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