/* 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 - 120)); 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, -140 + 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, };