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