axmol/tests/cpp-tests/Source/ChipmunkTestBed/demo/Sticky.cpp

191 lines
7.3 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 "chipmunk/chipmunk.h"
#include "ChipmunkDemo.h"
enum
{
COLLISION_TYPE_STICKY = 1,
};
#define STICK_SENSOR_THICKNESS 2.5f
static void PostStepAddJoint(cpSpace* space, void* key, void* data)
{
// printf("Adding joint for %p\n", data);
cpConstraint* joint = (cpConstraint*)key;
cpSpaceAddConstraint(space, joint);
}
static cpBool StickyPreSolve(cpArbiter* arb, cpSpace* space, void* data)
{
// We want to fudge the collisions a bit to allow shapes to overlap more.
// This simulates their squishy sticky surface, and more importantly
// keeps them from separating and destroying the joint.
// Track the deepest collision point and use that to determine if a rigid collision should occur.
cpFloat deepest = INFINITY;
// Grab the contact set and iterate over them.
cpContactPointSet contacts = cpArbiterGetContactPointSet(arb);
for (int i = 0; i < contacts.count; i++)
{
// Sink the contact points into the surface of each shape.
contacts.points[i].pointA = cpvsub(contacts.points[i].pointA, cpvmult(contacts.normal, STICK_SENSOR_THICKNESS));
contacts.points[i].pointB = cpvadd(contacts.points[i].pointB, cpvmult(contacts.normal, STICK_SENSOR_THICKNESS));
deepest = cpfmin(deepest, contacts.points[i].distance); // + 2.0f*STICK_SENSOR_THICKNESS);
}
// Set the new contact point data.
cpArbiterSetContactPointSet(arb, &contacts);
// If the shapes are overlapping enough, then create a
// joint that sticks them together at the first contact point.
if (!cpArbiterGetUserData(arb) && deepest <= 0.0f)
{
CP_ARBITER_GET_BODIES(arb, bodyA, bodyB);
// Create a joint at the contact point to hold the body in place.
cpVect anchorA = cpBodyWorldToLocal(bodyA, contacts.points[0].pointA);
cpVect anchorB = cpBodyWorldToLocal(bodyB, contacts.points[0].pointB);
cpConstraint* joint = cpPivotJointNew2(bodyA, bodyB, anchorA, anchorB);
// Give it a finite force for the stickyness.
cpConstraintSetMaxForce(joint, 3e3);
// Schedule a post-step() callback to add the joint.
cpSpaceAddPostStepCallback(space, PostStepAddJoint, joint, NULL);
// Store the joint on the arbiter so we can remove it later.
cpArbiterSetUserData(arb, joint);
}
// Position correction and velocity are handled separately so changing
// the overlap distance alone won't prevent the collision from occuring.
// Explicitly the collision for this frame if the shapes don't overlap using the new distance.
return (deepest <= 0.0f);
// Lots more that you could improve upon here as well:
// * Modify the joint over time to make it plastic.
// * Modify the joint in the post-step to make it conditionally plastic (like clay).
// * Track a joint for the deepest contact point instead of the first.
// * Track a joint for each contact point. (more complicated since you only get one data pointer).
}
static void PostStepRemoveJoint(cpSpace* space, void* key, void* data)
{
// printf("Removing joint for %p\n", data);
cpConstraint* joint = (cpConstraint*)key;
cpSpaceRemoveConstraint(space, joint);
cpConstraintFree(joint);
}
static void StickySeparate(cpArbiter* arb, cpSpace* space, void* data)
{
cpConstraint* joint = (cpConstraint*)cpArbiterGetUserData(arb);
if (joint)
{
// The joint won't be removed until the step is done.
// Need to disable it so that it won't apply itself.
// Setting the force to 0 will do just that
cpConstraintSetMaxForce(joint, 0.0f);
// Perform the removal in a post-step() callback.
cpSpaceAddPostStepCallback(space, PostStepRemoveJoint, joint, NULL);
// NULL out the reference to the joint.
// Not required, but it's a good practice.
cpArbiterSetUserData(arb, NULL);
}
}
static void update(cpSpace* space, double dt)
{
cpSpaceStep(space, dt);
}
static cpSpace* init(void)
{
ChipmunkDemoMessageString = "Sticky collisions using the cpArbiter data pointer.";
cpSpace* space = cpSpaceNew();
cpSpaceSetIterations(space, 10);
cpSpaceSetGravity(space, cpv(0, -1000));
cpSpaceSetCollisionSlop(space, 2.0);
cpBody* staticBody = cpSpaceGetStaticBody(space);
cpShape* shape;
// Create segments around the edge of the screen.
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340, -260), cpv(-340, 260), 20.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(340, -260), cpv(340, 260), 20.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340, -260), cpv(340, -260), 20.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-340, 260), cpv(340, 260), 20.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetFilter(shape, NOT_GRABBABLE_FILTER);
for (int i = 0; i < 200; i++)
{
cpFloat mass = 0.15f;
cpFloat radius = 10.0f;
cpBody* body = cpSpaceAddBody(space, cpBodyNew(mass, cpMomentForCircle(mass, 0.0f, radius, cpvzero)));
cpBodySetPosition(body, cpv(cpflerp(-150.0f, 150.0f, frand()), cpflerp(-150.0f, 150.0f, frand())));
cpShape* shape = cpSpaceAddShape(space, cpCircleShapeNew(body, radius + STICK_SENSOR_THICKNESS, cpvzero));
cpShapeSetFriction(shape, 0.9f);
cpShapeSetCollisionType(shape, COLLISION_TYPE_STICKY);
}
cpCollisionHandler* handler = cpSpaceAddWildcardHandler(space, COLLISION_TYPE_STICKY);
handler->preSolveFunc = StickyPreSolve;
handler->separateFunc = StickySeparate;
return space;
}
static void destroy(cpSpace* space)
{
ChipmunkDemoFreeSpaceChildren(space);
cpSpaceFree(space);
}
ChipmunkDemo Sticky = {
"Sticky Surfaces", 1.0 / 60.0, init, update, ChipmunkDemoDefaultDrawImpl, destroy,
};