コード例 #1
0
ファイル: Player.c プロジェクト: 18702515007xjy/cocos2d
static int
begin(cpArbiter *arb, cpSpace *space, void *ignore)
{
	CP_ARBITER_GET_SHAPES(arb, a, b);
	PlayerStruct *player = a->data;
	
	cpVect n = cpvneg(cpArbiterGetNormal(arb, 0));
	if(n.y > 0.0f){
		cpArrayPush(player->groundShapes, b);
	}
	
	return 1;
}
コード例 #2
0
cpVect
cpArbiterTotalImpulse(const cpArbiter *arb)
{
	cpContact *contacts = arb->contacts;
	cpVect sum = cpvzero;
	
	for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
		cpContact *con = &contacts[i];
		sum = cpvadd(sum, cpvmult(con->n, con->jnAcc));
	}
	
	return (arb->swappedColl ? sum : cpvneg(sum));
}
コード例 #3
0
void
cpArbiterPreStep(cpArbiter *arb, cpFloat dt_inv)
{
	cpShape *shapea = arb->a;
	cpShape *shapeb = arb->b;
		
	arb->e = shapea->e * shapeb->e;
	arb->u = shapea->u * shapeb->u;
	arb->target_v = cpvsub(shapeb->surface_v, shapea->surface_v);

	cpBody *a = shapea->body;
	cpBody *b = shapeb->body;
	
	for(int i=0; i<arb->numContacts; i++){
		cpContact *con = &arb->contacts[i];
		
		// Calculate the offsets.
		con->r1 = cpvsub(con->p, a->p);
		con->r2 = cpvsub(con->p, b->p);
		
		// Calculate the mass normal.
		cpFloat mass_sum = a->m_inv + b->m_inv;
		
		cpFloat r1cn = cpvcross(con->r1, con->n);
		cpFloat r2cn = cpvcross(con->r2, con->n);
		cpFloat kn = mass_sum + a->i_inv*r1cn*r1cn + b->i_inv*r2cn*r2cn;
		con->nMass = 1.0f/kn;
		
		// Calculate the mass tangent.
		cpVect t = cpvperp(con->n);
		cpFloat r1ct = cpvcross(con->r1, t);
		cpFloat r2ct = cpvcross(con->r2, t);
		cpFloat kt = mass_sum + a->i_inv*r1ct*r1ct + b->i_inv*r2ct*r2ct;
		con->tMass = 1.0f/kt;
				
		// Calculate the target bias velocity.
		con->bias = -cp_bias_coef*dt_inv*cpfmin(0.0f, con->dist + cp_collision_slop);
		con->jBias = 0.0f;
		
		// Calculate the target bounce velocity.
		cpVect v1 = cpvadd(a->v, cpvmult(cpvperp(con->r1), a->w));
		cpVect v2 = cpvadd(b->v, cpvmult(cpvperp(con->r2), b->w));
		con->bounce = cpvdot(con->n, cpvsub(v2, v1))*arb->e;
		
		// Apply the previous accumulated impulse.
		cpVect j = cpvadd(cpvmult(con->n, con->jnAcc), cpvmult(t, con->jtAcc));
		cpBodyApplyImpulse(a, cpvneg(j), con->r1);
		cpBodyApplyImpulse(b, j, con->r2);
	}
}
コード例 #4
0
ファイル: cpShape.c プロジェクト: davidmorford/GameBuildKit
static void
cpSegmentShapeSegmentQuery(cpShape *shape, cpVect a, cpVect b, cpSegmentQueryInfo *info)
{
    cpSegmentShape *seg = (cpSegmentShape *)shape;
    cpVect n = seg->tn;
    // flip n if a is behind the axis
    if(cpvdot(a, n) < cpvdot(seg->ta, n))
        n = cpvneg(n);

    cpFloat an = cpvdot(a, n);
    cpFloat bn = cpvdot(b, n);
    cpFloat d = cpvdot(seg->ta, n) + seg->r;

    cpFloat t = (d - an)/(bn - an);
    if(0.0f < t && t < 1.0f) {
        cpVect point = cpvlerp(a, b, t);
        cpFloat dt = -cpvcross(seg->tn, point);
        cpFloat dtMin = -cpvcross(seg->tn, seg->ta);
        cpFloat dtMax = -cpvcross(seg->tn, seg->tb);

        if(dtMin < dt && dt < dtMax) {
            info->shape = shape;
            info->t = t;
            info->n = n;

            return; // don't continue on and check endcaps
        }
    }

    if(seg->r) {
        cpSegmentQueryInfo info1;
        info1.shape = NULL;
        cpSegmentQueryInfo info2;
        info2.shape = NULL;
        circleSegmentQuery(shape, seg->ta, seg->r, a, b, &info1);
        circleSegmentQuery(shape, seg->tb, seg->r, a, b, &info2);

        if(info1.shape && !info2.shape) {
            (*info) = info1;
        } else if(info2.shape && !info1.shape) {
            (*info) = info2;
        } else if(info1.shape && info2.shape) {
            if(info1.t < info2.t) {
                (*info) = info1;
            } else {
                (*info) = info2;
            }
        }
    }
}
コード例 #5
0
ファイル: cpCollision.c プロジェクト: Jornason/LearnCocos2D
// Recursive implementatino of the GJK loop.
static inline struct ClosestPoints
GJKRecurse(const struct SupportContext *ctx, const struct MinkowskiPoint v0, const struct MinkowskiPoint v1, const int iteration)
{
    if(iteration > MAX_GJK_ITERATIONS) {
        cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK iterations: %d", iteration);
        return ClosestPointsNew(v0, v1);
    }

    cpVect delta = cpvsub(v1.ab, v0.ab);
    // TODO: should this be an area2x check?
    if(cpvcross(delta, cpvadd(v0.ab, v1.ab)) > 0.0f) {
        // Origin is behind axis. Flip and try again.
        return GJKRecurse(ctx, v1, v0, iteration);
    } else {
        cpFloat t = ClosestT(v0.ab, v1.ab);
        cpVect n = (-1.0f < t && t < 1.0f ? cpvperp(delta) : cpvneg(LerpT(v0.ab, v1.ab, t)));
        struct MinkowskiPoint p = Support(ctx, n);

#if DRAW_GJK
        ChipmunkDebugDrawSegment(v0.ab, v1.ab, RGBAColor(1, 1, 1, 1));
        cpVect c = cpvlerp(v0.ab, v1.ab, 0.5);
        ChipmunkDebugDrawSegment(c, cpvadd(c, cpvmult(cpvnormalize(n), 5.0)), RGBAColor(1, 0, 0, 1));

        ChipmunkDebugDrawDot(5.0, p.ab, LAColor(1, 1));
#endif

        if(
            cpvcross(cpvsub(v1.ab, p.ab), cpvadd(v1.ab, p.ab)) > 0.0f &&
            cpvcross(cpvsub(v0.ab, p.ab), cpvadd(v0.ab, p.ab)) < 0.0f
        ) {
            // The triangle v0, p, v1 contains the origin. Use EPA to find the MSA.
            cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK->EPA iterations: %d", iteration);
            return EPA(ctx, v0, p, v1);
        } else {
            if(cpvdot(p.ab, n) <= cpfmax(cpvdot(v0.ab, n), cpvdot(v1.ab, n))) {
                // The edge v0, v1 that we already have is the closest to (0, 0) since p was not closer.
                cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK iterations: %d", iteration);
                return ClosestPointsNew(v0, v1);
            } else {
                // p was closer to the origin than our existing edge.
                // Need to figure out which existing point to drop.
                if(ClosestDist(v0.ab, p.ab) < ClosestDist(p.ab, v1.ab)) {
                    return GJKRecurse(ctx, v0, p, iteration + 1);
                } else {
                    return GJKRecurse(ctx, p, v1, iteration + 1);
                }
            }
        }
    }
}
コード例 #6
0
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;
}
コード例 #7
0
ファイル: cpCollision.c プロジェクト: BellyWong/RubyCocos2D
// Collide circles to segment shapes.
static int
circle2segment(cpShape *circleShape, cpShape *segmentShape, cpContact **con)
{
	cpCircleShape *circ = (cpCircleShape *)circleShape;
	cpSegmentShape *seg = (cpSegmentShape *)segmentShape;
	
	// Radius sum
	cpFloat rsum = circ->r + seg->r;
	
	// Calculate normal distance from segment.
	cpFloat dn = cpvdot(seg->tn, circ->tc) - cpvdot(seg->ta, seg->tn);
	cpFloat dist = cpfabs(dn) - rsum;
	if(dist > 0.0f) return 0;
	
	// Calculate tangential distance along segment.
	cpFloat dt = -cpvcross(seg->tn, circ->tc);
	cpFloat dtMin = -cpvcross(seg->tn, seg->ta);
	cpFloat dtMax = -cpvcross(seg->tn, seg->tb);
	
	// Decision tree to decide which feature of the segment to collide with.
	if(dt < dtMin){
		if(dt < (dtMin - rsum)){
			return 0;
		} else {
			return circle2circleQuery(circ->tc, seg->ta, circ->r, seg->r, con);
		}
	} else {
		if(dt < dtMax){
			cpVect n = (dn < 0.0f) ? seg->tn : cpvneg(seg->tn);
			(*con) = (cpContact *)cpmalloc(sizeof(cpContact));
			cpContactInit(
				(*con),
				cpvadd(circ->tc, cpvmult(n, circ->r + dist*0.5f)),
				n,
				dist,
				0				 
			);
			return 1;
		} else {
			if(dt < (dtMax + rsum)) {
				return circle2circleQuery(circ->tc, seg->tb, circ->r, seg->r, con);
			} else {
				return 0;
			}
		}
	}
	
	return 1;
}
コード例 #8
0
ファイル: cpArbiter.c プロジェクト: SanLiangSan/DDNoOneWrong
cpVect
cpArbiterTotalImpulse(const cpArbiter *arb)
{
	struct cpContact *contacts = arb->contacts;
	cpVect n = arb->n;
	cpVect sum = cpvzero;
	
	for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
		struct cpContact *con = &contacts[i];
		sum = cpvadd(sum, cpvrotate(n, cpv(con->jnAcc, con->jtAcc)));
	}
		
	return (arb->swapped ? sum : cpvneg(sum));
	return cpvzero;
}
コード例 #9
0
static inline struct ClosestPoints
GJKRecurse(const struct SupportContext *ctx, const struct MinkowskiPoint v0, const struct MinkowskiPoint v1, const int iteration)
{
	if(iteration > MAX_GJK_ITERATIONS){
		cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK iterations: %d", iteration);
		return ClosestPointsNew(v0, v1);
	}
	
	cpVect delta = cpvsub(v1.ab, v0.ab);
	if(cpvcross(delta, cpvadd(v0.ab, v1.ab)) > 0.0f){
		// Origin is behind axis. Flip and try again.
		return GJKRecurse(ctx, v1, v0, iteration + 1);
	} else {
		cpFloat t = ClosestT(v0.ab, v1.ab);
		cpVect n = (-1.0f < t && t < 1.0f ? cpvperp(delta) : cpvneg(LerpT(v0.ab, v1.ab, t)));
		struct MinkowskiPoint p = Support(ctx, n);
		
#if DRAW_GJK
		ChipmunkDebugDrawSegment(v0.ab, v1.ab, RGBAColor(1, 1, 1, 1));
		cpVect c = cpvlerp(v0.ab, v1.ab, 0.5);
		ChipmunkDebugDrawSegment(c, cpvadd(c, cpvmult(cpvnormalize(n), 5.0)), RGBAColor(1, 0, 0, 1));
		
		ChipmunkDebugDrawDot(5.0, p.ab, LAColor(1, 1));
#endif
		
		if(
			cpvcross(cpvsub(v1.ab, p.ab), cpvadd(v1.ab, p.ab)) > 0.0f &&
			cpvcross(cpvsub(v0.ab, p.ab), cpvadd(v0.ab, p.ab)) < 0.0f
		){
			cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK->EPA iterations: %d", iteration);
			// The triangle v0, p, v1 contains the origin. Use EPA to find the MSA.
			return EPA(ctx, v0, p, v1);
		} else {
			// The new point must be farther along the normal than the existing points.
			if(cpvdot(p.ab, n) <= cpfmax(cpvdot(v0.ab, n), cpvdot(v1.ab, n))){
				cpAssertWarn(iteration < WARN_GJK_ITERATIONS, "High GJK iterations: %d", iteration);
				return ClosestPointsNew(v0, v1);
			} else {
				if(ClosestDist(v0.ab, p.ab) < ClosestDist(p.ab, v1.ab)){
					return GJKRecurse(ctx, v0, p, iteration + 1);
				} else {
					return GJKRecurse(ctx, p, v1, iteration + 1);
				}
			}
		}
	}
}
コード例 #10
0
ファイル: cpArbiter.c プロジェクト: SanLiangSan/DDNoOneWrong
void
cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set)
{
	int count = set->count;
	cpAssertHard(count == arb->count, "The number of contact points cannot be changed.");
	
	cpBool swapped = arb->swapped;
	arb->n = (swapped ? cpvneg(set->normal) : set->normal);
	
	for(int i=0; i<count; i++){
		// Convert back to CoG relative offsets.
		cpVect p1 = set->points[i].pointA;
		cpVect p2 = set->points[i].pointB;
		
		arb->contacts[i].r1 = cpvsub(swapped ? p2 : p1, arb->body_a->p);
		arb->contacts[i].r2 = cpvsub(swapped ? p1 : p2, arb->body_b->p);
	}
}
コード例 #11
0
ファイル: Slice.cpp プロジェクト: damucz/chipmunk2d
void Slice::SliceShapePostStep(cpSpace *space, cpShape *shape, struct SliceContext *context)
{
	cpVect a = context->a;
	cpVect b = context->b;
	
	// Clipping plane normal and distance.
	cpVect n = cpvnormalize(cpvperp(cpvsub(b, a)));
	cpFloat dist = cpvdot(a, n);
	
	ClipPoly(space, shape, n, dist);
	ClipPoly(space, shape, cpvneg(n), -dist);
	
	cpBody *body = cpShapeGetBody(shape);
	cpSpaceRemoveShape(space, shape);
	cpSpaceRemoveBody(space, body);
	cpShapeFree(shape);
	cpBodyFree(body);
}
コード例 #12
0
ファイル: Player.c プロジェクト: 18702515007xjy/cocos2d
static int
preSolve(cpArbiter *arb, cpSpace *space, void *ignore)
{
	CP_ARBITER_GET_SHAPES(arb, a, b);
	PlayerStruct *player = a->data;
	
	if(arb->stamp > 0){
		a->u = player->u;
		
		// pick the most upright jump normal each frame
		cpVect n = cpvneg(cpArbiterGetNormal(arb, 0));
		if(n.y >= player->groundNormal.y){
			player->groundNormal = n;
		}
	}
	
	return 1;
}
コード例 #13
0
ファイル: Slice.c プロジェクト: Adefy/AdefyiOS
static void
ClipPoly(cpSpace *space, cpShape *shape, cpVect n, cpFloat dist)
{
	cpBody *body = cpShapeGetBody(shape);
	
	int count = cpPolyShapeGetNumVerts(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 = cpBodyLocal2World(body, cpPolyShapeGetVert(shape, j));
		cpFloat a_dist = cpvdot(a, n) - dist;
		
		if(a_dist < 0.0){
			clipped[clippedCount] = a;
			clippedCount++;
		}
		
		cpVect b = cpBodyLocal2World(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)*DENSITY;
	cpFloat moment = cpMomentForPoly(mass, clippedCount, clipped, cpvneg(centroid));
	
	cpBody *new_body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
	cpBodySetPos(new_body, centroid);
	cpBodySetVel(new_body, cpBodyGetVelAtWorldPoint(body, centroid));
	cpBodySetAngVel(new_body, cpBodyGetAngVel(body));
	
	cpShape *new_shape = cpSpaceAddShape(space, cpPolyShapeNew(new_body, clippedCount, clipped, cpvneg(centroid)));
	// Copy whatever properties you have set on the original shape that are important
	cpShapeSetFriction(new_shape, cpShapeGetFriction(shape));
}
コード例 #14
0
ファイル: cpCollision.c プロジェクト: gwthomas/sol-framework
// Add contacts for probably penetrating vertexes.
// This handles the degenerate case where an overlap was detected, but no vertexes fall inside
// the opposing polygon. (like a star of david)
static inline int
findVertsFallback(cpContact *arr, const cpPolyShape *poly1, const cpPolyShape *poly2, const cpVect n, const cpFloat dist)
{
	int num = 0;
	
	for(int i=0; i<poly1->numVerts; i++){
		cpVect v = poly1->tVerts[i];
		if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1->shape.hashid, i));
	}
	
	for(int i=0; i<poly2->numVerts; i++){
		cpVect v = poly2->tVerts[i];
		if(cpPolyShapeContainsVertPartial(poly1, v, n))
			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2->shape.hashid, i));
	}
	
	return num;
}
コード例 #15
0
ファイル: cpCollision.c プロジェクト: BellyWong/RubyCocos2D
// This one is less gross, but still gross.
// TODO: Comment me!
static int
circle2poly(cpShape *shape1, cpShape *shape2, cpContact **con)
{
	cpCircleShape *circ = (cpCircleShape *)shape1;
	cpPolyShape *poly = (cpPolyShape *)shape2;
	cpPolyShapeAxis *axes = poly->tAxes;
	
	int mini = 0;
	cpFloat min = cpvdot(axes->n, circ->tc) - axes->d - circ->r;
	for(int i=0; i<poly->numVerts; i++){
		cpFloat dist = cpvdot(axes[i].n, circ->tc) - axes[i].d - circ->r;
		if(dist > 0.0f){
			return 0;
		} else if(dist > min) {
			min = dist;
			mini = i;
		}
	}
	
	cpVect n = axes[mini].n;
	cpVect a = poly->tVerts[mini];
	cpVect b = poly->tVerts[(mini + 1)%poly->numVerts];
	cpFloat dta = cpvcross(n, a);
	cpFloat dtb = cpvcross(n, b);
	cpFloat dt = cpvcross(n, circ->tc);
		
	if(dt < dtb){
		return circle2circleQuery(circ->tc, b, circ->r, 0.0f, con);
	} else if(dt < dta) {
		(*con) = (cpContact *)cpmalloc(sizeof(cpContact));
		cpContactInit(
			(*con),
			cpvsub(circ->tc, cpvmult(n, circ->r + min/2.0f)),
			cpvneg(n),
			min,
			0				 
		);
	
		return 1;
	} else {
		return circle2circleQuery(circ->tc, a, circ->r, 0.0f, con);
	}
}
コード例 #16
0
ファイル: cpCollision.c プロジェクト: csdnnet/hiygame
// This one is less gross, but still gross.
// TODO: Comment me!
static int
circle2poly(const cpShape *shape1, const cpShape *shape2, cpContact *con)
{
	cpCircleShape *circ = (cpCircleShape *)shape1;
	cpPolyShape *poly = (cpPolyShape *)shape2;
	cpSplittingPlane *planes = poly->tPlanes;
	
	int mini = 0;
	cpFloat min = cpSplittingPlaneCompare(planes[0], circ->tc) - circ->r;
	for(int i=0; i<poly->numVerts; i++){
		cpFloat dist = cpSplittingPlaneCompare(planes[i], circ->tc) - circ->r;
		if(dist > 0.0f){
			return 0;
		} else if(dist > min) {
			min = dist;
			mini = i;
		}
	}
	
	cpVect n = planes[mini].n;
	cpVect a = poly->tVerts[mini];
	cpVect b = poly->tVerts[(mini + 1)%poly->numVerts];
	cpFloat dta = cpvcross(n, a);
	cpFloat dtb = cpvcross(n, b);
	cpFloat dt = cpvcross(n, circ->tc);
		
	if(dt < dtb){
		return circle2circleQuery(circ->tc, b, circ->r, 0.0f, con);
	} else if(dt < dta) {
		cpContactInit(
			con,
			cpvsub(circ->tc, cpvmult(n, circ->r + min/2.0f)),
			cpvneg(n),
			min,
			0				 
		);
	
		return 1;
	} else {
		return circle2circleQuery(circ->tc, a, circ->r, 0.0f, con);
	}
}
コード例 #17
0
ファイル: cpCollision.c プロジェクト: BellyWong/RubyCocos2D
// Collide poly shapes together.
static int
poly2poly(cpShape *shape1, cpShape *shape2, cpContact **arr)
{
	cpPolyShape *poly1 = (cpPolyShape *)shape1;
	cpPolyShape *poly2 = (cpPolyShape *)shape2;
	
	cpFloat min1;
	int mini1 = findMSA(poly2, poly1->tAxes, poly1->numVerts, &min1);
	if(mini1 == -1) return 0;
	
	cpFloat min2;
	int mini2 = findMSA(poly1, poly2->tAxes, poly2->numVerts, &min2);
	if(mini2 == -1) return 0;
	
	// There is overlap, find the penetrating verts
	if(min1 > min2)
		return findVerts(arr, poly1, poly2, poly1->tAxes[mini1].n, min1);
	else
		return findVerts(arr, poly1, poly2, cpvneg(poly2->tAxes[mini2].n), min2);
}
コード例 #18
0
ファイル: cpShape.c プロジェクト: 6311879/LearnCocos2D
static void
cpSegmentShapeSegmentQuery(cpSegmentShape *seg, cpVect a, cpVect b, cpFloat r2, cpSegmentQueryInfo *info)
{
	cpVect n = seg->tn;
	cpFloat d = cpvdot(cpvsub(seg->ta, a), n);
	cpFloat r = seg->r + r2;
	
	cpVect flipped_n = (d > 0.0f ? cpvneg(n) : n);
	cpVect seg_offset = cpvsub(cpvmult(flipped_n, r), a);
	
	// Make the endpoints relative to 'a' and move them by the thickness of the segment.
	cpVect seg_a = cpvadd(seg->ta, seg_offset);
	cpVect seg_b = cpvadd(seg->tb, seg_offset);
	cpVect delta = cpvsub(b, a);
	
	if(cpvcross(delta, seg_a)*cpvcross(delta, seg_b) <= 0.0f){
		cpFloat d_offset = d + (d > 0.0f ? -r : r);
		cpFloat ad = -d_offset;
		cpFloat bd = cpvdot(delta, n) - d_offset;
		
		if(ad*bd < 0.0f){
			cpFloat t = ad/(ad - bd);
			
			info->shape = (cpShape *)seg;
			info->point = cpvsub(cpvlerp(a, b, t), cpvmult(flipped_n, r2));
			info->normal = flipped_n;
			info->alpha = t;
		}
	} else if(r != 0.0f){
		cpSegmentQueryInfo info1 = {NULL, b, cpvzero, 1.0f};
		cpSegmentQueryInfo info2 = {NULL, b, cpvzero, 1.0f};
		CircleSegmentQuery((cpShape *)seg, seg->ta, seg->r, a, b, r2, &info1);
		CircleSegmentQuery((cpShape *)seg, seg->tb, seg->r, a, b, r2, &info2);
		
		if(info1.alpha < info2.alpha){
			(*info) = info1;
		} else {
			(*info) = info2;
		}
	}
}
コード例 #19
0
ファイル: cpArbiter.c プロジェクト: JINXSHADYLANE/quibble
void
cpArbiterApplyCachedImpulse(cpArbiter *arb)
{
	cpShape *shapea = arb->a;
	cpShape *shapeb = arb->b;
		
	arb->u = shapea->u * shapeb->u;
	arb->target_v = cpvsub(shapeb->surface_v, shapea->surface_v);

	cpBody *a = shapea->body;
	cpBody *b = shapeb->body;
	
	for(int i=0; i<arb->numContacts; i++){
		cpContact *con = &arb->contacts[i];
		
		cpVect t = cpvperp(con->n);
		cpVect j = cpvadd(cpvmult(con->n, con->jnAcc), cpvmult(t, con->jtAcc));
		cpBodyApplyImpulse(a, cpvneg(j), con->r1);
		cpBodyApplyImpulse(b, j, con->r2);
	}
}
コード例 #20
0
// Callback from the spatial hash.
static cpCollisionID
ShapeQuery(cpShape *a, cpShape *b, cpCollisionID id, struct ShapeQueryContext *context)
{
	// Reject any of the simple cases
	if(
		(a->group && a->group == b->group) ||
		!(a->layers & b->layers) ||
		a == b
	) return id;
	
	cpContact contacts[CP_MAX_CONTACTS_PER_ARBITER];
	int numContacts = 0;
	
	// Shape 'a' should have the lower shape type. (required by cpCollideShapes() )
	if(a->klass->type <= b->klass->type){
		numContacts = cpCollideShapes(a, b, &id, contacts);
	} else {
		numContacts = cpCollideShapes(b, a, &id, contacts);
		for(int i=0; i<numContacts; i++) contacts[i].n = cpvneg(contacts[i].n);
	}
	
	if(numContacts){
		context->anyCollision = !(a->sensor || b->sensor);
		
		if(context->func){
			cpContactPointSet set;
			set.count = numContacts;
			
			for(int i=0; i<set.count; i++){
				set.points[i].point = contacts[i].p;
				set.points[i].normal = contacts[i].n;
				set.points[i].dist = contacts[i].dist;
			}
			
			context->func(b, &set, context->data);
		}
	}
	
	return id;
}
コード例 #21
0
// Add contacts for penetrating vertexes.
static inline int
findVerts(cpContact *arr, cpPolyShape *poly1, cpPolyShape *poly2, cpVect n, cpFloat dist)
{
	int num = 0;
	
	for(int i=0; i<poly1->numVerts; i++){
		cpVect v = poly1->tVerts[i];
		if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1->shape.hashid, i));
	}
	
	for(int i=0; i<poly2->numVerts; i++){
		cpVect v = poly2->tVerts[i];
		if(cpPolyShapeContainsVertPartial(poly1, v, n))
			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2->shape.hashid, i));
	}
	
	//	if(!num)
	//		addContactPoint(arr, &size, &num, cpContactNew(shape1->body->p, n, dist, 0));

	return num;
}
コード例 #22
0
ファイル: cpArbiter.c プロジェクト: SanLiangSan/DDNoOneWrong
cpContactPointSet
cpArbiterGetContactPointSet(const cpArbiter *arb)
{
	cpContactPointSet set;
	set.count = cpArbiterGetCount(arb);
	
	cpBool swapped = arb->swapped;
	cpVect n = arb->n;
	set.normal = (swapped ? cpvneg(n) : n);
	
	for(int i=0; i<set.count; i++){
		// Contact points are relative to body CoGs;
		cpVect p1 = cpvadd(arb->body_a->p, arb->contacts[i].r1);
		cpVect p2 = cpvadd(arb->body_b->p, arb->contacts[i].r2);
		
		set.points[i].pointA = (swapped ? p2 : p1);
		set.points[i].pointB = (swapped ? p1 : p2);
		set.points[i].distance = cpvdot(cpvsub(p2, p1), n);
	}
	
	return set;
}
コード例 #23
0
ファイル: cpCollision.c プロジェクト: cxuhua/cxengine
static struct Edge
SupportEdgeForSegment(const cpSegmentShape *seg, const cpVect n)
{
    cpHashValue hashid = seg->shape.hashid;
    if(cpvdot(seg->tn, n) > 0.0) {
        struct Edge edge = {{seg->ta, CP_HASH_PAIR(hashid, 0)}, {seg->tb, CP_HASH_PAIR(hashid, 1)}, seg->r, seg->tn};
        return edge;
    } else {
        struct Edge edge = {{seg->tb, CP_HASH_PAIR(hashid, 1)}, {seg->ta, CP_HASH_PAIR(hashid, 0)}, seg->r, cpvneg(seg->tn)};
        return edge;
    }
}
コード例 #24
0
ファイル: cpCollision.c プロジェクト: cxuhua/cxengine
    cpVect *hullVerts = alloca(mdiffCount*sizeof(cpVect));
    int hullCount = cpConvexHull(mdiffCount, mdiffVerts, hullVerts, NULL, 0.0);

    ChipmunkDebugDrawPolygon(hullCount, hullVerts, 0.0, RGBAColor(1, 0, 0, 1), RGBAColor(1, 0, 0, 0.25));
#endif

    struct MinkowskiPoint v0, v1;
    if(*id) {
        // Use the minkowski points from the last frame as a starting point using the cached indexes.
        v0 = MinkowskiPointNew(ShapePoint(ctx->shape1, (*id>>24)&0xFF), ShapePoint(ctx->shape2, (*id>>16)&0xFF));
        v1 = MinkowskiPointNew(ShapePoint(ctx->shape1, (*id>> 8)&0xFF), ShapePoint(ctx->shape2, (*id    )&0xFF));
    } else {
        // No cached indexes, use the shapes' bounding box centers as a guess for a starting axis.
        cpVect axis = cpvperp(cpvsub(cpBBCenter(ctx->shape1->bb), cpBBCenter(ctx->shape2->bb)));
        v0 = Support(ctx, axis);
        v1 = Support(ctx, cpvneg(axis));
    }

    struct ClosestPoints points = GJKRecurse(ctx, v0, v1, 1);
    *id = points.id;
    return points;
}

//MARK: Contact Clipping

// Given two support edges, find contact point pairs on their surfaces.
static inline void
ContactPoints(const struct Edge e1, const struct Edge e2, const struct ClosestPoints points, struct cpCollisionInfo *info)
{
    cpFloat mindist = e1.r + e2.r;
    if(points.d <= mindist) {
コード例 #25
0
ファイル: move.c プロジェクト: sudoman/SpaceDolphin
// apply a lasting external force to the center of gravity.
// also apply lasting forces perpendicluar to vectors from the c.o.g.
// (in other words, push and rotate the object)
// these need to be subtracted later to stop their effect
void applyforces(struct objnode *player, struct forces f)
{
    cpBodyApplyForce(player->b, f.force, cpvzero);
    cpBodyApplyForce(player->b, f.tforce, cpv(RLEN, 0));
    cpBodyApplyForce(player->b, cpvneg(f.tforce), cpv(-RLEN, 0));
}
コード例 #26
0
cpVect * bmx_cpvect_negate(cpVect * vec) {
	return bmx_cpvect_new(cpvneg(*vec));
}
コード例 #27
0
ファイル: Buoyancy.cpp プロジェクト: damucz/chipmunk2d
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;
}
コード例 #28
0
ファイル: cpCollision.c プロジェクト: BellyWong/RubyCocos2D
// This one is complicated and gross. Just don't go there...
// TODO: Comment me!
static int
seg2poly(cpShape *shape1, cpShape *shape2, cpContact **arr)
{
	cpSegmentShape *seg = (cpSegmentShape *)shape1;
	cpPolyShape *poly = (cpPolyShape *)shape2;
	cpPolyShapeAxis *axes = poly->tAxes;
	
	cpFloat segD = cpvdot(seg->tn, seg->ta);
	cpFloat minNorm = cpPolyShapeValueOnAxis(poly, seg->tn, segD) - seg->r;
	cpFloat minNeg = cpPolyShapeValueOnAxis(poly, cpvneg(seg->tn), -segD) - seg->r;
	if(minNeg > 0.0f || minNorm > 0.0f) return 0;
	
	int mini = 0;
	cpFloat poly_min = segValueOnAxis(seg, axes->n, axes->d);
	if(poly_min > 0.0f) return 0;
	for(int i=0; i<poly->numVerts; i++){
		cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
		if(dist > 0.0f){
			return 0;
		} else if(dist > poly_min){
			poly_min = dist;
			mini = i;
		}
	}
	
	int max = 0;
	int num = 0;
	
	cpVect poly_n = cpvneg(axes[mini].n);
	
	cpVect va = cpvadd(seg->ta, cpvmult(poly_n, seg->r));
	cpVect vb = cpvadd(seg->tb, cpvmult(poly_n, seg->r));
	if(cpPolyShapeContainsVert(poly, va))
		cpContactInit(addContactPoint(arr, &max, &num), va, poly_n, poly_min, CP_HASH_PAIR(seg->shape.hashid, 0));
	if(cpPolyShapeContainsVert(poly, vb))
		cpContactInit(addContactPoint(arr, &max, &num), vb, poly_n, poly_min, CP_HASH_PAIR(seg->shape.hashid, 1));

	// Floating point precision problems here.
	// This will have to do for now.
	poly_min -= cp_collision_slop;
	if(minNorm >= poly_min || minNeg >= poly_min) {
		if(minNorm > minNeg)
			findPointsBehindSeg(arr, &max, &num, seg, poly, minNorm, 1.0f);
		else
			findPointsBehindSeg(arr, &max, &num, seg, poly, minNeg, -1.0f);
	}
	
	// If no other collision points are found, try colliding endpoints.
	if(num == 0){
		cpVect poly_a = poly->tVerts[mini];
		cpVect poly_b = poly->tVerts[(mini + 1)%poly->numVerts];
		
		if(circle2circleQuery(seg->ta, poly_a, seg->r, 0.0f, arr))
			return 1;
			
		if(circle2circleQuery(seg->tb, poly_a, seg->r, 0.0f, arr))
			return 1;
			
		if(circle2circleQuery(seg->ta, poly_b, seg->r, 0.0f, arr))
			return 1;
			
		if(circle2circleQuery(seg->tb, poly_b, seg->r, 0.0f, arr))
			return 1;
	}

	return num;
}