mirror of https://github.com/axmolengine/axmol.git
189 lines
4.7 KiB
C
189 lines
4.7 KiB
C
|
/* 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 <stdlib.h>
|
||
|
#include <float.h>
|
||
|
|
||
|
#include "chipmunk.h"
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyAlloc(void)
|
||
|
{
|
||
|
return (cpBody *)cpmalloc(sizeof(cpBody));
|
||
|
}
|
||
|
|
||
|
cpBodyVelocityFunc cpBodyUpdateVelocityDefault = cpBodyUpdateVelocity;
|
||
|
cpBodyPositionFunc cpBodyUpdatePositionDefault = cpBodyUpdatePosition;
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyInit(cpBody *body, cpFloat m, cpFloat i)
|
||
|
{
|
||
|
body->velocity_func = cpBodyUpdateVelocityDefault;
|
||
|
body->position_func = cpBodyUpdatePositionDefault;
|
||
|
|
||
|
cpBodySetMass(body, m);
|
||
|
cpBodySetMoment(body, i);
|
||
|
|
||
|
body->p = cpvzero;
|
||
|
body->v = cpvzero;
|
||
|
body->f = cpvzero;
|
||
|
|
||
|
cpBodySetAngle(body, 0.0f);
|
||
|
body->w = 0.0f;
|
||
|
body->t = 0.0f;
|
||
|
|
||
|
body->v_bias = cpvzero;
|
||
|
body->w_bias = 0.0f;
|
||
|
|
||
|
body->data = NULL;
|
||
|
body->v_limit = (cpFloat)INFINITY;
|
||
|
body->w_limit = (cpFloat)INFINITY;
|
||
|
// body->active = 1;
|
||
|
|
||
|
return body;
|
||
|
}
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyNew(cpFloat m, cpFloat i)
|
||
|
{
|
||
|
return cpBodyInit(cpBodyAlloc(), m, i);
|
||
|
}
|
||
|
|
||
|
void cpBodyDestroy(cpBody *body){}
|
||
|
|
||
|
void
|
||
|
cpBodyFree(cpBody *body)
|
||
|
{
|
||
|
if(body){
|
||
|
cpBodyDestroy(body);
|
||
|
cpfree(body);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetMass(cpBody *body, cpFloat mass)
|
||
|
{
|
||
|
body->m = mass;
|
||
|
body->m_inv = 1.0f/mass;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetMoment(cpBody *body, cpFloat moment)
|
||
|
{
|
||
|
body->i = moment;
|
||
|
body->i_inv = 1.0f/moment;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetAngle(cpBody *body, cpFloat angle)
|
||
|
{
|
||
|
body->a = angle;//fmod(a, (cpFloat)M_PI*2.0f);
|
||
|
body->rot = cpvforangle(angle);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySlew(cpBody *body, cpVect pos, cpFloat dt)
|
||
|
{
|
||
|
cpVect delta = cpvsub(pos, body->p);
|
||
|
body->v = cpvmult(delta, 1.0f/dt);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
|
||
|
{
|
||
|
body->v = cpvclamp(cpvadd(cpvmult(body->v, damping), cpvmult(cpvadd(gravity, cpvmult(body->f, body->m_inv)), dt)), body->v_limit);
|
||
|
|
||
|
cpFloat w_limit = body->w_limit;
|
||
|
body->w = cpfclamp(body->w*damping + body->t*body->i_inv*dt, -w_limit, w_limit);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyUpdatePosition(cpBody *body, cpFloat dt)
|
||
|
{
|
||
|
body->p = cpvadd(body->p, cpvmult(cpvadd(body->v, body->v_bias), dt));
|
||
|
cpBodySetAngle(body, body->a + (body->w + body->w_bias)*dt);
|
||
|
|
||
|
body->v_bias = cpvzero;
|
||
|
body->w_bias = 0.0f;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyResetForces(cpBody *body)
|
||
|
{
|
||
|
body->f = cpvzero;
|
||
|
body->t = 0.0f;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyApplyForce(cpBody *body, cpVect force, cpVect r)
|
||
|
{
|
||
|
body->f = cpvadd(body->f, force);
|
||
|
body->t += cpvcross(r, force);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpApplyDampedSpring(cpBody *a, cpBody *b, cpVect anchr1, cpVect anchr2, cpFloat rlen, cpFloat k, cpFloat dmp, cpFloat dt)
|
||
|
{
|
||
|
// Calculate the world space anchor coordinates.
|
||
|
cpVect r1 = cpvrotate(anchr1, a->rot);
|
||
|
cpVect r2 = cpvrotate(anchr2, b->rot);
|
||
|
|
||
|
cpVect delta = cpvsub(cpvadd(b->p, r2), cpvadd(a->p, r1));
|
||
|
cpFloat dist = cpvlength(delta);
|
||
|
cpVect n = dist ? cpvmult(delta, 1.0f/dist) : cpvzero;
|
||
|
|
||
|
cpFloat f_spring = (dist - rlen)*k;
|
||
|
|
||
|
// Calculate the world relative velocities of the anchor points.
|
||
|
cpVect v1 = cpvadd(a->v, cpvmult(cpvperp(r1), a->w));
|
||
|
cpVect v2 = cpvadd(b->v, cpvmult(cpvperp(r2), b->w));
|
||
|
|
||
|
// Calculate the damping force.
|
||
|
// This really should be in the impulse solver and can produce problems when using large damping values.
|
||
|
cpFloat vrn = cpvdot(cpvsub(v2, v1), n);
|
||
|
cpFloat f_damp = vrn*cpfmin(dmp, 1.0f/(dt*(a->m_inv + b->m_inv)));
|
||
|
|
||
|
// Apply!
|
||
|
cpVect f = cpvmult(n, f_spring + f_damp);
|
||
|
cpBodyApplyForce(a, f, r1);
|
||
|
cpBodyApplyForce(b, cpvneg(f), r2);
|
||
|
}
|
||
|
|
||
|
//int
|
||
|
//cpBodyMarkLowEnergy(cpBody *body, cpFloat dvsq, int max)
|
||
|
//{
|
||
|
// cpFloat ke = body->m*cpvdot(body->v, body->v);
|
||
|
// cpFloat re = body->i*body->w*body->w;
|
||
|
//
|
||
|
// if(ke + re > body->m*dvsq)
|
||
|
// body->active = 1;
|
||
|
// else if(body->active)
|
||
|
// body->active = (body->active + 1)%(max + 1);
|
||
|
// else {
|
||
|
// body->v = cpvzero;
|
||
|
// body->v_bias = cpvzero;
|
||
|
// body->w = 0.0f;
|
||
|
// body->w_bias = 0.0f;
|
||
|
// }
|
||
|
//
|
||
|
// return body->active;
|
||
|
//}
|