示例#1
0
void
cpBodySleepWithGroup(cpBody *body, cpBody *group){
	cpAssert(!cpBodyIsStatic(body) && !cpBodyIsRogue(body), "Rogue and static bodies cannot be put to sleep.");

	cpSpace *space = body->space;
	cpAssert(space, "Cannot put a body to sleep that has not been added to a space.");
	cpAssert(!space->locked, "Bodies can not be put to sleep during a query or a call to cpSpaceSte(). Put these calls into a post-step callback.");
	cpAssert(!group || cpBodyIsSleeping(group), "Cannot use a non-sleeping body as a group identifier.");

	if(cpBodyIsSleeping(body)) return;

	for(cpShape *shape = body->shapesList; shape; shape = shape->next){
		cpShapeCacheBB(shape);
		cpSpaceHashRemove(space->activeShapes, shape, shape->hashid);
		cpSpaceHashInsert(space->staticShapes, shape, shape->hashid, shape->bb);
	}

	if(group){
		cpBody *root = componentNodeRoot(group);

		cpComponentNode node = {root, root->node.next, 0, 0.0f};
		body->node = node;
		root->node.next = body;
	} else {
		cpComponentNode node = {NULL, body, 0, 0.0f};
		body->node = node;

		cpArrayPush(space->sleepingComponents, body);
	}

	cpArrayDeleteObj(space->bodies, body);
}
示例#2
0
文件: cpSpace.c 项目: ShariqM/Game
cpShape *
cpSpaceAddShape(cpSpace *space, cpShape *shape)
{
	assert(shape->body);
	assert(!cpHashSetFind(space->activeShapes->handleSet, shape->hashid, shape));
	cpSpaceHashInsert(space->activeShapes, shape, shape->hashid, shape->bb);
	
	return shape;
}
示例#3
0
cpShape *
cpSpaceAddShape(cpSpace *space, cpShape *shape)
{
	cpAssert(shape->body, "Cannot add a shape with a NULL body.");
	cpAssert(!cpHashSetFind(space->activeShapes->handleSet, shape->hashid, shape), "Cannot add the same shape more than once.");
	cpAssertSpaceUnlocked(space);
	
	cpSpaceHashInsert(space->activeShapes, shape, shape->hashid, shape->bb);
	return shape;
}
示例#4
0
文件: cpSpace.c 项目: ShariqM/Game
cpShape *
cpSpaceAddStaticShape(cpSpace *space, cpShape *shape)
{
	assert(shape->body);
	assert(!cpHashSetFind(space->staticShapes->handleSet, shape->hashid, shape));

	cpShapeCacheBB(shape);
	cpSpaceHashInsert(space->staticShapes, shape, shape->hashid, shape->bb);
	
	return shape;
}
示例#5
0
static void
cpSpaceHashRehashObject(cpSpaceHash *hash, void *obj, cpHashValue hashid)
{
	cpHandle *hand = (cpHandle *)cpHashSetRemove(hash->handleSet, hashid, obj);
	
	if(hand){
		hand->obj = NULL;
		cpHandleRelease(hand, hash->pooledHandles);
		
		cpSpaceHashInsert(hash, obj, hashid);
	}
}
示例#6
0
void
cpSpaceActivateBody(cpSpace *space, cpBody *body)
{
	if(space->locked){
		// cpSpaceActivateBody() is called again once the space is unlocked
		cpArrayPush(space->rousedBodies, body);
	} else {
		cpArrayPush(space->bodies, body);
		for(cpShape *shape=body->shapesList; shape; shape=shape->next){
			cpSpaceHashRemove(space->staticShapes, shape, shape->hashid);
			cpSpaceHashInsert(space->activeShapes, shape, shape->hashid, shape->bb);
		}
	}
}
示例#7
0
cpShape *
cpSpaceAddStaticShape(cpSpace *space, cpShape *shape)
{
//	cpAssert(shape->body, "Cannot add a static shape with a NULL body.");
	if(!shape->body) shape->body = &space->staticBody;
	
	cpAssert(!cpHashSetFind(space->staticShapes->handleSet, shape->hashid, shape),
		"Cannot add the same static shape more than once.");
	cpAssertSpaceUnlocked(space);
	
	cpShapeCacheBB(shape);
	cpSpaceHashInsert(space->staticShapes, shape, shape->hashid, shape->bb);
	
	return shape;
}
示例#8
0
cpShape *
cpSpaceAddShape(cpSpace *space, cpShape *shape)
{
	cpBody *body = shape->body;
	if(!body || cpBodyIsStatic(body)) return cpSpaceAddStaticShape(space, shape);
	
	cpAssert(!cpHashSetFind(space->activeShapes->handleSet, shape->hashid, shape),
		"Cannot add the same shape more than once.");
	cpAssertSpaceUnlocked(space);
	
	cpBodyActivate(body);
	cpBodyAddShape(body, shape);
	
	cpShapeCacheBB(shape);
	cpSpaceHashInsert(space->activeShapes, shape, shape->hashid, shape->bb);
		
	return shape;
}
示例#9
0
// TODO this function needs more commenting.
void
cpSpaceProcessComponents(cpSpace *space, cpFloat dt)
{
	cpArray *bodies = space->bodies;
	cpArray *newBodies = cpArrayNew(bodies->num);
	cpArray *rogueBodies = cpArrayNew(16);
	cpArray *arbiters = space->arbiters;
	cpArray *constraints = space->constraints;
	cpArray *components = cpArrayNew(space->sleepingComponents->num);

	cpFloat dv = space->idleSpeedThreshold;
	cpFloat dvsq = (dv ? dv*dv : cpvdot(space->gravity, space->gravity)*dt*dt);

	// update idling
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody*)bodies->arr[i];

		cpFloat thresh = (dvsq ? body->m*dvsq : 0.0f);
		body->node.idleTime = (cpBodyKineticEnergy(body) > thresh ? 0.0f : body->node.idleTime + dt);
	}

	// iterate graph edges and build forests
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter*)arbiters->arr[i];
		mergeBodies(space, components, rogueBodies, arb->a->body, arb->b->body);
	}
	for(int j=0; j<constraints->num; j++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
		mergeBodies(space, components, rogueBodies, constraint->a, constraint->b);
	}

	// iterate bodies and add them to their components
	for(int i=0; i<bodies->num; i++) addToComponent((cpBody*)bodies->arr[i], components);
	for(int i=0; i<rogueBodies->num; i++) addToComponent((cpBody*)rogueBodies->arr[i], components);

	// iterate components, copy or deactivate
	for(int i=0; i<components->num; i++){
		cpBody *root = (cpBody*)components->arr[i];
		if(componentActive(root, space->sleepTimeThreshold)){
			cpBody *body = root, *next;
			do {
				next = body->node.next;

				if(!cpBodyIsRogue(body)) cpArrayPush(newBodies, body);
				cpComponentNode node = {NULL, NULL, 0, body->node.idleTime};
				body->node = node;
			} while((body = next) != root);
		} else {
			cpBody *body = root, *next;
			do {
				next = body->node.next;

				for(cpShape *shape = body->shapesList; shape; shape = shape->next){
					cpSpaceHashRemove(space->activeShapes, shape, shape->hashid);
					cpSpaceHashInsert(space->staticShapes, shape, shape->hashid, shape->bb);
				}
			} while((body = next) != root);

			cpArrayPush(space->sleepingComponents, root);
		}
	}

	space->bodies = newBodies;
	cpArrayFree(bodies);
	cpArrayFree(rogueBodies);
	cpArrayFree(components);
}
示例#10
0
void
cpSpaceAddStaticShape(cpSpace *space, cpShape *shape)
{
	cpSpaceHashInsert(space->staticShapes, shape, shape->id, shape->bb);
}
示例#11
0
void
cpSpaceAddShape(cpSpace *space, cpShape *shape)
{
	cpSpaceHashInsert(space->activeShapes, shape, shape->id, shape->bb);
}
static inline void
addShapeRaw(cpShape *shape, cpSpaceHash *hash)
{
	cpSpaceHashInsert(hash, shape, shape->hashid, shape->bb);
}