コード例 #1
0
ファイル: rb_cpBody.c プロジェクト: Anaxim/chipmunk
static VALUE
rb_cpBodyInitializeStatic(VALUE self) {
  cpBody *body = STATICBODY(self);
  cpBodyInitStatic(body);
  body->data = (void *)self;
  return self;
}
コード例 #2
0
ファイル: world.cpp プロジェクト: damir00/zac
World::World(cpVect size) {
	space=cpSpaceNew();

	static_body=cpBodyNewStatic();

	printf("new space\n"); fflush(stdout);

	cpVect s2=cpvmult(size,0.5);

	cpVect c1=s2;
	cpVect c2=cpv(s2.x,-s2.y);
	cpVect c3=cpv(-s2.x,-s2.y);
	cpVect c4=cpv(-s2.x,s2.y);

	printf("foo space\n"); fflush(stdout);

	cpBodyInitStatic(space->staticBody);

	addStaticLine(c1,c2);
	addStaticLine(c2,c3);
	addStaticLine(c3,c4);
	addStaticLine(c4,c1);

	printf("space done\n"); fflush(stdout);
}
コード例 #3
0
ファイル: cpSpace.c プロジェクト: AntonioModer/Cheetah
cpSpace*
cpSpaceInit(cpSpace *space)
{
#ifndef NDEBUG
	static cpBool done = cpFalse;
	if(!done){
		printf("Initializing cpSpace - Chipmunk v%s (Debug Enabled)\n", cpVersionString);
		printf("Compile with -DNDEBUG defined to disable debug mode and runtime assertion checks\n");
		done = cpTrue;
	}
#endif

	space->iterations = 10;
	
	space->gravity = cpvzero;
	space->damping = 1.0f;
	
	space->collisionSlop = 0.1f;
	space->collisionBias = cpfpow(1.0f - 0.1f, 60.0f);
	space->collisionPersistence = 3;
	
	space->locked = 0;
	space->stamp = 0;

	space->staticShapes = cpBBTreeNew((cpSpatialIndexBBFunc)cpShapeGetBB, NULL);
	space->activeShapes = cpBBTreeNew((cpSpatialIndexBBFunc)cpShapeGetBB, space->staticShapes);
	cpBBTreeSetVelocityFunc(space->activeShapes, (cpBBTreeVelocityFunc)shapeVelocityFunc);
	
	space->allocatedBuffers = cpArrayNew(0);
	
	space->bodies = cpArrayNew(0);
	space->sleepingComponents = cpArrayNew(0);
	space->rousedBodies = cpArrayNew(0);
	
	space->sleepTimeThreshold = INFINITY;
	space->idleSpeedThreshold = 0.0f;
	space->enableContactGraph = cpFalse;
	
	space->arbiters = cpArrayNew(0);
	space->pooledArbiters = cpArrayNew(0);
	
	space->contactBuffersHead = NULL;
	space->cachedArbiters = cpHashSetNew(0, (cpHashSetEqlFunc)arbiterSetEql);
	
	space->constraints = cpArrayNew(0);
	
	space->defaultHandler = cpDefaultCollisionHandler;
	space->collisionHandlers = cpHashSetNew(0, (cpHashSetEqlFunc)handlerSetEql);
	cpHashSetSetDefaultValue(space->collisionHandlers, &cpDefaultCollisionHandler);
	
	space->postStepCallbacks = NULL;
	
	space->arbiterApplyImpulse = cpArbiterApplyImpulse;
	
	cpBodyInitStatic(&space->_staticBody);
	space->staticBody = &space->_staticBody;
	
	return space;
}
コード例 #4
0
ファイル: cpSpace.c プロジェクト: harad/Last-Escape
cpSpace*
cpSpaceInit(cpSpace *space)
{
	space->iterations = DEFAULT_ITERATIONS;
	space->elasticIterations = DEFAULT_ELASTIC_ITERATIONS;
//	space->sleepTicks = 300;
	
	space->gravity = cpvzero;
	space->damping = 1.0f;
	
	space->locked = 0;
	space->stamp = 0;

	space->staticShapes = cpSpaceHashNew(DEFAULT_DIM_SIZE, DEFAULT_COUNT, (cpSpaceHashBBFunc)shapeBBFunc);
	space->activeShapes = cpSpaceHashNew(DEFAULT_DIM_SIZE, DEFAULT_COUNT, (cpSpaceHashBBFunc)shapeBBFunc);
	
	space->allocatedBuffers = cpArrayNew(0);
	
	space->bodies = cpArrayNew(0);
	space->sleepingComponents = cpArrayNew(0);
	space->rousedBodies = cpArrayNew(0);
	
	space->sleepTimeThreshold = INFINITY;
	space->idleSpeedThreshold = 0.0f;
	
	space->arbiters = cpArrayNew(0);
	space->pooledArbiters = cpArrayNew(0);
	
	space->contactBuffersHead = NULL;
	space->contactSet = cpHashSetNew(0, (cpHashSetEqlFunc)contactSetEql, (cpHashSetTransFunc)contactSetTrans);
	
	space->constraints = cpArrayNew(0);
	
	space->defaultHandler = cpSpaceDefaultHandler;
	space->collFuncSet = cpHashSetNew(0, (cpHashSetEqlFunc)collFuncSetEql, (cpHashSetTransFunc)collFuncSetTrans);
	space->collFuncSet->default_value = &cpSpaceDefaultHandler;
	
	space->postStepCallbacks = NULL;
	
	cpBodyInitStatic(&space->staticBody);
	
	return space;
}
コード例 #5
0
ファイル: cpBody.cpp プロジェクト: AllenChanAncA/WiEngine
cpBody *
cpBodyNewStatic()
{
	return cpBodyInitStatic(cpBodyAlloc());
}