예제 #1
0
PhysicsShape* PhysicsWorld::getShape(const Vec2& point) const
{
    cpShape* shape = cpSpaceNearestPointQueryNearest(this->_info->getSpace(),
                     PhysicsHelper::point2cpv(point),
                     0,
                     CP_ALL_LAYERS,
                     CP_NO_GROUP,
                     nullptr);

    return shape == nullptr ? nullptr : PhysicsShapeInfo::getMap().find(shape)->second->getShape();
}
예제 #2
0
PhysicsShape* PhysicsWorld::getShape(const Vec2& point) const
{
    cpShape* shape = cpSpaceNearestPointQueryNearest(_cpSpace,
                                    PhysicsHelper::point2cpv(point),
                                    0,
                                    CP_ALL_LAYERS,
                                    CP_NO_GROUP,
                                    nullptr);
    
    return shape == nullptr ? nullptr : s_physicsShapeMap.find(shape)->second;
}
예제 #3
0
파일: physics.c 프로젝트: andi2/cgame
NearestResult physics_nearest(Vec2 point, Scalar max_dist)
{
    cpNearestPointQueryInfo info;
    NearestResult res;

    if (!cpSpaceNearestPointQueryNearest(space, cpv_of_vec2(point), max_dist,
                                         CP_ALL_LAYERS, CP_NO_GROUP, &info))
    {
        /* no result */
        res.ent = entity_nil;
        return res;
    }

    res.ent = cpShapeGetUserData(info.shape);
    res.p = vec2_of_cpv(info.p);
    res.d = info.d;
    res.g = vec2_of_cpv(info.g);
    return res;
}
예제 #4
0
파일: Plink.c 프로젝트: Adefy/AdefyiOS
static void
update(cpSpace *space, double dt)
{
	if(ChipmunkDemoRightDown){
		cpShape *nearest = cpSpaceNearestPointQueryNearest(space, ChipmunkDemoMouse, 0.0, GRABABLE_MASK_BIT, CP_NO_GROUP, NULL);
		if(nearest){
			cpBody *body = cpShapeGetBody(nearest);
			if(cpBodyIsStatic(body)){
				cpSpaceConvertBodyToDynamic(space, body, pentagon_mass, pentagon_moment);
				cpSpaceAddBody(space, body);
			} else {
				cpSpaceRemoveBody(space, body);
				cpSpaceConvertBodyToStatic(space, body);
			}
		}
	}
	
	cpSpaceStep(space, dt);
	cpSpaceEachBody(space, &eachBody, NULL);
}
예제 #5
0
파일: Query.c 프로젝트: 50Cubes/ClusterFear
static void
draw(void)
{
	ChipmunkDemoDefaultDrawImpl();
	
	cpVect start = QUERY_START;
	cpVect end = ChipmunkDemoMouse;
	ChipmunkDebugDrawSegment(start, end, RGBAColor(0,1,0,1));
	
	ChipmunkDemoPrintString("Query: Dist(%f) Point%s, ", cpvdist(start, end), cpvstr(end));
	
	cpSegmentQueryInfo segInfo = {};
	if(cpSpaceSegmentQueryFirst(space, start, end, CP_ALL_LAYERS, CP_NO_GROUP, &segInfo)){
		cpVect point = cpSegmentQueryHitPoint(start, end, segInfo);
		
		// Draw red over the occluded part of the query
		ChipmunkDebugDrawSegment(point, end, RGBAColor(1,0,0,1));
		
		// Draw a little blue surface normal
		ChipmunkDebugDrawSegment(point, cpvadd(point, cpvmult(segInfo.n, 16)), RGBAColor(0,0,1,1));
		
		// Draw a little red dot on the hit point.
		ChipmunkDebugDrawPoints(3, 1, &point, RGBAColor(1,0,0,1));

		
		ChipmunkDemoPrintString("Segment Query: Dist(%f) Normal%s", cpSegmentQueryHitDist(start, end, segInfo), cpvstr(segInfo.n));
	} else {
		ChipmunkDemoPrintString("Segment Query (None)");
	}
	
	cpNearestPointQueryInfo nearestInfo = {};
	cpSpaceNearestPointQueryNearest(space, ChipmunkDemoMouse, 100.0, CP_ALL_LAYERS, CP_NO_GROUP, &nearestInfo);
	if(nearestInfo.shape){
		// Draw a grey line to the closest shape.
		ChipmunkDebugDrawPoints(3, 1, &ChipmunkDemoMouse, RGBAColor(0.5, 0.5, 0.5, 1.0));
		ChipmunkDebugDrawSegment(ChipmunkDemoMouse, nearestInfo.p, 	RGBAColor(0.5, 0.5, 0.5, 1.0));
		
		// Draw a red bounding box around the shape under the mouse.
		if(nearestInfo.d < 0) ChipmunkDebugDrawBB(cpShapeGetBB(nearestInfo.shape), RGBAColor(1,0,0,1));
	}
}
예제 #6
0
cp::Shape *Space::nearestPointQueryNearest(const cp::Vect& point,cpFloat maxDistance,cpLayers layers,cpGroup group,cpNearestPointQueryInfo *out)
{
		cpShape * temp = cpSpaceNearestPointQueryNearest(space,point,maxDistance,layers,group,out);
		return static_cast<cp::Shape *>(temp ? temp->data : 0);
}