody::Moment() const { return cpBodyGetMoment( mBody ); }
float RigidBody2D::GetMomentOfInertia() const { return float(cpBodyGetMoment(m_handle)); }
cpFloat Body::getMoment(void) { return cpBodyGetMoment(body); }
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; }
// Modified from chipmunk_private.h cpFloat Buoyancy::KScalarBody(cpBody *body, cpVect point, cpVect n) { cpFloat rcn = cpvcross(cpvsub(point, cpBodyGetPosition(body)), n); return 1.0f/cpBodyGetMass(body) + rcn*rcn/cpBodyGetMoment(body); }