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

221 lines
8.2 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 void update(cpSpace* space, double dt)
{
cpSpaceStep(space, dt);
}
#define FLUID_DENSITY 0.00014
#define FLUID_DRAG 2.0
char messageBuffer[1024];
// Modified from chipmunk_private.h
static inline cpFloat k_scalar_body(cpBody* body, cpVect point, cpVect n)
{
cpFloat rcn = cpvcross(cpvsub(point, cpBodyGetPosition(body)), n);
return 1.0f / cpBodyGetMass(body) + rcn * rcn / cpBodyGetMoment(body);
}
static cpBool 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);
ChipmunkDebugDrawPolygon(clippedCount, clipped, 5.0f, RGBAColor(0, 0, 1, 1), RGBAColor(0, 0, 1, 0.1f));
ChipmunkDebugDrawDot(5, centroid, RGBAColor(0, 0, 1, 1));
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;
}
static cpSpace* init(void)
{
ChipmunkDemoMessageString = messageBuffer;
cpSpace* space = cpSpaceNew();
cpSpaceSetIterations(space, 30);
cpSpaceSetGravity(space, cpv(0, -500));
// cpSpaceSetDamping(space, 0.5);
cpSpaceSetSleepTimeThreshold(space, 0.5f);
cpSpaceSetCollisionSlop(space, 0.5f);
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);
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);
{
// Add the edges of the bucket
cpBB bb = cpBBNew(-300, -200, 100, 0);
cpFloat radius = 5.0f;
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.l, bb.t), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.r, bb.b), cpv(bb.r, bb.t), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.r, bb.b), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
// Add the sensor for the water.
shape = cpSpaceAddShape(space, cpBoxShapeNew2(staticBody, bb, 0.0));
cpShapeSetSensor(shape, cpTrue);
cpShapeSetCollisionType(shape, 1);
}
{
cpFloat width = 200.0f;
cpFloat height = 50.0f;
cpFloat mass = 0.3 * FLUID_DENSITY * width * height;
cpFloat moment = cpMomentForBox(mass, width, height);
body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
cpBodySetPosition(body, cpv(-50, -100));
cpBodySetVelocity(body, cpv(0, -100));
cpBodySetAngularVelocity(body, 1);
shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height, 0.0));
cpShapeSetFriction(shape, 0.8f);
}
{
cpFloat width = 40.0f;
cpFloat height = width * 2;
cpFloat mass = 0.3 * FLUID_DENSITY * width * height;
cpFloat moment = cpMomentForBox(mass, width, height);
body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
cpBodySetPosition(body, cpv(-200, -50));
cpBodySetVelocity(body, cpv(0, -100));
cpBodySetAngularVelocity(body, 1);
shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height, 0.0));
cpShapeSetFriction(shape, 0.8f);
}
cpCollisionHandler* handler = cpSpaceAddCollisionHandler(space, 1, 0);
handler->preSolveFunc = (cpCollisionPreSolveFunc)waterPreSolve;
return space;
}
static void destroy(cpSpace* space)
{
ChipmunkDemoFreeSpaceChildren(space);
cpSpaceFree(space);
}
ChipmunkDemo Buoyancy = {
"Simple Sensor based fluids.", 1.0 / 180.0, init, update, ChipmunkDemoDefaultDrawImpl, destroy,
};