axmol/tests/cpp-tests/Classes/ChipmunkTestBed/demo/ContactGraph.c

221 lines
7.0 KiB
C
Raw Normal View History

/* Copyright (c) 2007 Scott Lembcke
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "chipmunk/chipmunk.h"
#include "ChipmunkDemo.h"
// static body that we will be making into a scale
static cpBody *scaleStaticBody;
static cpBody *ballBody;
// If your compiler supports blocks (Clang or some GCC versions),
// You can use the block based iterators instead of the function ones to make your life easier.
#if defined(__has_extension)
#if __has_extension(blocks)
#define USE_BLOCKS 1
#endif
#endif
#if !USE_BLOCKS
static void
ScaleIterator(cpBody *body, cpArbiter *arb, cpVect *sum)
{
(*sum) = cpvadd(*sum, cpArbiterTotalImpulse(arb));
}
static void
BallIterator(cpBody *body, cpArbiter *arb, int *count)
{
// body is the body we are iterating the arbiters for.
// CP_ARBITER_GET_*() in an arbiter iterator always returns the body/shape for the iterated body first.
CP_ARBITER_GET_SHAPES(arb, ball, other);
ChipmunkDebugDrawBB(cpShapeGetBB(other), RGBAColor(1, 0, 0, 1));
(*count)++;
}
struct CrushingContext {
cpFloat magnitudeSum;
cpVect vectorSum;
};
static void
EstimateCrushing(cpBody *body, cpArbiter *arb, struct CrushingContext *context)
{
cpVect j = cpArbiterTotalImpulse(arb);
context->magnitudeSum += cpvlength(j);
context->vectorSum = cpvadd(context->vectorSum, j);
}
#endif
static void
update(cpSpace *space, double dt)
{
cpSpaceStep(space, dt);
ChipmunkDemoPrintString("Place objects on the scale to weigh them. The ball marks the shapes it's sitting on.\n");
// Sum the total impulse applied to the scale from all collision pairs in the contact graph.
// If your compiler supports blocks, your life is a little easier.
// You can use the "Block" versions of the functions without needing the callbacks above.
#if USE_BLOCKS
__block cpVect impulseSum = cpvzero;
cpBodyEachArbiter_b(scaleStaticBody, ^(cpArbiter *arb){
impulseSum = cpvadd(impulseSum, cpArbiterTotalImpulse(arb));
});
#else
cpVect impulseSum = cpvzero;
cpBodyEachArbiter(scaleStaticBody, (cpBodyArbiterIteratorFunc)ScaleIterator, &impulseSum);
#endif
// Force is the impulse divided by the timestep.
cpFloat force = cpvlength(impulseSum)/dt;
// Weight can be found similarly from the gravity vector.
cpVect g = cpSpaceGetGravity(space);
cpFloat weight = cpvdot(g, impulseSum)/(cpvlengthsq(g)*dt);
ChipmunkDemoPrintString("Total force: %5.2f, Total weight: %5.2f. ", force, weight);
// Highlight and count the number of shapes the ball is touching.
#if USE_BLOCKS
__block int count = 0;
cpBodyEachArbiter_b(ballBody, ^(cpArbiter *arb){
// body is the body we are iterating the arbiters for.
// CP_ARBITER_GET_*() in an arbiter iterator always returns the body/shape for the iterated body first.
CP_ARBITER_GET_SHAPES(arb, ball, other);
ChipmunkDebugDrawBB(cpShapeGetBB(other), RGBAColor(1, 0, 0, 1));
count++;
});
#else
int count = 0;
cpBodyEachArbiter(ballBody, (cpBodyArbiterIteratorFunc)BallIterator, &count);
#endif
ChipmunkDemoPrintString("The ball is touching %d shapes.\n", count);
#if USE_BLOCKS
__block cpFloat magnitudeSum = 0.0f;
__block cpVect vectorSum = cpvzero;
cpBodyEachArbiter_b(ballBody, ^(cpArbiter *arb){
cpVect j = cpArbiterTotalImpulse(arb);
magnitudeSum += cpvlength(j);
vectorSum = cpvadd(vectorSum, j);
});
cpFloat crushForce = (magnitudeSum - cpvlength(vectorSum))*dt;
#else
struct CrushingContext crush = {0.0f, cpvzero};
cpBodyEachArbiter(ballBody, (cpBodyArbiterIteratorFunc)EstimateCrushing, &crush);
cpFloat crushForce = (crush.magnitudeSum - cpvlength(crush.vectorSum))*dt;
#endif
if(crushForce > 10.0f){
ChipmunkDemoPrintString("The ball is being crushed. (f: %.2f)", crushForce);
} else {
ChipmunkDemoPrintString("The ball is not being crushed. (f: %.2f)", crushForce);
}
}
#define WIDTH 4.0f
#define HEIGHT 30.0f
static cpSpace *
init(void)
{
cpSpace *space = cpSpaceNew();
cpSpaceSetIterations(space, 30);
cpSpaceSetGravity(space, cpv(0, -300));
cpSpaceSetCollisionSlop(space, 0.5);
cpSpaceSetSleepTimeThreshold(space, 1.0f);
cpBody *body, *staticBody = cpSpaceGetStaticBody(space);
cpShape *shape;
// Create segments around the edge of the screen.
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
scaleStaticBody = cpSpaceAddBody(space, cpBodyNewStatic());
shape = cpSpaceAddShape(space, cpSegmentShapeNew(scaleStaticBody, cpv(-240,-180), cpv(-140,-180), 4.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
// add some boxes to stack on the scale
for(int i=0; i<5; i++){
body = cpSpaceAddBody(space, cpBodyNew(1.0f, cpMomentForBox(1.0f, 30.0f, 30.0f)));
cpBodySetPosition(body, cpv(0, i*32 - 220));
shape = cpSpaceAddShape(space, cpBoxShapeNew(body, 30.0f, 30.0f, 0.0));
cpShapeSetElasticity(shape, 0.0f);
cpShapeSetFriction(shape, 0.8f);
}
// Add a ball that we'll track which objects are beneath it.
cpFloat radius = 15.0f;
ballBody = cpSpaceAddBody(space, cpBodyNew(10.0f, cpMomentForCircle(10.0f, 0.0f, radius, cpvzero)));
cpBodySetPosition(ballBody, cpv(120, -240 + radius+5));
shape = cpSpaceAddShape(space, cpCircleShapeNew(ballBody, radius, cpvzero));
cpShapeSetElasticity(shape, 0.0f);
cpShapeSetFriction(shape, 0.9f);
return space;
}
static void
destroy(cpSpace *space)
{
ChipmunkDemoFreeSpaceChildren(space);
cpSpaceFree(space);
}
ChipmunkDemo ContactGraph = {
"Contact Graph",
1.0/60.0,
init,
update,
ChipmunkDemoDefaultDrawImpl,
destroy,
};